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Hasil Pencarian

Ditemukan 9 dokumen yang sesuai dengan query
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Abstrak :
Experiential E-Learning of Sanata Dharma University (Exelsa) adalah sebuah Learning Management System (LMS) berbasis web yang dikembangkan oleh Universitas Sanata Dharma untuk meningkatkan efektivitas dan kualitas pembelajaran. Exelsa memiliki sejumlah fasilitas seperti tugas online, tes online, bahan kuliah, chating, menjawab kuesioner, melihat pengumuman, forum mata kuliah, kalender kegiatan, dan sebagainya. Makalah ini menjelaskan tentang hasil penelitian mengenai hubungan faktor-faktor yang mempengaruhi penerimaan dan penggunaan Exelsa dengan menggunakan Unified Theory of Acceptance and Use of Technology (UTAUT). Data dikumpulkan dari responden (mahasiswa) yang menggunakan Exelsa melalui pengambilan data dari basis data dan penyebaran kuesioner sejumlah 281 buah. Hasil analisis deskriptif memperlihatkan bahwa sebagian besar responden memiliki tingkat performance expectancy, effort expectancy, social influence, facilitating conditions, dan use behavior yang tergolong tinggi, sementara tingkat behavioral intention sebagian besar responden tergolong sedang. Hasil pengujian dengan korelasi Spearman menunjukkan bahwa performance expectancy, effort expectancy, social influence, dan facilitating condition masing-masing memiliki korelasi positif dan signifikan (p-value
[Fakultas Ilmu Komputer Universitas Indonesia, Universitas Sanata Dharma. Program Studi Teknik Informatika], 2009
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Artikel Jurnal  Universitas Indonesia Library
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Arsy Hanifa Noverani
Abstrak :
Pandemi COVID-19 telah mengubah kehidupan kita sehari-hari yang dulu kita anggap membosankan dan biasa saja menjadi sesuatu yang kita rindukan. Aktivitas duniawi seperti bekerja di kantor dan belajar di sekolah telah dipindahkan ke lingkungan online sesuai dengan aturan social distancing. Namun, dengan keterbatasan infrastruktur dan sumber daya, pembelajaran daring memiliki keterbatasan dan kekurangan. Sementara banyak guru telah mengadopsi alat pengajaran dan pembelajaran yang bersifat gamified ke dalam pelajaran mereka, masih ada beberapa yang belum dan masih mengajar dengan cara tradisional. Sementara itu, pembelajaran daring hadir dengan banyak gangguan dan sebagian besar dilakukan dalam penyampaian satu arah. Hal ini kemudian menciptakan lingkungan belajar yang tidak efektif. Oleh karena itu, analisis pengaruh gamifikasi pada siswa SMA dilakukan dalam penelitian ini dengan menggunakan metode structural equation modeling (SEM). Studi ini secara khusus dianalisis berdasarkan platform Quizizz dan Kahoot, yang merupakan beberapa alat dan wadah yang bersifat gamified yang umum digunakan oleh guru untuk menilai siswa mereka. Sebanyak 286 tanggapan diperoleh. Berdasarkan hasil pengolahan data, faktor motivasi belajar, kecemasan belajar, beban kognitif, dan prestasi akademik dipengaruhi oleh gamifikasi. Berdasarkan analisis lebih lanjut atas hasil tersebut, maka dirumuskan seperangkat strategi dengan menggunakan metode why how laddering kemudian divalidasi dengan ahli dengan menggunakan strategy to mission matrix, sehingga diperoleh seperangkat strategi yang diprioritaskan untuk dijadikan rekomendasi bagi sekolah-sekolah dan lembaga pendidikan. ......The COVID-19 pandemic has altered our daily lives that we once consider as normal have become something that we take for granted. Mundane activities such as working in the office and studying in school has been moved to online environments in accordance with the social distancing regulation. However, with limited infrastructure and resources, online learning had its limitations and shortcomings. While many teachers have adopted gamified teaching and learning tools into their lessons, there are still some that have not and are still teaching the traditional way. Meanwhile, online learning comes with many distractions and is mostly carried out in a one-way delivery. This then creates an ineffective learning environment. Thus, analysis on the effects of gamification on senior high school students is conducted in this study by using the structural equation modeling (SEM) method. The study was specifically analysed based on the platforms Quizizz and Kahoot, which are some of the commonly used gamified tools and platforms by teachers to assess their students. A total of 286 responses were obtained. Based on the results of the data processing, factors learning motivation, learning anxiety, cognitive load, and academic performance were affected and influenced by gamification. Based on further analyses on the results, a set of strategies were formulated using the why how laddering and then validated with experts using the strategy to mission matrix, eventually obtaining the set of prioritised strategies to be used as recommendations to schools and educational institutes.
Depok: Fakultas Teknik Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Hershey Pa: Information Science Pub., 2004
378.176 ONL
Buku Teks  Universitas Indonesia Library
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Abstrak :
This book constitutes the refereed proceedings of the 5th International Conference on Hybrid Learning, ICHL 2012, held in Guangzhou, China, in August 2012. The 32 contributions presented in this volume were carefully reviewed and selected from numerous submissions. In addition two keynote talks are included in this book. The topics covered are computer supported collaborative learning, experiences in hybrid learning, electronic learning, pedagogical and psychological issues, hybrid learning systems, and organizational frameworks for hybrid learning.
Berlin: Springer-Verlag, 2012
e20410162
eBooks  Universitas Indonesia Library
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Christopher, Darlene
Abstrak :
Contents : - Adjusting to the global virtual classroom - Adjusting your delivery style - Adjusting your language - Adjusting your content - Keeping participants' attention - Working with a producer - Rehearsing - Logistics - References & resources - Job aids
Alexandria, Virginia: American Society for Training & Development, 2011
e20441002
eBooks  Universitas Indonesia Library
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Pfeffer, Thomas
Abstrak :
The purpose of this volume is to shape conceptual tools to understand the impact of new information and communication technologies (ICTs) on the organization of universities. Traditional research-based universities, the most typical representatives of the higher education system, find themselves challenged by the speed and the wide range of technical innovations, but also by a vast array of implicit assumptions and explicit promises associated with the distribution of digital media. The author observes that as universities increasingly use digital media (computers and the Internet) to accomplish their tasks, a transformation takes place in an evolutionary rather than in a revolutionary way. Using the University of Klagenfurt as an in-depth case study, he explores such dynamic issues as how digital media affect the practice of research, the preservation and dissemination of knowledge (for example, through publishing and archiving), and delivery of education at universities. More broadly, he considers issues of organizational culture and design, administration, and leadership as universities integrate digital technologies into all aspects of their operations.
New York: [, Springer], 2012
20410634
eBooks  Universitas Indonesia Library
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Abstrak :
"This book compiles the latest empirical research findings in the area of e-learning and knowledge management technologies assessment, highlighting specific comparisons and practices of e-m-learning and knowledge management technologies"--
Hershey, P.A.: Igi Global, 2014
378.173 4 PEL e (1)
Buku Teks  Universitas Indonesia Library
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Abstrak :
"This book presents practical conversations with philosophical and theoretical concerns regarding the use of digital technologies in the educational process, challenging the assumption that information accessibility is synonymous with learning"-- Provided by publisher.
Hershey, P.A.: Information Science Reference (an imprint of IGI Global), 2014
378.17 ACA (1)
Buku Teks  Universitas Indonesia Library
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