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Pengaruh Pengajaran Pemrogaman Animasi melalui Aplikasi Scratch pada Kemampuan Pemecahan Masalah Afis Pratama
Joined Journal (Journal of Informatics Education) Vol 1 No 1 (2018): JOINED Journal of Informatics Education
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (187.478 KB) | DOI: 10.31331/joined.v1i1.613

Abstract

Pemrograman Animasi komputer dianggap sebagai kompetensi penting bagi pengembangan keterampilan pemecahan masalah selain penalaran logis. Oleh karena itu, integrasinya di semua tingkat pendidikan, dan juga usia dini, dianggap penting dan studi penelitian dilakukan untuk mengeksplorasi fenomena tersebut secara lebih rinci. Mengingat fakta ini, penelitian ini merupakan upaya eksplorasi untuk menyelidiki pengaruh pemrograman Scratch pada keterampilan pemecahan masalah mahasiswa Pendidikan Informatika. Penelitian ini dilakukan dengan desain metode gabungan kuantitatif dan kualitatif pada 21 orang mahasiswa. Menurut hasil kuantitatif, pemrograman di platform Scratch tidak menyebabkan perbedaan yang signifikan dalam keterampilan memecahkan masalah mahasiswa sekolah dasar. Hanya ada peningkatan yang tidak signifikan dalam mean faktor "kepercayaan diri terhadap kemampuan pemecahan masalah mereka". Ketika pemikiran mahasiswa dipertimbangkan, dapat dikatakan dengan jelas bahwa semua mahasiswa menyukai pemrograman dan ingin memperbaiki program mereka. Akhirnya, sebagian besar mahasiswa menemukan platform Scratch mudah digunakan.
Pengembangan Plugin Eduplayer pada E-Learning untuk Meningkatkan Kompetensi Animasi Mahasiswa Afis Pratama
Joined Journal (Journal of Informatics Education) Vol 3 No 1 (2020): Volume 3 Nomor 1 (2020)
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/joined.v3i1.1496

Abstract

E-learning has been widely used in the world of education today because it can be used to help the process of transforming the paradigm of learning from teacher-centered to student-centered. In addition, e-learning has features that teachers can use to support learning activities such as video streaming, virtual laboratory, virtual library, self assessment and so on. In practice-based courses, the use of video tutorials on e-learning is considered necessary as an alternative learning resource. This is because video tutorials are able to display certain lessons repeatedly according to the user's wishes. The short-term goal in this study is to make a decent video tutorial as an alternative learning resource in Graphic Design course, where the tutorial video that has been created will be pinned on e- learning IKIP Veteran Central Java and is expected to improve students' understanding after using video tutorial contained in e-learning. The long-term goal of this research is to be able to create various video tutorials on e-learning in other courses that are practice-based and enrich the content of e-learning itself. The result of this research shows that the students are very interested with the video tutorial on IKIP Veteran e-learning and the tutorial video is also able to improve student learning outcomes.