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    331 research outputs found

    Sources of Information, Training Needs, Preparation and Response to Disaster of Selected Communities in Central Luzon, Philippines

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    Nature has its due course and disaster is always an aftermath of a catastrophic event. The purpose of this study is to assess the sources of information, training needs, preparation, and response of the community to disaster. To achieve this purpose, the study used a descriptive design with the survey as the instrument for data gathering. For the respondents, 136 individuals took part in the survey which took two months to accommodate. The researcher created a simple survey instrument and subjected it to reliability and validity tests. In analyzing the data, the researcher used weighted mean, standard deviation, t-test, and analysis of variance. Results showed that the radio is the most common source of information to disaster. Respondents emphasized the need for disaster training in the community and they also indicated that they partially observed the preparation and response in their communities. At the same time, there were significant differences observed in the sources of information, training needs, preparation, and response to the disaster of the respondents when grouped according to their communities. Furthermore, a significant difference emerged in the training needs when grouped according to the members of the family. Based on the results, the researcher recommends a community disaster preparation enhancement program for the involved communities in the study

    Travel to Southeast Asia: Learning About Southeast Asia through Augmented Reality

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    ‘Travel to Southeast Asia’ application is one of Augmented Reality (AR) technology. Learn about Southeast Asia is very important and has been emphasized in high schools. However, there are some students who are bored and not interested in learning geography especially related to foreign countries due to lack of exposure and information about it. So, the main purpose of this project is to develop an educational application based on Augmented Reality for students to interest them in learning about Southeast Asia. Students also can identify eleven countries in Southeast Asia by using this application and gain some knowledge related to the countries. Unity software is the main software to develop this Augmented Reality because Unity engine can support the high quality of audio and visual effects to ease the development of the project. This project developed by using ADDIE Model as a dynamic and flexible guideline for building effective training and performance support tools. This research was evaluated by among 15 students from Sultan Idris Education University who pursuing a Bachelor of Education (Geography) with Honor by using quantitative methods through online questionnaire. This questionnaire was distributed to the respondents for evaluation based on Usefulness, Satisfaction and Ease of Use (USE) questionnaire. As a result of the questionnaire, majority of respondents gave positive feedback and interested with ‘Travel to Southeast Asia’ application. Based on the research, learning about Southeast Asia using Augmented Reality provides better knowledge and understanding

    The First Response of Family to Patient with Heart Attack in Banjarese Community South Kalimantan: A Phenomenological Study

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    Family first response in patients with heart attacks is very important in increasing patient safety. Friedman's familiy theory views that the family has a major role and function indecide the prompt and appropriate course of action. Orem's Wholly Compensatory System Theory looked at that familymust provide partial assistance when a family member is sick. Theory Cultural care Leininger looked at that family tend to maintain their culture when doing help. Indonesia, especially in Banjarmasin, has different social and cultural conditions so that the experience of making its first response will of course also be different.  This study aims to explore the family experience of the first response to patients with heart attacks. This study used a qualitative method with a phenomenological study approach to 8 participants from Banjar community in South Kalimantan with purposive sampling technique. Collecting data using in-depth interviews with a tape recorder and field notes. The method of analysis uses Creswell. There are 6 themes found namely (1) The initial understanding of a family about heart attack is in the form of menyamak or angin duduk, (2) The family's first action in a patient with an attackheart in the form of cabut angin, (3) family onset in doing his first response against attacks in the form of estimated time (4) Family delay factors in doing the first response in the form of a cause(5) The emotional response of the family in facing a heart attack such as neutral response, anxiety and shock. (6) Meaning as a helper for family members such as pride, relief and pleasure. Nurses need to rectify the culture that is in conflict with health by changing the family mindset of their understanding of diseases, especially heart attacks

    Legal Protection for Vaccine Recipients Covid-19 in Indonesia

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    Regulation of the Minister of Health of the Republic of Indonesia Number 10 of 2021 concerning the Implementation of Vaccination in the Context of Combating the Corona Virus Disease 2019 (COVID-19) Pandemic, this Minister of Health Regulation is a government step in carrying out the legality of administering the COVID-19 vaccine because the spread of the COVID-19 virus is very fast. Occurs in humans, thus creating great concern for human life because it can lead to death. Therefore, the government took a response action by providing vaccinations for the people of Indonesia, the purpose of this vaccination is to overcome the high spread of COVID-19, the provision of the covid-19 vaccine given to the Indonesian people must also fulfill the proper rights for the recipients of the COVID-19 vaccine, so that when there is an impact on the administration of the Covid-19 vaccine, the government can handle it quickly. The problems in this paper are how is legal protection for people who receive the COVID-19 vaccine, the extent to which the government provides legal protection rights to people who receive the COVID-19 vaccine

    Keberkesanan Aplikasi Mudah Alih ‘Algoritma bersama Algo’ bagi Pembelajaran Topik Algoritma dalam Subjek Asas Sains Komputer

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    Kajian ini bertujuan untuk membangunkan sebuah aplikasi mudah alih, Algoritma Bersama Algo untuk pelajar tingkatan 1 yang mengambil subjek Asas Sains Komputer bagi topik Algoritma. Pembangunan aplikasi ini berasaskan kepada permasalahan yang berlaku dalam kalangan guru mahupun pelajar yang sukar untuk mencari bahan rujukan. Pembangunan aplikasi ini dapat membantu para guru dan pelajar dengan menerapkan elemen-elemen multimedia dan teknologi maklumat. Seterusnya, kajian ini juga mengkaji persepsi pelajar dan guru terhadap penggunaan aplikasi dalam pembelajaran bab Algoritma. Metodologi kajian yang digunakan sebagai panduan dalam pembangunan aplikasi ini adalah ADDIE. Data kajian dikumpul dengan menggunakan soal selidik yang diedarkan kepada guru dan pelajar melalui Google Form. Hasil dapatan kajian memperlihatkan majoriti pelajar dapat menggunakan aplikasi dengan baik dan menarik minat pelajar untuk belajar. Cadangan pada masa akan datang adalah dalam menghasilkan sesuatu produk pembangun perlu kreatif dalam menerapkan elemen multimedia dalam menarik minat pengguna. Kesimpulan daripada kajian menunjukkan pembelajaran yang menarik mampu dijalankan walaupun diluar bilik darjah dengan menggunakan aplikasi mudah alih yang disediakan..   Usefulness of the 'Algoritma bersama Algo' for Learning Algorithm Topic in Asas Sains Komputer Subjects Abstract: This study aim to develop a mobile application, “Algoritma bersama Algo” for Form 1’s student taking “Asas Sains Komputer” in Algorithm topic. This application development based on problem that occurred within both teacher and student that having dificulity in searching reference materials. This application can help both teacher and student to applied multimedia and information technology elements. Next, this study also examines the perceptions of students and teachers to use this application in learning about algorithm. Methodology used as guide in development of this application is ADDIE model. Data collected using questionnaires which distributed to students through Google Forms. The result showed that majority students can use application properly and it attract students to learn. Suggestion for the future is to produce a creative product as developer needs to implement multimedia elements to interest users. As conclusion, the study showed interesting learning can be carried out even outside the classroom using mobile applications that were develop. Keywords: Learning Tool, Algorithm, Mobile Application

    Potential of Hyacinth Activated in Lowering Levels of Lead Heavy Metals by Method of Atomic Absorption Spectrophotometry

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    The Barito River as the largest and longest river in South Kalimantan has been convicted as the most polluted river on an international level. Where one of the most commonly found compounds is the heavy metal lead (Pb) with a high enough levels that alternatives are needed to reduce the levels of the metal. One way to reduce the levels of such heavy metals is to use activated carbon hyacinth. So the activated carbon from hyacinth is made in accordance with SII No.0258-79 and knows the effect of variations in the administration of activated carbon hyacinth at a time of 15 minutes, 30 minutes and 45 minutes in lowering the levels of lead heavy metals (Pb). The research method used to determine the effect of variations in the administration of activated carbon hyacinth is by quantitative testing using the Atomic Absorption Spectrophotometry tool. The results showed that activated carbon hyacinth has met SII No.0258-79 with a randemen test result of 15%, water content of 3%, and absorption of iodine of 241.16 mg / gram. Significant value produced 0.742 with regression value (r) 0.999 and resulted in decreased lead metal levels in the variation of 15 minutes activated carbon administration of -0.030 mg / l with an absorption of 120%, 30 minutes of 0.073 mg / l with an absorption of 48% and 45 minutes of -0.097 mg / l with an absorption of 167%. Hyacinth activated carbon can be used to lower the levels of lead heavy metals (Pb) with a maximum contact time of 45 minutes by 167%

    Pembangunan Aplikasi Mudah Alih "Pocket Lingua Sign" Untuk Pembelajaran Bahasa Isyarat

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    Aplikasi Pocket Lingua Sign ini merupakan satu aplikasi yang dibangunkan untuk membantu masyarakat yang ingin mempelajari dan memahami Bahasa isyarat pada peringkat awal. Perkara ini juga memberi pendedahan kepada orang yang kurang mengetahui berkenaan Bahasa isyarat. Untuk projek ini, sistem ini menggunakan model ADDIE. Antara kelebihan menggunakan model ADDIE ini ialah dapat menyusun projek ini mengikut kerangka masa yang ditetapkan. Bedasarkan kaedah analisis yang dilaksanakan projek ini menumpukan kepada pembelajaran asas Bahasa isyarat. Pengujian telah dijalankan melalui pengedaran soal selidik di dalam bentuk Goofle Form. Kebanyakan pengguna bersetuju dengan aplikasi ini. Aplikasi Pocket Lingua Sign ini juga menggunakan media interaktif seperti video dan gambar. Hal ini kerana, penggunaan sebegini lebih mempercepatkan proses pemahaman pembelajaran terutama secara visual. Pada masa akan datang, diharapkan aplikasi ini mempunayi lebih banyak maklumat supaya pengguna lebih berpuas hati. Secara kesimpulannya, aplikasi ini dapat memudahkan pengguna untuk mencari bahan maklumat berkenaan Bahasa isyarat tangan. Development of "Pocket Lingua Sign" Mobile Application for Sign Language Learning Abstract: This Pocket Lingua Sign application is an application developed to help people who want to learn and understand sign language at an early stage. This also gives exposure to people who do not know much about sign language. For this project, the system uses the ADDIE model. Among the advantages of using this ADDIE model is to be able to organize this project according to a set time frame. Based on the analytical method implemented, this project focuses on the basic learning of sign language. Testing was conducted through the distribution of questionnaires in the form of Goofle Form. Most users agree with this application. The Pocket Lingua Sign application also uses interactive media such as videos and images. This is because, such use speeds up the process of understanding learning, especially visually. In the future, it is hoped that this application has more information so that users are more satisfied. In conclusion, this application can make it easier for users to find information materials regarding hand sign language. Keywords: Learning Tool, Mobile Application, Sign Language

    Koswer Multimedia Interaktif Berasaskan Web Bagi Tajuk ‘Discovering Computer’ Berkonsepkan Strategi Pembelajaran Kendiri

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    Teknologi multimedia interaktif telah menyumbang kepada proses pengajaran dan pembelajaran yang lebih efektif khususnya dalam penggunaan perisian instruksional koswer. Tujuan kajian ini adalah untuk membangunkan koswer multimedia interaktif bagi pelajar universiti untuk mempelajari dengan lebih mendalam berkenaan komputer yang bertajuk Discovering Computer. Koswer ini dibangunkan dengan menggunakan metodologi ADDIE yang terdiri daripada modul pelajar, video pembelajaran dan koleksi latihan. Pengujian kebolehgunaan meliputi isi kandungan kursus, kebolehcapaian, reka bentuk antara muka dan kebolehfungsian dijalankan dengan menggunakan kaedah tinjauan kuantitatif yang melibatkan seramai 33 orang sampel. Sasaran utama koswer ini ialah pelajar universiti yang berumur di antara 18 tahun ke 25 tahun sahaja. Dapatan menunjukkan bahawa kandungan pembelajaran di dalam koswer ini adalah lebih menarik dan interatif berbanding pembelajaran menggunakan teknik pengajaran tradisional iaitu berasaskan buku. Selain itu, pengguna koswer ini dapat meningkatkan mutu dan prestasi pengajaran dan pembelajaran (bahan bantu mengajar) dan juga meningkatkan pengalaman dan motivasi pelajar. Web-Based Interactive Multimedia Courseware for the ‘Discovering Computer’ in the Self-Learning Strategies Concept Abstract: Interactive multimedia technology has contributed to a more effective teaching and learning process, especially in the use of instructional software. The purpose of this study is to develop an interactive multimedia courseware for university students to learn more about computer entitle Discovering Computer. This courseware is developed by using the ADDIE methodology comprises of student modules, learning videos and a collection of exercises. Software Usability testing consist of course content, accessibility, interface design and functionality were evaluated using a quantitative survey method that involving 33 samples respondents by student in different categories. The main target of this study is university student‘s aged between 18 and 25 years old. Findings indicate that the learning content in this book is more interesting and interactive than learning using traditional teaching technique, book based learning. In addition, this courseware can enhance the quality and performance of teaching and learning (teaching aids) and also improve student’s experience and motivation. Keywords: Computer Teaching and Learning, Interactive Multimedia Courseware, Self-Paced Learning Strategies, Teaching Aids

    Learn Idioms Using Augmented Reality

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    English language is international language that are worldwide use and also one of the important language in communication and a main-medium of instruction in education in Malaysia. In order to become good in English we must learn since we were kids like since preschool and primary school and that show how important to learn English language. Then it need to help the students especially the pre-school and the primary school students to learn English in more effective and attractive ways so that they will not feel boring or lost interest in learning English language. Aim of this research is to find an interactive tool that can be used in learning an English idioms. This research use RAD Model to develop AR application and quantitative methods through questionnaires were implemented to evaluate the research that were developed. The research was evaluated by 10 teachers who teach English Language and evaluated based on usefulness, satisfaction and ease of use questionnaires

    Learning History Using Augmented Reality

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    Subject of history is one of the subject that must be passed in the SPM examination. Subjet of history is very important in our life as a guides and teaches us in how to progress and advance not making the same mistakes. We also must have deep knowledge about history of homeland so we can appreciate them and also make them all our idols. However, learning about history of homeland warrior can be challenging, especially for student who think that learning about history is boring and some student are less aware of the importance of studying history. For help teacher to teach and also attract student in learn about history, we are try to use Augmented Reality for make learning session fun. The research aims to design an application for learning history of homeland using Augmented Reality

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