1,720,993 research outputs found
LAYANAN CYBERCOUNSELING. SEBUAH ALTERNATIF UNTUK MEMBANTU MENYELESAIKAN MASALAH
Pada saat individu memiliki masalah dan tidak bisa menyelesaikannya sendiri maka dibutuhkan bantuan orang lain yang diantaranya melalui konseling. Model konseling tradisional dengan tatap muka hingga saat ini masih efektif dipakai disamping dalam perkembangannya muncul berbagai bentuk layanan konseling yang lain. Cybercounseling sebagai sebuah sarana pemberian bantuan konseling yang dilakukan dengan sambungan internet cukup membantu menyelesaikan masalah. Disiapkan web e-konseling dengan fasilitas layanan konseling melalui e-mail dan chat. Dilengkapi dengan keterangan kapan email akan dibalas dan waktu chat yang memungkinkan. Setelah web e-konseling dievaluasi oleh dua konselor senior dan enam belas orang yang berada pada fase dewasa awal, selanjutnya direvisi. Kemudian diujicobakan pada 25 orang dewasa untuk mendapat layanan psikologis melalui cybercounseling selama 6 bulan. Setelahnya dilakukan evaluasi. Hasil evaluasi menyebutkan bahwa 20 orang merasa puas dengan dengan layanan cybercounseling karena efektif waktu tidak perlu meluangkan waktu bertemu konselor, dapat mengekspresikan perasaan tanpa malu karena tidak berhadapan langsung dengan konselor, tidak merasa diadili. Sementara 5 orang lainnya merasa cybercounseling tidak efektif karena dalam proses konseling sambungan internet putus sambung hingga proses konseling terganggu, saat ingin konseling harus menunggu jadual chat, waktu repon e-mail dari psikolog/konselor dianggap terlalu lama, psikolog/konselor dianggap tidak memahami secara mendalam apa yang dirasakan. Untuk mengatasi ketidakpuasan pada layanan cybercounseling, konseling tradisional tatap muka dilakukan dan pemberian dukungan melalui sms (short message service
Fitur Motivasi Pembelajran Online dengan Pendekatan Pre-defined Set
Abstrak: Fitur Motivasi Pembelajaran Online dengan Pendekatan Pre-Defined Set. Pembelajaran E-learning dengan memanfaatkan teknologi informasi dan komunikasi berkembang cepat dan dimanfaatkan secara luas. Salah satu permasalahan dalam sistem e-learning, khususnya dalam pembelajaran online adalah peserta didik sering kehilangan motivasi. Fitur motivasi adalah fitur himpunan kalimat motivasi yang dikembangkan berdasarkan 3 indikator kalimat motivasi. Strategi implementasi yang digunakan adalah pre-defined set yaitu pemberian motivasi ditentukan berdasarkan pilihan sendiri. Ekperimen ini menggunakan subjek 68 mahasiswa dibagi menjadi 2, yaitu kelompok eksperimen dan kelompok kontrol. Hasil analisis N-gain menunjukkan bahwa ada peningkatan prestasi belajar pada kelompok pre-defined set dengan kategori peningkatan sedang (g = 0,537), dan peningkatan prestasi belajar pada kelompok kontrol dengan kategori peningkatan sedang (g = 0,399). Sedangkan dari hasil t-test didapatkan beda yang signifikan antara kelompok kontrol dan kelompok pre-defined set dengan t-hitung = 2,279 dan t-tabel = 1, 980 (tingkat kesalahan 5%). Kesimpulan dari penelitian ini adalah: 1) Hasil ujicoba menunjukkan bahwa fitur motivasi yang dikembangkan dengan pendekatan pre-defined set lebih efektif dalam meningkatkan prestasi belajar dibanding dengan konvensional.
Kata kunci: sistem e-learning, fitur motivasi, prestasi belajar, pre-defined set
Development of 3D Hologram Learning Media based on Holo-SDK for Multimeter Introduction
Through the growth of learning media, the application and development of 3D hologram technology have penetrated several industries, including education. Learning media from several studies have not been able to involve students effectively. This study aims to determine the development, feasibility, practicality, and effectiveness of the Holo-SDK for multimeter introduction learning media in Basic Electronics Engineering. The R&D method used the ADDIE development model (analysis, design, development, implementation, and evaluation) with a descriptive quantitative approach. The research instrument consisted of a questionnaire in the form of a validation and practicality instrument and a test in the form of an effectiveness instrument. The results show that 3D hologram media based on Holo-SDK is feasible, practical, and effective in improving student learning outcomes as indicated by the difference in test scores before and after using the media through the sample t-test and N-Gain test.Through the growth of learning media, the application and development of 3D hologram technology have penetrated several industries, including education. Learning media from several studies have not been able to involve students effectively. This study aims to determine the development, feasibility, practicality, and effectiveness of the Holo-SDK for multimeter introduction learning media in Basic Electronics Engineering. The R&D method used the ADDIE development model (analysis, design, development, implementation, and evaluation) with a descriptive quantitative approach. The research instrument consisted of a questionnaire in the form of a validation and practicality instrument and a test in the form of an effectiveness instrument. The results show that 3D hologram media based on Holo-SDK is feasible, practical, and effective in improving student learning outcomes as indicated by the difference in test scores before and after using the media through the sample t-test and N-Gain test
IMPLEMENTING MEDIA OF COMPUTER-BASED TEST FOR ENGLISH LANGUAGE PROFICIENCY OF VOCATIONAL HIGH SCHOOL STUDENTS AT THE BORDERLINE BETWEEN INDONESIA AND TIMOR LESTE
Research about “Implementing Media of Computer-Based Test for English LanguageProficiency of West Timorese Vocational High School Students” is aimed to answer the question whetheror not the use of computer-based test effective and practical as the models of test instrument for Englishlanguage proficiency test of vocational high school students. It is a research and development (R and D)referred to Borg and Gall model (1989). The research took place at the borderline between Indonesia andTimor Leste, which covers three vocational high schools: SMKN 1 Kefamenanu, SMK KatolikKefamenanu and SMK Intan Grafika Kefamenanu. Software of Wonder share Quiz creator is used toproduce a model of computer-based test. The questions are chosen from standardized questions ofnational examination based on competency standard of the second grade students of SMK. Each singlequestion appears on computer screen, and the students are to answer by doing a click on the correctoptions. Validation was done to measure the quality of the computer-based test media, the effectivenessand the practicability of the CBT. The products and instruments are validated by expertise valuator oflecturers and teachers. The first validation came up with an unsatisfactory result, in which the indicatorshad not met the criteria or standards. After the revision, the second validations was conducted, theindicators had met the criteria or standards. The media of computer-based test and the practicability of theCBT are Valid.Key words: Computer-Based Test; E-learning; English proficienc
Pengembangan Media Pembelajaran Interaktif 3 Dimensi untuk Pembelajaran Materi Pengenalan Lingkungan Pada Anak Usia Dini di Indonesia
Pengenalan objek-objek dalam alam semesta seringkali hanya diberikan sebagai gambar dua dimensi kepada anak usia dini, sehingga anak tidak dapat mengetahui bentuk objek secara nyata. Pengembangan media ineraktif 3 dimensi ditujukan untuk memberikan gambaran tentang materi secara visual dari berbagai sisi. Objek berbahaya bagi anak usia dini seperti api, air terjun, sungai mampu divisualkan dengan media ini dengan lebih detail dan nyata. Pemanfaatan aplikasi pembuat game Unity sebagai sarana dalam pembuatan media pembelajaran untuk anak usia dini dirasa cukup mempermudah dalam pembuatan media pembelajaran dengan tema Pengenaan Alam Semesta dan Lingkungan Sekitar. Pengembangan media dilakukan dengan metode research and development, dengan uji validitas oleh ahli media, dan uji pengguna. Hasil dari penelitian berupa media pembelajaran interaktif 3 dimensi yang dapat digunakan sebagai bahan ajar guru sekaligus sebagai sumber belajar bagi anak usia dini.</jats:p
Implementation of Least Significant Bit Steganography to Secure Text Messages in Images
Steganography is a technique of securing secret messages in other messages that are not known. Simulation of the steganography method using the Least Significant Bit technique is used to change the last bit in one byte of data by using a text message as the container medium. This study aims to implement the security of text messages in images using the Least Significant Bit technique which is supported by the steganography method. Simulation techniques are used to conduct studies using Cryptool2 which can describe the concept of cryptography. The results obtained from this study regarding the security of text message insertion into an image in *.jpg and *.png format with 5 sampling trials are (1) the encrypted image cannot be distinguished directly through human eyes, (2) there is an increase in file size the image after being encrypted with an average for five trials is 0.31%, this increase depends on the length of the text message and a key to be inserted, the longer the insertion, the larger the resulting file size, (3) The higher the resolution of the image where the description encryption is inserted, the longer the process required, (4) The simulation time of steganographic decryption is faster than steganographic encryption. The decryption simulation process is the same as 50% of the encryption process
Implementasi Algoritma AES untuk Keamanan Data Rekam Medis
Pertumbuhan teknologi yang sangat pesat tentunya sangat mempengaruhi berbagai bidang. Berbagai pekerjaan sehari hari pun juga terbantu dengan adanya teknologi. Selain dampak positif yang diperhatikan dampak negatif pun juga perlu diwaspadai yaitu perihal keamanan dokumen. Bidang kesehatan merupakan contoh yang bidang berhubungan dengan privasi. Salah satunya yaitu dokumen rekam medis. Tidak sedikit kasus kebocoran data pasien yang terjadi. Peristiwa yang kurang diinginkan seperti ini dapat terhindarkan dengan melakukan pengamanan dengan Kriptografi. Terdapat berbagai macam kriptografi salah satunya yaitu AES (Advanced Encryption Standard). Berdasarkan uraian tersebut penelitian ini bertujuan untuk melakukan simulasi pengamanan dokumen rekam medis pada salah satu klinik dengan menggunakan metode AES. Hasil simulasi menunjukan bahwa algoritma AES dapat menjadi rekomendasi bagi perlindungan data. Dengan melalui proses enkripsi data akan diubah menjadi bentuk yang tidak dimengerti dan harus diproses menggunakan proses dekripsi agar bisa kembali dimengerti. Keuntungannnya adalah tidak semua orang bisa mengakses dokumen tersebut
Tiny encryption algorithm (TEA) for analysis and implementation of cryptool2-based text message encryption and decryption processes
Data security is one of the main factors in the world of information technology. The human need for information is increasing along with the changing times today. To maintain the authenticity of the information presented, it is necessary to have a high level of security. In this study, a data security simulation will be designed using the TEA (Tiny Encryption Algorithm) algorithm which includes a block cipher encryption algorithm and includes a symmetric key cryptography algorithm with the advantage of being on the Feistel network. The practicum was analyzed based on the process of encrypting and decrypting messages in text format. The software used to simulate the TEA (Tiny Encryption Algorithm) algorithm using Cryptool2 software which is open source software is used to explain the concept of cryptography. This research is used to decipher, schema, and implement the TEA (Tiny Encryption Algorithm) algorithm in the form of simulating encryption and decryption of text messages (both text and text files) so that text messages are sent in the safest way from the sender to the recipient
Pengembangan Media Berbasis Hologram 3D Dalam Pembelajaran Tanaman Kelapa
In recent years, the application and development of 3D hologram technology expanded in many areas, including to develop learning media. This research aimed at knowing the development, feasibility, effectiveness, practicability of usefulness and easiness of 3D hologram-based learning media on coconut plant theme lesson. The research has been carried out at kindergarten education with a sample of 24 students from TK Islam Al Madina Semarang. The method used is R&D with ADDIE development model, there are Analysis, Design, Development, Implementation, and Evaluation. The result reported that: the media 3D hologram for learning coconut plant has been developed by obtaining input from validator media and validator material, the developed media was considered feasible based on the media validator's assessment with score of 87% and the validator's material with a score of 80%, the developed media was effective, evidenced by mean score of post-test student's answers was 99,3, which is increase 24% compared to the pre-test 75; and the developed media was considered useful and easy to use by teacher and parents with their respective scores 82% and 92%. The overall result shows that the developed media hologram is feasible, effective, useful, and easy as a learning media
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