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Design and Development of Online Collaborative Learning Platform of Kit-Build Concept Map Aryo Pinandito; Didik Dwi Prasetya; Hanifah Muslimah Az-zahra; Wibisono Sukmo Wardhono; Yusuke Hayashi; Tsukasa Hirashima
Journal of Information Technology and Computer Science Vol. 6 No. 1: April 2021
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (680.051 KB) | DOI: 10.25126/jitecs.202161294

Abstract

A concept map is deemed a useful teaching and learning tool. It offers many potential advantages over just representing the students’ knowledge and understanding during learning, and have been widely used to support learning. Kit-Build concept map is one learning framework that incorporate digital concept map for its learning activities. Learning with Kit-Build concept map has been found to have better learning effects towards students' understanding and knowledge retention. Incorporating Kit-Build concept map into collaborative learning have been reported to have better outcome than the traditional collaborative learning. However, collaborative learning with Kit-Build concept map cannot be accomodated with the current Kit-Build system where learning activity is conducted online. This study presents the design and development of online collaborative learning platform of Kit-Build Concept Map. A prototype of the collaboration system to support collaborative learning with Kit-Build concept map is developed and be evaluated to portray its potential usability for further development and practical use. The result suggested that incorporating Socket.IO as a real-time communication middleware is effective to deliver online collaborative learning features into the Kit-Build system. Preliminary evaluation to the system also suggested that the system has the potential for actual use in supporting distant collaborative learning with Kit-Build concept map.
Media Pembelajaran Calistung Hewan Berteknologi Augmented Reality untuk Menarik Minat Belajar Anak Tri Afirianto; Wibisono Sukmo Wardhono; Billawal Nadipa Pelealu; Muhammad Aminul Akbar
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 8, No 2: April 2021
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2021824510

Abstract

Salah satu perkembangan anak yang perlu diperhatikan adalah perkembangan kognitif. Contoh perkembangan kognitif pada anak usia dini seperti menyebutkan jumlah benda mulai dari satu hingga sepuluh dan merepresentasikan benda dalam bentuk gambar atau tulisan. Kemampuan tersebut dapat diperoleh melalui kegiatan membaca, menulis, dan berhitung (calistung). Calistung bukanlah suatu kemampuan wajib yang dimiliki oleh anak usia dini, namun kemampuan tersebut tetap perlu disampaikan sesuai dengan metode pembelajaran di PAUD/TK, yaitu dengan cara bermain dan belajar. Untuk mempermudah pemahaman anak tentang calistung diperlukan objek yang sering dijumpai oleh anak, sebagai contoh hewan yang sering dijumpai di kebun binatang. Oleh karena itu, pada penelitian ini dikembangkan media pembelajaran calistung dengan objek hewan. Untuk mengetahui tingkat ketertarikan anak dalam mempelajari calistung, media pembelajaran dikembangkan dengan menggunakan teknologi Augmented Reality (AR). Metode pengembangan yang digunakan adalah iterative rapid prototyping. Berdasarkan pengujian media dengan menggunakan fun testing menghasilkan nilai total rata-rata sebesar 85,6% yang berarti media pembelajaran ini mampu meningkatkan ketertarikan anak dalam mempelajari calistung. Abstract One of the child's development that needs attention is cognitive development. Examples of cognitive development in early childhood such as mentioning the number of objects ranging from one to ten and representing objects in the form of images or writing. This ability can be obtained through reading, writing and arithmetic (calistung: Indonesian abbreviation) activities. Calistung is not a mandatory ability possessed by early childhood, but the ability still needs to be delivered in accordance with the learning methods in pre-primary school, that is playing and learning. To facilitate children's understanding of calistung, objects that are often encountered by children are needed, for example animals that are often found in zoos. Therefore, this research developed calistung learning media with animal objects. To find out the level of interest of children in learning calistung, learning media was developed using Augmented Reality (AR) technology. The development method used is iterative rapid prototyping. Based on media testing using fun testing produces an average total value of 85.6%, which means this learning media is able to increase children's interest in learning calistung.
PENGARUH ONLINE LEARNING EXPERIENCE DAN GAYA BELAJAR TERHADAP MOTIVASI BELAJAR PESERTA DIDIK SMKN 2 MALANG SAAT PEMBELAJARAN JARAK JAUH (PJJ) Muhammad Syarifuddin; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 6, No 1 (2021)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v6i1.1909

Abstract

Pembelajaran jarah jauh (PJJ) kini harus terpaksa dilakukan di berbagai jenjang pendidikan guna menekan perluasan pandemi COVID-19 di Indonesia. Berbagai dampak akibat PJJ pun dirasakan oleh peserta didik khususnya jenjang SMK, karena yang awalnya pelajaran 70% harus melakukan praktik kini harus terpaksa dilakukan secara teori dan daring. SMK yang cukup berdampak adalah SMKN 2 Malang, menurut wawancara dan observasi penulis terhadap beberapa narasumber, mereka merasa malas, banyak rebahan hingga motivasi belajar menurun saat mengikuti PJJ. Tujuan dari penelitian ini adalah 1) Mengetahui pengaruh online learning experience terhadap motivasi belajar, 2) Mengetahui pengaruh gaya belajar terhadap motivasi belajar dan 3) Mengetahui pengaruh online learning experience dan gaya belajar secara bersamaan terhadap motivasi belajar peserta didik SMKN 2 Malang saat PJJ. Penelitian ini menggunakan regresi linier baik sederhana maupun berganda dengan pendekatan kuantitatif, adapun tahap penelitian dimulai dari merumuskan permasalahan hingga penarikan kesimpulan dan saran. Hasil penelitian diperoleh bahwa online learning experience berpengaruh secara positif terhadap motivasi belajar dengan pengaruh sebesar 19,6%. Sedangkan variabel gaya belajar baik visual dan audiotorial masing-masing berpangaruh positif terhadap motivasi belajar dengan besar pengaruh 28,4% dan 13,9%, untuk gaya belajar kinestetik tidak berpengaruh terhadap motivasi belajar peserta didik SMKN 2 Malang. Online learning experience dan gaya belajar secara bersama-sama berpengaruh secara positif sebesar 25,4% dan sisanya dipengaruhi oleh variabel lain diluar penelitian ini.
Pengembangan Desain Solusi Dasbor Learning Analytics sebagai Input pada Model Personalized Learning Wibisono Sukmo Wardhono; Agi Putra Kharisma; Eriq Muhammad Adams Jonemaro
Edunity: Social and Educational Studies Vol. 1 No. 04 (2022): Edunity : Social and Educational Studies
Publisher : Publikasiku

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (96.521 KB) | DOI: 10.57096/edunity.v1i04.23

Abstract

Gaya belajar berperan penting dalam sistem pembelajaran adaptif. dengan memahami gaya belajar yang beragam, sistem ini dapat memberikan rekomendasi atas gaya belajar peserta didik. Tujuan dari penelitian ini adalah menganalisa pengembangan desain solusi dasbor learning sebagai input pada model personalized learning. Metode yang digunakan dalam penelitian ini adalah Human-centered Design (HCD) dengan mengintegrasikan kebutuhan-kebutuhan pengembangan lingkungan belajar yang adaptif terhadap gaya belajar peserta didik. Rancangan dasbor Learning Analytics (Learning Analytics Dashboard – LAD) menghasilkan kebutuhan-kebutuhan fungsional sebuah sebagai dasar pengumpulan data yang digunakan untuk input personalisasi pembelajaran (Personalized Learning) sesuai gaya belajar mahasiswa. Kebutuhan-kebutuhan tersebut meliputi Fungsi Login, Akses daftar materi, Membuka detail materi, Evaluasi materi, Rangkuman aktivitas dan Logout. Untuk menunjang kebutuhan-kebutuhan yang mendukung pengguna sistem mencapai tujuannya, dihasilkan kebutuhan-kebutuhan non-fungsional yang meliputi penentuan platform sistem berbasis web, tampilan yang responsif, tata-letak dan kerangka desain rapi dan konsisten, pemilihan fontasi yang lugas dan tidak bermotif dengan ukuran proporsional, serta pemilihan warna yang netral dan lembut
Interactive Procedural Knowledge Learning Resources Development in The Context of Competency-Based Training Instructional Approach and Interactive Media Design Subjects for Information Technology Vocational High School Admaja Dwi Herlambang; Baiti Budiman; Wibisono Sukmo Wardhono
Elinvo (Electronics, Informatics, and Vocational Education) Vol 7, No 1 (2022): Mei 2022
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (346.314 KB) | DOI: 10.21831/elinvo.v7i1.48215

Abstract

Many research has proven the good impact of digital learning resources on the knowledge acquisition by students. However, this research only focuses on factual and conceptual knowledge types. In contrast, the learning process in vocational high schools is dominated by procedural knowledge and practical activities. This research aims to produce a digital handbook appropriate in content, media, and utilization in the learning process of procedural knowledge at an information technology vocational high school. Digital handbook components were arranged based on the context of the Competency-Based Training (CBT) instructional approach and Interactive Media Design subjects. The digital handbook was developed under the Four-D model dan Cognitive Theory of Multimedia Learning. The content, media, and practicality appraisal were carried out to prove that the digital handbook is appropriate as a digital learning resource. The material, media, and practicality appraisal involves subject matter experts, multimedia learning experts, and potential users. The content validity average score is 97.80%, the media validity score is 95.50%, and the practicality score is 90.00%. Based on these, the digital handbook is declared practical and worth using as an interactive digital learning resource for procedural knowledge, potentially attracting students to hands-on or practical activities and guiding students to learn independently.
Character Education Integration in Distance Learning System Based on Multiple Intelligence Theory: Case Study at SMKN 2 Malang Admaja Dwi Herlambang; Qonita Rahmawati; Wibisono Sukmo Wardhono
Elinvo (Electronics, Informatics, and Vocational Education) Vol 7, No 1 (2022): Mei 2022
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (274.186 KB) | DOI: 10.21831/elinvo.v7i1.48216

Abstract

This study aims to determine how the strategies carried out by Public Vocational High Schools in Malang City, Indonesia, implement character education in the distance learning system. This research occurred at the 2nd  PublicVocational High School (SMKN 2 Malang), Computer and Network Engineering Department. The design of this research is an interactive qualitative analysis model, i.e., reduction, data presentation, and deduction. Data collection techniques are in-depth interviews, observation, and documentation for six months. Data documentation consists of diagnostic tests, Learning Management System (LMS) screenshots, and discipline time records during distance learning. This study shows that from knowledge aspect, teachers can understand students' character well so that the application of multiple intelligence strategies by utilizing diagnostic tests and LMS can be realized. However, the implementation of character education often experiences problems or lacks student technical support, so its implementation is carried out consistently by incorporating character values in every learning activity. This study recommends that observation activities be carried out when learning activities need to be optimized with synchronous learning activities.
Interactive Mixed Reality System Menggunakan Pepper Ghost System dan Kendali Gerakan Tangan Berbasis Kinect Aristyo Pramana; Eriq Muh. Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 1 (2017): Januari 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (646.179 KB)

Abstract

Teknologi mixed reality akan membuat interaksi antara user dan aplikasi terasa nyata. Teknologi ini adalah perpaduan antara dunia maya (virtual world) dan dunia nyata (real world), sehingga diharapkan pengguna akan dapat memahami terhadap informasi yang diberikan. Salah satu penggunaan teknologi mixed reality adalah penggunaan pepper ghost. Pepper ghost adalah salah satu teknologi yang bertujuan untuk menciptakan sebuah objek holografik yang interaktif. Disamping penggunaan teknologi mixed reality, terdapat suatu teknologi interaktif, yakni Kinect. Kinect menjadi alat kontrol utama dimana user sudah tidak menggunakan perangkat konvensional pada umumnya (keyboard, mouse, dan sebagainya). Dengan menggunakan kinect, user hanya menggunakan bahasa tubuh yang nantinya akan diterjemahkan menjadai sebuah perintah tertentu pada aplikasi.
Implementasi Mobile Augmented Reality Pada Aplikasi Pemilihan Sarana Dan Prasarana Laboratorium Sekolah Menengah Atas Dimas Setyo Utomo; Issa Arwani; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 3 (2017): Maret 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1194.361 KB)

Abstract

Augmented Reality (AR) is a technology with a lot of potentials. AR could bring a lot of advantages in many different fields such as entertainment, design or military. This technology also possibly used as a new design approach for interior design as virtual objects such as furniture displayed in a real-world environment on the screen. This study took up in an institution like public school specifically for school laboratory. This study will also add the use of Head Mounted Display (HMD) such as Google Cardboard for better user experience. The objects were designed and shown in 3D with a certain standard for public high school laboratory. Plus, the object's material can be changed through Google Cardboard's view.
Penerapan Mixed Reality Sebagai Sarana Pembelajaran Indera Penglihatan Manusia Menggunakan Teknologi Hologram Arifaldi Jayaputra; Herman Tolle; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (726.874 KB)

Abstract

The senses are the tools in the human body that make human beings can know and feel the circumstances or interaction from outside. One senses in humans is most important senses. Learning about the material senses sight already studied since sitting in on lessons of elementary school Science (IPA). In fact, until now there are still many found teachers who still use lecture time to teach, because in fact there are still teachers who have yet to harness the learning media in explaining and giving examples. In the absence of new innovations in helping teaching system will make some students feel the lesson became less attractive and make the students do not pay attention to the lesson. With the technology of mixed reality writers want to help resolve these problems by creating applications of learning about the sense of human vision using a 3D hologram later visualization of the application is expected to be used as a means of learning. Based on the test results the results obtained as a percentage of the usability of 82% which belong to the qualifying well and successfully, then the test results on the effectiveness of using the Wilcoxon Signed Rank Test calculations obtained the value of Asymp. SIG 2 tailed i.e. amounting to a meaningful value of 0.00 Asymp. SIG 2 tailed less than the limit value 0.05 p-value significance which means there is a significant difference in the effectiveness of the application before using and after using applications to knowledge about the sense of vision in humans.
Penerapan DPE Framework dalam Perancangan Serious Game bagi Pengidap Kebutaan Nada M. Rizkiyan Zaka Riawan; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 10 (2017): Oktober 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (791.662 KB)

Abstract

Tone deafness, wich known as congesti amusia, is kind of disability to sing the note correctly. Tone deafness can be detected through tests that apply the montreal battery method, used to determine a person's ability to compare the level of tone and recognize patterns of ups and downs. Based on the problems above, then designed serious game that aims to therapy for people with tone deafness. The design of this serious game is implementing DPE (Design, Play, Experience) framework, that divides designing process into multiple layers. These layers include: learning layer, layer storytelling, gameplay layer, user experience layer, and the technology layer. The tests wich conducted in this serious game is play test and tone deafness competency test. In play test, questionnaires will be used as a testing tool, containing questions related to the player's interest towards content and idea of this game. On the tone deafness competency test, participants ability to descriminate tones will be analysed, which is represented by the score of the tone deafness test. From the results of these tests, can be concluded that serious games are designed in compliance with the objectives learning as well as the excitement factor wich is the essence of a game.
Co-Authors Abdul Azis Abdul Hakim Adam Hendra Brata Adji Reno Muhammad Admaja Dwi Herlambang Admaja Dwi Herlambang Agi Putra Kharisma Alvindo Tri Jatmiko Amelia Achsandini Puteri Amminul Akbar Ananda Widya Pratama Anindita Setyamurti Anis Wardlatul Ulfa Wahidah Annisa Hestiningtyas Ari Bayu Prasetyo Arifaldi Jayaputra Aristyo Pramana Ary Budi Laksono Aryo Pinandito Aswin Suharsono Bagus Setiawan Baiti Budiman Beril Sanda Billawal Nadipa Pelealu Cristina Pravitasari Dany Muhammad Darin Nadhifah Desi Fatmawati Dicky Pujakesuma Didik Dwi Prasetya Dimas Setyo Utomo Ellya Kusna Aura Dewi Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhammad Adams Jonemaro Fachri Rachmanda Fadillah Eka Putri Fajrian Muchtar Firly Wahyudi Firmanda Mulyawan Nugroho Fransnesa Fransnesa Galih Muhammad Gayus Reinaldy Manere Sulli Danan Hanifah Muslimah Az-zahra Hanifah Muslimah Az-Zahra Hanifatul 'Izza Haris Mahmudi Herdianto Tri Setyaji Herman Tolle Herman Tolle Herman Tolle Hermawan Wijaya Hernindya Annisa Rahayu Hrizto Hanie Del Piero Indriadi Setiawan Irfan Noor Agdhian Irsyad Fauzan Noor Issa Arwani Kurnila Putri Islamawati Lutfi Fanani Lutfi Fanani M. Iqbal Ardiansyah M. Rizkiyan Zaka Riawan Maya Dwi Wijayanti Mikhanael Mual Parsaulian Simanjuntak Moch Meidhike Wirazitanra Jayadi Moch. Rizal Effendi Mochammad Hafidz Moh. Faiz Fanani Moh. Laksamana Adhitama Mohamad Faisal Amir Mohamad Ilham Monel Lindu Sagala Muh. Fadhil Fathi Rizal Muhammad Aminul Akbar Muhammad Hasbi Rahman Muhammad Syarifuddin Muhammad Wahyu Pamengas Muhammad Yudha Yusi Putra Muthia Rifdah Mardatillah Nurul Fikriyah Pradhana Hafiizh Bachtiar Primananda Kurnia S. Qonita Rahmawati Rahma Nur Anggraeni Rakha Hasan Pramudito Ramadhan Rizki Arga Putra Ratih Kartika Dewi Ratih Kartika Dewi Ratih Kartika Dewi Renno Andika Syawaludin Retno Indah Rokhmawati Rizal Darmawansyah Rizaldy Ilham Akbar Rizky Afwan Austin Ryan Edbert Jeremiah Sabhian Bagaspati Susilo Sandhi Wistara Satrio Agung Wicaksono Satrio Hadi Wijoyo Satrio Hadi Wijoyo Sendi Rachmat Fadillah Septian Pratama Widianto Setia Khoirunisa' Shena Star Sarwodi Suryo Utomo Tahmidya Kamila Putri Nicahya Tio Allin Subiantoro Tri Afirianto Tri Afirianto Tsukasa Hirashima Unggar Salsabila HSS Vio Cesar Melano Yonanta Viqi Hanada Yanitra Dwi Luthansyah Yanuardi Firmansyah Yudha Hadi Pratama Yuki Pradana Yusuke Hayashi Zaky Nur Abyan