UNY Journal Collections (Universitas Negeri Yogyakarta)
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Crowd Detection System Using Blimp Drones as an Effort to Mitigate the Spread of Covid-19 Based on Internet of Things
The application of health protocols is a regulation that is applied to prevent the spread of Covid-19. Public awareness of the implementation of health protocols is still lacking. This study aims to determine the performance of the detection system using the Blimp Drone as an effort to mitigate the spread of Covid-19 based on the Internet of Things. The method used in system development consists of literature review, needs analysis, design, manufacture, and testing. This system uses the Blimp Drone as a vehicle to carry out flight missions. Raspberry pi camera as a component for distance detection in crowds and mask detection, and Flir Lepton 2.5 as a component for temperature detection. In addition, thealso used raspberry pi 4 is as a component for image processing of the distance detection system for crowd, mask, and temperature detection. The results of the tests carried out are: (1) the results of the analysis of the lifting power of the Blimp Drone using pure helium and a diameter of 0.91m capable of lifting a load of 0.45kg (2) the system can detect the distance of each person in the crowd (3) the system can detect everyone who using a mask and not wearing a mask (4) the system can detect the temperature of each person using image processing (5) an audio warning sounds when a person who is not wearing a mask is detected and the distance between 2 people in a crowd of less than 1 meter is detected (6) the advantages of this tool ie can work autonomous in flight missions to detect the distance the crowd, masks, and temperature, as well as integrated with system the Internet of Things so that data the results capturing can be accessed in real time for further action by the authorities
Development and Validation of a TPACK Instrument for Preservice Teachers in the Faculty of Engineering UNY
It is crucial to assess teachers\u27 competency using TPACK. Therefore, the objective of this study was to develop a TPACK instrument for preservice teachers in the Faculty of Engineering, Universitas Negeri Yogyakarta. This study designed the TPACK instrument through 4 stages, namely: (1) literature study to determine the construct and statement items, (2) expert judgment to meet content validity, (3) revision and refinement of items from the review results, (4 ) validity and reliability testing. The research sample consisted of 200 preservice teachers. Validity and reliability testing used Confirmatory Factor Analysis (CFA) with a SmartPLS software program. The results suggested that the instrument met convergent validity with a loading factor value \u3e 0.4, which ranged from 0.802 to 0.932, and discriminant validity, which indicated that the factor loading value for each observed variable with each latent variable was higher than the factor loading value with other latent variables. Composite Reliability values ranged from 0.908 to 0.954, and Cronbach Alpha ranged from 0.867 to 0.936, indicating that the instrument was reliable. Thus this instrument was considered effective in measuring the TPACK of preservice teachers preparing to be productive teachers in vocational high schools
Design of trainer kit as a fault-finding based on electricity and electronics learning media
According to the field of expertise, efforts to strengthen the competence of graduates continue to be pursued, especially through optimizing the learning process. Among these efforts is to use learning media that strengthen the competence of the field of study and about thinking skills. This study aims to produce a trainer kit as a medium for learning basic electricity and electronics based on fault-finding in Basic Electrical and Electronics subjects. The method used is the Richey and Klein Design and Development (D&D) method which consists of three stages, including planning (design), production, and evaluation. Experts carried out the assessment of the feasibility of the trainer kit with an instrument in the form of a questionnaire. The results of this study indicate that the trainer kit has a good performance.According to the field of expertise, efforts to strengthen the competence of graduates continue to be pursued, especially through optimizing the learning process. Among these efforts is to use learning media that strengthen the competence of the field of study and about thinking skills. This study aims to produce a trainer kit as a medium for learning basic electricity and electronics based on fault-finding in Basic Electrical and Electronics subjects. The method used is the Richey and Klein Design and Development (D&D) method which consists of three stages, including planning (design), production, and evaluation. Experts carried out the assessment of the feasibility of the trainer kit with an instrument in the form of a questionnaire. The results of this study indicate that the trainer kit has a good performance
Analysis of needs for the development of trainer sensor and transducer learning media based on Internet of Things (IoT)
The purpose of this study was to analyze the needs of students and teachers in developing a learning media in the form of a trainer to support the sensor and transducer practicum process during the Covid-19 Pandemic. This type of research is quantitative research with descriptive statistical analysis techniques. Data were collected through questionnaires distributed online to 75 respondents, including productive electronic engineering and electrical engineering teachers at SMK Negeri 2 and SMK Negeri 10 Makassar and their students. In addition, there were also respondents from electronic engineering students at the two schools. This study indicates that facilities and infrastructure in schools are in the high category with a percentage of 64%. Learning conditions during the Covid-19 Pandemic based on data from respondents are in the medium category with a percentage of 67%. The level of need for IoT-based sensor trainer learning media to support distance learning at SMK Negeri 2 Makassar and SMK Negeri 10 Makassar is in the high category with a percentage of 72%. Based on this value, it can be concluded that practicum facilities are needed in the form of IoT-based sensors and transducer trainers that can be used as alternative learning during the Covid-19 Pandemic. It is hoped that the teachers can adjust learning tools according to pandemic conditions so that the implementation of the learning process can run smoothly
Online tutoring in pandemic: An investigation on students\u27 mathematics anxiety and learning motivation
Learning activities should be shifted from offline to online mode as a consequence of the COVID-19 pandemic. Several previous studies have stated that this situation affects the psychology of students. This study aimed to examine mathematics anxiety and learning motivation of junior high school students based on the availability of online tutoring support during the COVID-19 pandemic. We employed a survey method by distributing a Google Form link containing a questionnaire to a public junior high school in East Jakarta, Indonesia. The questionnaire consisted of 22 items of mathematics anxiety and 23 items of learning motivation with a 5-point Likert scale. A total of 365 eighth-grade students were involved in this study. Data analysis used descriptive analysis, Mann-Whitney test, and correlation analysis. Our study revealed a significant difference between students who took and did not take online tutoring. Furthermore, the study also found a negative relationship between mathematics anxiety and learning motivation. The students who took online tutoring had a low level of mathematics anxiety and a very high level of learning motivation
Pengembangan media pembelajaran game Dungeon of Math Matter berbasis Adobe Flash untuk kelas VII
Perkembangan teknologi memberikan pengaruh besar terhadap dunia pendidikan, seperti penggunaan media pembelajaran yang berupa game edukasi untuk memotivasi dan menarik minat belajar peserta didik. Tujuan penelitian ini untuk mengembangkan dan menerapkan media pembelajaran game DOMM (Dungeon of Math Matter) berbasis Adobe Flash dengan materi bilangan bulat dan himpunan untuk kelas VII yang valid, praktis, dan efektif. Penelitian ini merupakan jenis penelitian dan pengembangan (Research and Development) dengan menggunakan model pengembangan ADDIE. Produk yang dikembangkan berupa media pembelajaran game DOMM yang diuji cobakan pada peserta didik kelas VII di SMP daerah Belawa, Kabupaten Wajo. Berdasarkan hasil uji coba yang dilakukan, diperoleh validasi sebesar 3,45 dengan kategori valid. Kepraktisan penelitian ini diukur menggunakan angket respon dari guru dan peserta didik. Analisis respon guru yang diperoleh yaitu sebesar 94% dengan kategori sangat positif dan analisis respon peserta didik diperoleh sebesar 88% dengan kategori sangat positif. Keefektifan penelitian ini diukur menggunakan tes hasil belajar dari peserta didik. Analisis tes hasil belajar diperoleh presentase ketuntasan sebesar 80% dengan kategori tuntas. Sehingga dapat disimpulkan bahwa media pembelajaran game DOMM telah memenuhi kriteria kelayakan untuk digunakan sebagai salah satu alternatif media pembelajaran materi bilangan bulat dan himpunan di kelas VII.
Developing instructional game Dungeon of Math Matter using Adobe Flash for grade 7th students
Abstract
Technological developments have a major effect in education, for example in the use of game as as a learning media to motivate to learn and to enhance students\u27 interest in learning. The purpose of this study was to develop learning media that is called DOMM (Dungeon of Math Matter) and determine its validity, practicality, and effectiveness to learn integer and set material in grade VII. This research is a research and development applying the ADDIE model. The DOMM is developed using Adobe Flash which was tested on grade 7th students at one of Yunior High School in Belawa, Wajo district. The validation score obtained is 3.45 which is valid. The practicality of this game was measured using a response questionnaire from the teacher and students. The result of teacher response analysis shows that 94% of the responses are in the very positive category and the result of student response analysis shows that 88% of the responses are in the very positive category. The effectiveness of this game was measured using a test of student learning outcomes. The result of the analysis of the learning outcome test shows 80% of the students are in the mastery category. So it can be concluded that the application and development of DOMM (Dungeon of Math Matter) learning media based on Adobe Flash for grade VII students of SMP Negeri 1 Belawa has met the criteria of validity, practicality, and effectiveness so that it can be used as an alternative media for grade 7th in learning integer and set
English as a Foreign Language (EFL) learning assessment in single-sex and co-educational classrooms
This study investigates the effects of Single-Sex and Co-educational classrooms on English learning outcomes. This study is a causal-comparative study in ex post facto design. The sample is three classes consisting of 73 students (boy and girl-single-sex classes and a co-educational class) from a private secondary school in Central Java, Indonesia. An integrated English test was used, equating the 2013 curriculum and CEFR for English. It tested four skills in English consisting of Listening, Speaking, Reading, and Writing. Expert judgments have already checked the instrument through face validity. Item internal consistency from all skills was good, and the reliability was too, in a good category. This study indicates that organizing a Single-sex classroom in the English learning process has a positive and significant effect on English achievement. Being in a Single-Sex classroom benefitted the students in their outcomes in learning English. This study also implies that teachers, especially English teachers, must understand their students\u27 learning strategies to implement the appropriate learning strategies. It is because male and female students learn something in different way
Motivation, self-regulated learning, and their effects on learning outcomes of derivative materials during the Covid-19 pandemic
The study aims to identify the effect of learning motivation and self-regulated learning on learning achievement in Derivative learning materials in Trigonometry Functions. The study was field research using the ex-post facto design and quantitative approach during the Covid-19 Pandemic. The population was all grade XII students of a state Islamic senior high school in South Kalimantan, Indonesia. The samples of 24 students were selected using the purposive sampling technique. The data were gathered using a questionnaire and test and through documentation and interview. The data were analysed using the descriptive statistics and the inferential statistics consisting of normality test, linearity test, multicollinearity test, heteroscedasticity test, and multiple linear regression. The result shows that there is an effect of motivation and learning independence during the Covid-19 pandemic, which contributed 90.9% in increasing mathematics learning outcomes, and the rest was affected by other variables. This result is based on the results of F-test (Fcount = 104.948 \u3e Ftable =3.47) at the significance level of 5% with a multiple linear regression model Ῠ= 13.557+0.435 X1+0.395 X2 + ɛ
The meaning of social media for women domestic workers during the Covid-19 pandemic
Social media plays an important role during the Covid-19 pandemic, where physical activity and community mobility are limited. Especially for women who work as domestic workers who live with their employers. Social media is the only means for them to connect with the outside world.Previous studies have shown that a person\u27s identity can be shown through the front stage and the back stage. Theoretically, this study analyzing how women domestic workers identify themselves through the online realm using social media. This study uses a constructivist paradigm and a qualitative approach. The research participants were three women domestic worker who were obtained purposively using the snowball sampling technique. Data was collected through in-depth interviews and observation to participants. The results of the study show that social media allows participants to construct a reality in the online realm that is different from their situation in real life. Therefore, social media has a very important meaning for participants, because with social media, participants feel their position is equal to other users. They also have access to create a front stage and a back stage, where they can create their ideal self-identity. The aspect of self that are presented by the participants on the front stage is individuals who are successful and happy with their lives. For participants, this is an aspect of their ideal self, even though it does not represent their actual state
Islamic vigilantism and women in social media
In Bangladesh, the number of cyber-citizens has been skyrocketing since the 2010s. Violence against women is also proliferating along with the presence of Islam in public spheres and discourses. Using thematic analysis, this study analyzes the discourse data collected from Facebook, the dominant social media of Bangladesh. The key aim of the research is to find out the bedrock of Islamic vigilantism and verbal aggressiveness against women in social media. Subsequently, three interlinked themes have been explored: women\u27s religiosity, women\u27s attire, and women\u27s virtue. The findings have shown that men mainly capitalize on these three conventional and stereotyped ideas of popular Islam to conduct vigilantism against women in social media, which is most often accompanied by different types of verbal aggressiveness. Further, this study considering deep-rooted misogyny and patriarchy in Bangladesh society argues that these factors might have contributed to directing online vigilantism against women. As little research has been done in this area, this research study would lead to further researches in this area