Wibawa, Setya Chendra
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THE DESIGN AND IMPLEMENTATION OF AN EDUCATIONAL MULTIMEDIA INTERACTIVE OPERATION SYSTEM USING LECTORA INSPIRE Wibawa, Setya Chendra
Elinvo (Electronics, Informatics, and Vocational Education) Vol 2, No 1 (2017): May 2017
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (450.989 KB) | DOI: 10.21831/elinvo.v2i1.16633

Abstract

The objective this research to produce a valid interactive learning tool and practice based on learning media Lectora Inspire; knowing the student response against the learning tool, and knowing the student learning outcomes after using Lectora inspire learning media. Research and development of the research method using ADDIE model. Research with the learning media to be tested against the 32 student X level of Vocational High School and the subject is operation system. Research analysis results obtained through student response and question form reserved post-test. Validation of results obtained through validation by the validator which consists of one lecturer of Informatics and two teachers in a primary against 83.3% of Planning of Learning validation, validation against reserved posttest of 93.9% and validation against the media learner Lectora inspire of 100%, the results of all the validations that meets the criteria for applied research. The percentage of the average student response against Lectora media inspire 85.9%. While the percentage of student learning results expressed satisfaction with the presentation of graduation of 84.375% means it can be inferred that the media Lectora inspire gets good results and media can be said to be effective as a learning tool to supporting study students.
PENGEMBANGAN APLIKASI PEMBELAJARAN BUMBU DAN REMPAH BERBASIS AUGMENTED REALITY BERNAMA “WORLD OF HERBS AND SPICES” Hermawan Putri, Amirah Zulfa; Wibawa, Setya Chendra; Ruhana, Amalia
Jurnal BOSAPARIS: Pendidikan Kesejahteraan Keluarga Vol 12, No 2 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppkk.v12i2.36016

Abstract

Tujuan dari penelitian ini yaitu untuk mengetahui tingkat validitas berdasarkan kepraktisan aplikasi pembelajaran tentang bumbu dan rempah berbasis augmented reality jika digunakan dalam sebuah proses pembelajaran melalui uji coba dari responden. Penelitian ini menggunakan metode Research and Development dan mengadaptasi model ADDIE. Tahapan model ADDIE ini adalah 1) Analyze, 2) Design, 3) Develop, 4) Implement, 5) Evaluate. Teknik pengumpulan data menggunakan kuesioner atau lembar penilaian berupa Skala Likert yang diberikan kepada responden masyarakat umum. Hasil penelitian mengenai validitas untuk aplikasi pembelajaran ini mencapai persentase 88.55% dengan kriteria Sangat Valid berdasarkan kepraktisan. Berdasarkan hasil penelitian tersebut, dapat ditarik kesimpulan bahwa aplikasi pembelajaran bumbu dan rempah berbasis augmented reality yang bernama “World of Herbs and Spices” ini sangat valid berdasarkan kepraktisan sehingga baik jika digunakan dalam sebuah proses pembelajaran.
Users’ Acceptance of Kumandang Interactive Reading Aloud Smartphone-Based Apps Yuliati, Ni Komang Dwi Eka; Santosa, Made Hery; Wibawa, Setya Chendra
Jurnal Ilmiah Sekolah Dasar Vol 6, No 1 (2022): February 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v6i1.43579

Abstract

In 21st century learning, the development of smartphone-based applications to support education, especially literacy, has become a basic need. This study aims to analyze the factors that factor in user acceptance of an Android-based application called Kumandang, Reading Aloud Activities. This type of research is survey research. The subjects of this study were ninety participants consisting of teachers, parents, and guardians. The research instrument used in this study was a questionnaire sheet. The technique of data collection is the distribution of questionnaires. The data analysis technique uses a structural equation model with the help of the SMARTPLS application. The study model uses UTAUT2, which consists of several indicators, including; Performance Expectations (PE), Business Expectations (EE), Social Influence (SI), Facilitation Conditions (FC), Price Value (PV), Hedonic Motivation (HM), and Habits of Behavioral Intentions (H). The results showed that business expectations (EE) related to the ease and convenience of using Kumandang positively affected user acceptance. In addition, hedonic motivation (HM) related to fun and entertainment also affects parents' intention to use the Kumandang application. The results also show that performance expectations (PE), social influences (SI), facilitating conditions (FC), habits (H), and price effects (PV) do not affect parents' acceptance of using the Kumandang application.