scholarly journals E-LEARNING AKSARA JAWA DENGAN INDEX CARD MATCH (ICM) BERBASIS WEB

2021 ◽  
Vol 12 (3) ◽  
pp. 30-39
Author(s):  
Andri Putro Pamungkas ◽  
Dedih Dedih ◽  
Dwi Agung Suprapto

ABSTRAKSI E-Learning adalah bentuk pengembangan dari cara belajar konvensional (tatap muka) denganmemanfaat teknologi sebagai sarana pendukungnya. E-learning belakangan ini semakin maju danberkembang seiring perkembangan teknologi informasi. Aksara Jawa atau yang lebih dikenal dengannama Hanacaraka atau carakan merupakan salah satu dari sekian warisan budaya leluhur bangsaIndonesia. Dengan seiring perkembangan zaman, Aksara Jawa seolah menjadi salah satu warisanbudaya yang terlupakan. Sebagai generasi muda Indonesia, sudah seharusnya kita melestarikanbudaya bangsa yang merupakan peninggalan dari leluhur kita. Atas dasar itulah pada penelitian inidikembangkan sebuah e-learning aksara jawa dengan metode index card match. Index cart matchdipilih karena dapat dikembangkan dalam bentuk permainan pencocokan kartu, sehingga diharapkandapat mengurangi tingkat kebosanan dan memudahkan mempelajarinya. Adapun materi yang akandi sajikan antara lain aksara carakan, aksara wilangan, aksara murda, aksara rekan, aksara pasangandan sejarah aksara jawa. Untuk pengembangan perangkat lunak digunakan System Development lifeCycle waterfall oleh Satzinger.

2017 ◽  
Vol 12 (3) ◽  
pp. 30-39
Author(s):  
Andri Putro Pamungkas ◽  
Dedih Dedih ◽  
Dwi Agus Suprapto

E-Learning adalah bentuk pengembangan dari cara belajar konvensional (tatap muka) dengan memanfaat teknologi sebagai sarana pendukungnya. E-learning belakangan ini semakin maju dan berkembang seiring perkembangan teknologi informasi. Aksara Jawa atau yang lebih dikenal dengan nama Hanacaraka atau carakan merupakan salah satu dari sekian warisan budaya leluhur bangsa Indonesia. Dengan seiring perkembangan zaman, Aksara Jawa seolah menjadi salah satu warisan budaya yang terlupakan. Sebagai generasi muda Indonesia, sudah seharusnya kita melestarikan budaya bangsa yang merupakan peninggalan dari leluhur kita. Atas dasar itulah pada penelitian ini dikembangkan sebuah e-learning aksara jawa dengan metode index card match. Index cart match dipilih karena dapat dikembangkan dalam bentuk permainan pencocokan kartu, sehingga diharapkan dapat mengurangi tingkat kebosanan dan memudahkan mempelajarinya. Adapun materi yang akan di sajikan antara lain aksara carakan, aksara wilangan, aksara murda, aksara rekan, aksara pasangan dan sejarah aksara jawa. Untuk pengembangan perangkat lunak digunakan System Development life Cycle waterfall oleh Satzinger.


Author(s):  
Dentik Karyaningsih ◽  
Puji Siswanto

Lecture courses in the English Language Education Study Program of STKIP Setiabudhi Rangkasbitung are still conducted in face-to-face class, so the students who do not attend lectures cannot know the pronunciation material at that time, because the Pronunciation course is a practical course in the English pronunciation system. The E-Learning Pronunciation is built so that lectures can be carried out anywhere and anytime without reducing the quality of the teaching and learning process. Therefore, the students who are left behind can continue to follow the Pronunciation course material, as well as habituating students in utilizing communication and information technology. E-Learning Pronunciation is important to be built to improve the ability of students’ pronunciation when doing distance learning, so that students are clearer and more firm in understanding Pronunciation so that there are no errors in English pronunciation. Participants in this study were first semester students of English education study programs. This study uses an experimental research design with the Prototype System development method and system of testing uses Black box testing.


2017 ◽  
Vol 15 (1) ◽  
Author(s):  
Restu Yoga Setia ◽  
Deasy Permatasari ◽  
Wahyuni Yuni

Aplikasi Multimedia pembelajaran sebagai salah satu media yang dapatdigunakan dalam penyampaian materi di sekolah, memberikan dampak positifbagi Guru dan Siswa dalam hal pemanfaatan perangkat digitalisasi danTeknologi Informasi di era Globalisasi saat ini. Hal ini termasuk pula memanfaatkan E-Learning yang pada saat ini merupakan media komunikatif dalam Proses Belajar Mengajar (PBM). Mata pelajaran Pendidikan LingkunganHidup (PLH) di tingkat Sekolah Menengah Pertama (SMP), yang salah satunyamempelajari sub bab materi tentang bencana alam. Dalam Proses PBM disekolah khususnya tingkat Menengah Pertama, rata-rata secara umum Gurusebagai penyampai materi masih menggunakan metode pembelajaran danmedia yang bersifat konvensional, yaitu hanya dengan memanfatkan metodeinteraksi langsung dengan siswa dan media buku-buku pelajaran tanpa ataubahkan tidak sama sekali memanfaatkan perangkat Teknologi Informasi (IT).Hal tersebut menyebabkan siswa harus menalar kronologis kejadian bencanaalam yang dirasakan agak menyulitkan baik bagi pihak Guru maupun Siswadalam memahami materi pelajaran karena akan lebih baik apabila terdapatmedia yang dapat memperlihatkan dengan jelas tentang fenomena bencanaalam dengan menggunakan aplikasi multimedia sebagai media yang dapatmembantu secara visualisasi dalam bentuk video animasi, sehingga materiakan lebih mudah dipahami dan ditalar oleh siswa. Metode pengembangansistem yang digunakan adalah model SDLC (System Development Life Cycle)atau Waterfall. Karena model ini bertujuan menghasilkan sistem dengankualitas yang tinggi, memenuhi harapan penggunanya, tepat dalam waktu danbiaya, bekerja dengan efektif dan efisien dalam infrastruktur TeknologiInformasi yang ada atau yang direncanakan, serta murah dalam perawatan danpengembangan lebih lanjut. Berdasarkan permasalahan diatas, maka dibuatlahsebuah “Aplikasi Multimedia Pembelajaran Pendidikan Lingkungan HidupTentang Bencana Alam”. Aplikasi ini diharapkan dapat membantu siswa dalammempelajari materi Pendidikan Lingkungan Hidup tentang bencana alamdengan menonjolkan objek gambar, suara, animasi video, animasi yangmenarik dan interaktif yang diharapkan akan dapat berfungsi dalam membantudalam PBM.


2020 ◽  
Vol 10 (2) ◽  
pp. 76-81
Author(s):  
Imanuel Revelino Murmanto ◽  
Dina Fitria Murad

The purpose of this study was to design an application to provide information to parents of SDK III BPK Penabur students regarding the exam schedule, and student grades via SMS. The design method used is the System Development Lifecycle method. The application design is done using the Visual Basic 6.0 programming language for designing application programs and interfaces and MySQL for designing the database. This application consists of several modules, namely the module processing data, processing values, processing SMS, and reports. The module is integrated to form a Computerized Value application and Value Access via SMS. In testing the application of Computerized Values ​​and Value Accessing Through SMS, white box testing and Black Box Testing methods are used. Tests are carried out at the module, program and system level. In addition, user testing is also done. The advantages of the application of Computerized Values ​​and Value of Access Through SMS help parents to obtain information about student learning outcomes, helping teachers to process student grades


2020 ◽  
Vol 5 (3) ◽  
pp. 323
Author(s):  
Alfath Yauma ◽  
Iskandar Fitri ◽  
Sari Ningsih

The education information delivery system at the MA Alwutsqo school is still being carried out as usual even though the pandemic outbreak in Indonesia is still not over. Because the school does not have a system to support distance learning. By implementing health protocols and teaching and learning time events, students often do not get an understanding of the material presented by the teacher. Learning Management System (LMS) is one of the systems needed by the school. Therefore, the authors designed a website-based E-learning application system with the aim of helping the learning and teaching process at MA Alwutsqo Depok City. The design of this information system uses waterfalls and system development is carried out using the Agile method. The result is that students can download the material that has been delivered and can do the exercises given by the teacher without recommendations by time and space.Keywords:E-learning, Webite, Metode Waterfall, Metode Agile, Learning Management System (LMS).


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
M.N.N. Rodrigo ◽  
Srinath Perera ◽  
Sepani Senaratne ◽  
Xiaohua Jin

PurposeBlockchain as an emerging technology has increased the interests within various industries because of its salient features. A potential application of blockchain for embodied carbon (EC) estimating is being explored. Though there are several databases/tools to estimate EC, the accuracy of estimates prepared using them is affected due to several limitations. As a solution, a prototype blockchain-based EC (BEC) Estimator for distributed supply chain-based EC estimating has been introduced. The data models and user flow diagram that lead to development of a BEC Estimator are developed and evaluated in this study.Design/methodology/approachA case study approach assisted in developing the data models and user flow diagram for the BEC Estimator. A Delphi-based expert forum was used to evaluate and produce the refined data models and user flow diagram.FindingsThe BEC Estimator adopts a waterfall model, a system development lifecycle model, in developing the application. The phases, system analysis and system design, consisting the development of the data models and user flow diagram for the BEC Estimator are discussed.Originality/valueEstimating EC accurately plays an important role in construction. The BEC Estimator uses the supply chain based embodied carbon estimating method to estimate EC accurately. This paper demonstrates the data models and user flow diagram developed for the BEC Estimator.


Author(s):  
Malgorzata Pankowska

In order to reduce risks and increase the speed of new information technology (IT) product or service development as well as to satisfy customers’ demand, end users’ involvement has become one of the most important issues. The chapter aims at the presentation of the user role in information system development and the activities of prosumers in e-learning. The first part of the chapter covers literature review referring to studies on end users’ involvement in the information system (IS) development process. In the second part of the chapter the opportunities of prosumption development on the Internet are discussed. Particularly, the author focuses on e-learning purposes development and IT-supported communication among e-learners. The third part of the chapter covers a proposal of the architecture model as well as a discussion on methods of information system design for the prosumption development.


2016 ◽  
Vol 12 (06) ◽  
pp. 34 ◽  
Author(s):  
Razwan Mohmed Salah ◽  
Gustavo R. Alves ◽  
Pedro Guerreiro ◽  
Ingvar Gustavsson

<p class="Abstract">Analysis and design are important phases in the system development lifecycle. In these phases, developers record information necessary for properly understanding the nature of the systems under consideration.</p><p><strong>We consider a particular type of system, named Remote Lab that allows both teachers and students to perform real experiments over the internet and we focus on Virtual Instrument Systems in Reality (VISIR).  </strong></p><p><strong>We describe a summarized web interface of VISIR using the Unified Modeling Language (UML). Our case study aims at identifying the requirements of VISIR and at creating a set of UML diagrams that succinctly provide enough information to both developers and users so that they acquire enough information for building a general understanding of it.</strong></p><strong> Additionally, we provide elements for extending UML to better support further user interface development in VISIR.</strong>


2021 ◽  
Vol 11 (1) ◽  
pp. 12-22
Author(s):  
Kwadwo Kyeremeh

During the time half of the twentieth century, the utilization of Programmed computers has become huge. As an outcome, software programming has turned out to be increasingly differing and complex. Also, there are expanding requests on software programming – it must be less expensive, have more usefulness, be conveyed speedier, and be of higher quality than already. In the constantly changing environment and society of programming advancement, the procedures and strategies utilized when growing little projects are not adequate while developing extensive frameworks. As one response to this, distinctive improvement lifecycle models have been characterized. This paper portrays the three fundamental sorts of systems Development lifecycle models, from the successive models using incremental models to transformative models. The iterative advancement technique is additionally examined, and we additionally intricate the association of advancement lifecycle models to two rising fields in programming designing: programming design and part-based programming advancement.


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