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Universitas Negeri Yogyakarta

Elinvo (Electronics, Informatics, and Vocational Education)

Journal

Learning media

Articles 1 - 2 of 2

Full-Text Articles in Education

Gamification On Chatbot-Based Learning Media: A Review And Challenges, Indra Hidayatulloh, Sigit Pambudi, Herman Dwi Surjono, Totok Sukardiyono Dec 2021

Gamification On Chatbot-Based Learning Media: A Review And Challenges, Indra Hidayatulloh, Sigit Pambudi, Herman Dwi Surjono, Totok Sukardiyono

Elinvo (Electronics, Informatics, and Vocational Education)

The mobile learning sector has exploded, implying that the e-Learning trend is shifting to mobile platforms. As a result, chatbots have become increasingly popular alternatives for online learning and examinations on mobile platforms. However, it did not provide enough motivation for the student. On the other hand, gamification in a typical e-Learning platform is a widely used technique for increasing students' learning motivation. Therefore, combining gamification with chatbot-based learning and examinations possibly offer benefits, including increase student learning motivation. This study explored the possibilities and future challenges of the development of gamification within chatbot-based learning media. We discussed four aspects: …


Pengembangan Media Berbasis Mind Map Untuk Meningkatkan Pemahaman Siswa Pada Pelajaran Teknik Pengolahan Video, Desy Yanty Cobena, Dwi Maryono, Basori Basori Dec 2019

Pengembangan Media Berbasis Mind Map Untuk Meningkatkan Pemahaman Siswa Pada Pelajaran Teknik Pengolahan Video, Desy Yanty Cobena, Dwi Maryono, Basori Basori

Elinvo (Electronics, Informatics, and Vocational Education)

Learning achievement determined by acceptance of students' understanding of learning material. Therefore, a media that makes it easy for students to receive learning materials is needed. This research aims to create an interactive learning media with mind map concept in Video Processing subject. Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media's advisability, which had developed, in percentage are 89% from media expert, 92% from material expert, 85% by users (limited) and 87% from users (expanded). It can …