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An Authentic Learning Approach to Assist the Computational Thinking in Mathematics Learning for Elementary School Ratna Wardani; Masduki Zakaria; Priyanto Priyanto; Muhammad Irfan Luthfi; Irma Nuur Rochmah; Andy Ferry Rahman; Muhammad Trio Maulana Putra
Elinvo (Electronics, Informatics, and Vocational Education) Vol 6, No 2 (2021): November 2021
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (337.194 KB) | DOI: 10.21831/elinvo.v6i2.47251

Abstract

Programme for International Student Assessment (PISA) 2018 report revealed that in mathematics the ability of Indonesian students to solve mathematical problems is still very low. The Trends in International Mathematics and Science Study (TIMSS) strengthened the PISA report by mentioning that in general, Indonesian students' ability in solving fraction problems is low. In this study, We tried to improve students' ability in solving fractions by using computational thinking assisted by an authentic learning approach. A system was utilized to help the students in learning fractions. Totally twenty-two fifth-grade students were assigned in this study. While they learned fractions using the system, they needed to capture an object around them to make a representation of the fraction problem. Moreover, by using the system, they also need to find the best and fastest way to solve a fraction problem. The result showed that their learning achievements improved especially in fraction representation, fraction operation, linguistics, and creativity. And multiple regression results showed that students’ activity can predict the students’ learning achievement. The more active the learn fraction using the system, the higher score they get. In the final, the result of this study contributes essential implications along with a conclusion and suggestion for future research.
Breaking Down Computer Networking Instructional Videos: Automatic Summarization with Video Attributes and Language Models Totok Sukardiyono; Muhammad Irfan Luthfi; Nisa Dwi Septiyanti
Elinvo (Electronics, Informatics, and Vocational Education) Vol 8, No 1 (2023): Mei 2023
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/elinvo.v8i1.60741

Abstract

Instructional videos have become a popular tool for teaching complex topics in computer networking. However, these videos can often be lengthy and time-consuming, making it difficult for learners to obtain the key information they need. In this study, we propose an approach that leverages automatic summarization and language models to generate concise and informative summaries of instructional videos. To enhance the performance of the summarization algorithm, we also incorporate video attributes that provide contextual information about the video content. Using a dataset of computer networking tutorials, we evaluate the effectiveness of the proposed method and show that it significantly improves the quality of the video summaries generated. Our study highlights the potential of using language models in automatic summarization and suggests that incorporating video attributes can further enhance the performance of these models. These findings have important implications for the development of effective instructional videos in computer networking and can be extended to other domains as well.
Development of an Android-Based Cultural Heritage Map App Muhammad Irfan Luthfi; Ratna Wardani; Nisa Dwi Septiyanti
Elinvo (Electronics, Informatics, and Vocational Education) Vol 8, No 1 (2023): Mei 2023
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/elinvo.v8i1.55729

Abstract

This study aims to (1) develop an Android-based cultural heritage map app that can provide the location of cultural heritages in the Special Region in Yogyakarta along with its descriptions, images, and videos; and (2) understand the quality of the app based on standard software quality testing ISO / IEC 25010 on functional suitability, performance efficiency, and compatibility. The development method utilized a waterfall software development model that consists of communication, planning, modeling, construction, and deployment. The results of this study are 1) an Android-based cultural heritage map app that can provide the location of cultural heritages in the Special Region of Yogyakarta along with its descriptions, pictures, and videos. and 2) the test results indicate the app meets the standards of ISO / IEC 25010 on the aspect of (1) functional suitability, entire functions of the app running 100%, (2) the compatibility of the app, compatible 100% of the co-existence, various operating systems, device types, and screen dimensions, (3) performance efficiency, the app successfully executed in 312 of the 321 test devices without any memory leak with the average of time behavior, CPU utilization, and memory utilization for Dalvik Virtual Machine are 0.022 seconds/thread, 10.71%, and 33.11 MB and the average of time behavior, CPU utilization, and memory utilization for Android Run Time are 0.020 seconds/thread, 9.9918%, and 154.582 MB.
Design Thinking untuk Analisis Masalah Pembelajaran Daring Pada Masa Pandemi Covid-19 di Indonesia Muhammad Irfan Luthfi; Nisa Dwi Septiyanti
Decode: Jurnal Pendidikan Teknologi Informasi Vol. 3 No. 2: SEPTEMBER 2023
Publisher : Program Studi Pendidikan Teknologi Infromasi UMK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51454/decode.v3i2.146

Abstract

Pandemi Covid-19 berdampak signifikan tehadap kehidupan manusia, baik kesehatan, ekonomi, maupun Pendidikan di dunia. Di Indonesia, pemerintah telah menerapkan berbagai langkah untuk menekan penyebaran virus dengan memberlakukan kebijakan lockdown. Kebijakan tersebut berdampak di segala sektor, tak terkecuali sektor pendidikan. Kementerian Pendidikan dan Kebudayaan Republik Indonesia mulai memberlakukan kegiatan pembelajaran dalam jaringan (daring). Guru sebagai pendidik harus mampu berinovasi untuk kelangsungan proses pembelajaran. Mereka melakukan berbagai hal untuk memastikan siswa dapat menerima dan memahami topik pembelajaran. Namun, pada pelaksanaan kegiatan pembelajaran daring ini tidak luput dari masalah. Penelitian ini mencoba menemukan permasalahan tersebut dengan menerapkan metode design thinking. Pendekatan design thinking berfokus pada pemahaman kebutuhan dan perspektif pengguna dalam memecahkan masalah yang mengutamakan empati, kreativitas, dan pembuatan prototipe. Design thinking menawarkan kerangka kerja yang kuat untuk mengembangkan keterampilan abad ke-21. Siswa dan guru dari berbagai tingkatan terlibat dalam penelitian ini dan mencoba untuk menemukan dan fokus pada masalah dalam pembelajaran daring. Siswa dan guru menemukan solusi untuk memecahkan masalah dalam pembelajaran daring dengan melakukan peningkatan interaksi antara guru dan siswa.