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Garrison, D. R. (D. Randy), 1945-
New York Routledge : Routledge, 2017
378.002 85 GAR e
Buku Teks  Universitas Indonesia Library
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"The SAGE Handbook of Action Research has been completely updated to bring chapters in line with the latest research approaches in this field of social inquiry."
Singapore: Sage , 2013
R 301.01 SAG
Buku Referensi  Universitas Indonesia Library
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Athanassios Jimoyiannis
"This book aims to serve as a multidisciplinary forum covering technical, pedagogical, organizational, instructional, as well as policy aspects of ICT in education and e-learning. Special emphasis is given to applied research relevant to educational practice guided by the educational realities in schools, colleges, universities and informal learning organizations. In a more generic scope, the volume aims to encompass current trends and issues determining ICT integration in practice, including learning and teaching, curriculum and instructional design, learning media and environments, teacher education and professional development, assessment and evaluation, etc."
New York: Springer, 2012
e20400779
eBooks  Universitas Indonesia Library
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Lintang Matahari Hasani
"Dalam pembelajaran kolaboratif daring melalui forum diskusi daring (FDD), pelajar mengkonstruk pemahaman personalnya secara aktif melalui serangkaian mekanisme eksplorasi dan transaksi ide. Salah satu kerangka kerja yang memodelkan kehadiran yang muncul dalam pembelajaran kolaboratif daring adalah kerangka kerja Community of Inquiry (CoI). Kerangka kerja CoI mendapat perhatian luas para peneliti dan praktisi. Namun, penelitian terkini mengenai model CoI masih terbatas pada pemetaan aktivitas instruksional dan belum diwujudkan menjadi sebuah desain interaksi suatu lingkungan belajar daring untuk pembelajaran kolaboratif yang dapat mendukung munculnya kehadiran yang terdapat pada model CoI. Penelitian ini bertujuan mengembangkan desain interaksi forum diskusi daring asinkronus dengan metode User-Centered Design (UCD) yang dikontekstualisasikan menurut pendekatan Learning-Centered Design (LCD).
Pendefinisian kebutuhan desain dalam penelitian ini melibatkan survei daring dan wawancara eksploratif mengenai pengalaman menggunakan atau mengelola FDD untuk pembelajaran. Hasil survei dan wawancara tersebut dianalisis secara kualitatif untuk memformulasikan kebutuhan desain. Tujuh skenario penggunaan dan antarmuka forum diskusi untuk memfasilitasi aktivitas perkenalan serta empat tahap inquiry dikembangkan sebagai luaran desain interaksi. Rancangan tersebut dievaluasi melalui pengujian kontekstual yang melibatkan 10 mahasiswa.
Pengujian kontekstual menunjukkan bahwa purwarupa mampu mendorong dan memfasilitasi aktivitas perkenalan (kehadiran sosial), eksplorasi gagasan, menyimpulkan (kehadiran kognitif), dan membantu partisipan diskusi yang mencari bantuan (kehadiran pengajaran). Akan tetapi, purwarupa masih belum cukup mendorong partisipan melakukan aktivitas triggering events (kehadiran kognitif), memilah dan mengintegrasikan gagasan (kehadiran kognitif), dan eksplorasi (kehadiran kognitif) sehingga diperlukan instruksi langsung dosen. Penelitian selanjutnya dapat meredesain desain usulan berdasarkan rekomendasi dan mengembangkan sistem yang berfungsi penuh yang dapat diujikan pada konteks penggunaan yang sebenarnya.

Online discussion forum (ODF) is often utilized in a collaborative online learning. Based on this learning approach, learners construct their personal understandings of a concept through involving themselves in a series of exploration and transaction of ideas. Community of Inquiry (CoI) Framework is a model that describes the presences in a collaborative learning. Despite its popularity among researchers and practitioners, the state-of-the-art of the CoI model is still limited to mapping instructional activities which are yet to be developed further into an interaction design for an online collaborative learning environment which is intended to support the CoI presences. This study is aimed at developing interaction design for an asynchronous online discussion forum using User-Centered Design (UCD) method that are contextualized to Learning-Centered Design (LCD) approach.
The design requirements were formulated based on online surveys and explorative interviews to capture their experience in using or managing the ODF for educational purposes. The results were analysed qualitatively to formulate the design requirements. Seven scenario and user interfaces were designed to facilitate an introductory activity and four phases of inquiry as the outputs of interaction design. The design was evaluated through contextual interviews involving 10 students.
The contextual interviews revealed that the prototype could encourage and support introductory activity (social presence), idea exploration (cognitive presence), summarizing the discussion (cognitive presence), and helping other participants in the forum (teaching presence). However, it is still unable to adequately encourage the participants to respond with triggering event (cognitive presence), filtering and integrating ideas (cognitive presence), and resolution (cognitive presence) replies. As a result, further direct instruction from the facilitator is needed. Future research could be aimed at redesigning the proposed design based on the recommendations and developing a fully-functional working system to be tested in the real settings
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Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2021
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UI - Tesis Membership  Universitas Indonesia Library
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Nadilatusifa
"Pembelajaran yang bermakna dan mendalam pada pembelajaran kolaboratif daring memerlukan suatu rancangan pemodelan pembelajaran. Kerangka kerja Community of Inquiry (CoI) berfokus pada memfasilitasi pengalaman belajar yang bermakna dan mendalam melalui tiga aspek kehadiran yaitu sosial, kognitif, dan pengajaran. Forum diskusi asinkron saat ini sudah banyak digunakan namun beberapa kekurangan masih dirasakan oleh peserta didik maupun pengajar. Penelitian ini bertujuan untuk melakukan implementasi dan evaluasi forum diskusi asinkron berbasis kerangka kerja CoI berupa aplikasi web yang dapat digunakan secara nyata berdasarkan hasil rancangan penelitian sebelumnya. Penelitian ini mengadopsi metode Waterfall sebagai metode Software Development Life Cycle (SDLC). Metode Waterfall yang dimodifikasi menjadi tiga tahapan yaitu design, implementation, serta verification & testing. Tahapan design menghasilkan definisi sistem secara teknis melalui rancangan Unified Model Language (UML) sistem. Tahapan implementasi menghasilkan aplikasi web yang dapat digunakan melalui kegiatan mempersiapkan tech stack, development backend, dan development frontend. Framework Django dan PostgreSQL digunakan untuk pengembangan backend dan Next.js untuk pengembangan frontend. Tahapan verification & testing menghasilkan bahwa tidak ditemukan error utama pada setiap fitur melalui pengujian User Acceptance Testing (UAT). Evaluasi dilakukan melalui survey daring yang berisi pertanyaan kualitatif dan kuantitatif untuk mengukur aspek usability dan keberhasilan memunculkan kehadiran pada model CoI. Hasil usability testing memperoleh tingkat complete success sebesar 81.08%. Evaluasi nilai System Usability Scale (SUS) memperoleh nilai 78,78 yang termasuk dalam kategori “Good” dan “Acceptable”. Hasil evaluasi terhadap aplikasi web menunjukkan bahwa fitur Reaction Post, Post, Thread Diskusi, Profil Pengguna, dan Text Editor dapat memunculkan kehadiran sosial. Fitur Post, Thread Diskusi, Ringkasan Diskusi, dan Referensi Diskusi dapat memunculkan kehadiran kognitif. Fitur Thread Diskusi, Panduan Diskusi, Referensi Diskusi, Week, dan Inquiry State dapat memunculkan kehadiran pengajaran.

Meaningful and deep learning in online collaborative learning requires a learning design framework. The Community of Inquiry (CoI) framework focuses on facilitating meaningful and deep learning experiences through three aspects of presence: social, cognitive, and teaching. Asynchronous discussion forums are widely used, but some shortcomings are still felt by students and teachers. This study aims to implement and evaluate an asynchronous discussion forum based on the CoI framework in the form of a web application that can be used effectively based on the previous research design. This research adopts the Waterfall method as the Software Development Life Cycle (SDLC) method. The modified Waterfall method consists of three stages: design, implementation, and verification & testing. The design stage produces a technical system definition through Unified Modeling Language (UML) system design. The implementation stage develops a web application through activities such as preparing the tech stack, developing the backend, and developing the frontend. The Django framework and PostgreSQL are used for backend development, and Next.js is used for frontend development. The verification & testing stage confirms that no major errors were found in each feature through User Acceptance Testing (UAT). Evaluation is conducted through an online survey that includes qualitative and quantitative questions to measure usability aspects and the success of bringing presence to the CoI model. The results of the usability testing achieved a complete success rate of 81.08%. The System Usability Scale (SUS) evaluation obtained a score of 78.78, which falls into the "Good" and "Acceptable" categories. The evaluation of the web application showed that features such as Reaction Post, Post, Discussion Thread, User Profile, and Text Editor can evoke social presence. Features like Post, Discussion Thread, Discussion Summary, and Discussion References can evoke cognitive presence. Features like Discussion Thread, Discussion Guide, Discussion References, Week, and Inquiry State can evoke teaching presence."
Fakultas Ilmu Komputer Universitas Indonesia, 2023
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UI - Dokumentasi  Universitas Indonesia Library
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Graziano, Anthony M.
Harlow, Essex: Pearson Education, 2014
001.42 GRA r
Buku Teks  Universitas Indonesia Library
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Pelto, Pertti J.
"This text is a comprehensive introduction to research methods in social and cultural anthropology. The Peltos focus their discussion on the essential elements of preparing and analyzing the supporting evidence from which generalizations about human nature are derived. The specific elements of anthropological research - such as interviewing informants, observing ceremonial behaviour, and designing surveys - are all covered, but the primary aim is to show how basic observations can be systematically translated into socio-cultural generalizations. The authors place strong emphasis not only on quantification and statistics, but also on the more qualitative aspects of anthropological working styles that are essential to effective research. The two main themes of the book can be stated as follows: (1) anthropological generalizations and more complex theoretical structures can be built up only through careful implementation of basic concepts, the building blocks of all theory, and (2) successful description and hypothesis testing depend on the judicious mixing of quantitative and quantitative research materials. The second edition, in which Professor Gretel Pelto has collaborated with her husband, expands the discussion of tools of research and offers a more comprehensive analysis of current ideas concerning the 'theory-building' process. An entirely new chapter has been added on the research methods and relevance of applied anthropology. Throughout the text, many new and updated examples are cited to illustrate statistical and methodological approaches to anthropological research."
New York: Cambridge University Press, 2012
e20522269
eBooks  Universitas Indonesia Library
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Nugent William R.
USA: Thomson Learning, 2001
361.306 8 NUG p
Buku Teks  Universitas Indonesia Library
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Hanz Christian
"Perkembangan teknologi menyebabkan inovasi pada bidang pendidikan dengan munculnya istilah e-learning dan learning management system sebagai platform pendukungnya. Teknologi juga membantu dalam menyelesaikan permasalahan terhadap keterbatasan yang dimiliki pada learning management system yaitu munculnya sistem mobile. Pada penelitian ini, dibentuklah sebuah aplikasi LMS berbasis mobile menggunakan framework UIKit sebagai tampilan antar muka serta Firebase sebagai backend-as-a-service. Selama proses berjalan, diterapkan pengujian berdasarkan kepuasan aplikasi di mata pengguna menggunakan usability testing, perbandingan implementasi LMS secara web dan mobile menggunakan comparative testing, serta menguji performa aplikasi berdasarkan waktu respons, alokasi memori, serta penggunaan CPU. Dari pengujian tersebut secara usability testing ditemukan beberapa kekurangan serta kebutuhan pengguna lainnya yang dapat diterapkan pada tahapan pemeliharaan aplikasi, secara comparative testing didapatkan bahwa mobile menjadi opsi yang lebih dipilih oleh pengguna LMS dengan perbandingan nilai 7:4 sebesar 50%, secara performance testing ditemukan bahwa waktu respons untuk keseluruhan fitur berada di bawah 2 detik, ditemukan juga secara alokasi memori bahwa fitur dalam menampilkan PDF mengambil memori serta penggunaan CPU terbesar dan bervariasi angkanya tergantung pada kompleksitas PDFnya.

The development of technology has led to innovation in the field of education with the emergence of terms such as e-learning and learning management system (LMS) as supporting platforms. Technology also helps address the limitations of the LMS by introducing mobile systems. In this study, a mobile-based LMS application was developed using the UIKit framework for the user interface and Firebase as the backend-as-a-service. Throughout the process, testing was conducted based on user satisfaction using usability testing, a comparison between web and mobile LMS implementations using comparative testing, and performance testing based on response time, memory allocation, and CPU usage. From the usability testing, several deficiencies and user requirements were identified, which can be implemented during the maintenance phase. The comparative testing revealed that mobile options were preferred by LMS users with a 7:4 ratio, accounting for 50% of the responses. The performance testing showed that the response time for all features was below 2 seconds. It was also found that displaying PDFs required significant memory allocation and the CPU usage varied depending on the complexity of the PDF."
Depok: Fakultas Teknik Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Ahmad Anshari
"Sistem manajemen pembelajaran adalah platform yang mendukung proses pembelajaran bersifat online. Salah satu mata pelajaran yang bisa terapkan dalam sistem manajemen pembelajaran adalah pembelajaran Bahasa Inggris. Mata pelajaran Bahasa Inggris meliputi empat keterampilan, yaitu listnening, speaking, reading dan writing. Salah satu permasalahan dalam online writing adalah kurangnya fitur yang dapat meningkatkan keterlibatan pengguna. Maka dari itu, penelitian ini bertujuan untuk mengembangkan prototipe kelas online writing menggunakan metode Gamifikasi dan kerangka kerja Community of Inquiry (CoI) untuk meningkatkan keterlibatan pengguna. Penelitian ini menggunakan metodologi hybrid, yaitu gabungan antara User-Centered Design (UCD) dengan Design Science Research (DSR) yang bertujuan untuk menghasilkan prototipe berbasis kebutuhan pengguna. Penilitan ini memiliki enam tahapan, yaitu spesifikasi konteks penelitian, spesifikasi kebutuhan, desain & pengembangan, demonstrasi, evaluasi, dan komunikasi. Hasil menujukkan bahwa dari 42 responden, nilai rata-rata pengujian System Usability Scale (SUS) mencapai 81.72% dari batas minimal 68%, sedangkan nilai akhir User Engagement Questionnaire (UEQ) mencapai tingkat excellent dengan nilai kritikal kurang dari 2. Terlepas dari suksesnya penelitian ini, peneliti menemukan beberapa kekurangan pada penelitian ini, yaitu kurangnya analisis terkait penerapan kerangka kerja Community of Inquiry secara keseluruhan pada siswa tingkat Sekolah Menengah Pertama (SMP). Maka dari itu, peneliti menyarankan penelitian kedepannya berfokus pada pengaruh penerapan kerangka kerja CoI secara keseluruhan terhadap kualitas diskusi siswa Sekolah Menengah Pertama.

Learning management system (LMS) is a platform that supports online learning processes. One of the subjects that can be applied in the LMS is learning English language. English subjects cover four skills, namely listening, speaking, reading and writing. One of the problems in online writing is the lack of features that can increase user engagement. Therefore, this study aims to design an online writing class prototype using gamification and community of inquiry (CoI) framework methods to increase user engagement. This research uses a hybrid methodology, which is a combination of User-Centered Design (UCD) with Design Science Research (DSR) which aims to produce prototypes based on user needs. This research has six stages, namely research context specification, requirement specification, design & development, demonstration, evaluation and communication. The results show that from 42 respondents, the average value of System Usability Scale (SUS) testing reached 81.72% from the minimum limit of 68%, meanwhile the final User Engagement Questionnaire (UEQ) score reached the excellent level with a critical score of less than 2. Despite the success of this study, the researcher found several shortcomings in this study, namely the lack of analysis related to the overall application of Community of Inquiry framework towards Junior High School Students. Therefore, the researcher recommends that future research focuses on the effect of the overall implementation of COI framework on the quality of discussion among Junior High School Students."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
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UI - Tesis Membership  Universitas Indonesia Library
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