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Full-Text Articles in Education

Techno-Entrepreneurship Learning Model In Higher Education, Alfrina Mewengkang, Johan Reimon Batmetan Dec 2021

Techno-Entrepreneurship Learning Model In Higher Education, Alfrina Mewengkang, Johan Reimon Batmetan

Elinvo (Electronics, Informatics, and Vocational Education)

Techno-Entrepreneurship becomes an important part of higher education based on information technology. This is useful to enhance the spirit of entrepreneurship, the ability to read opportunities and build information technology-based businesses. This study aims to examine the appropriate techno-entrepreneurship learning model in higher education. The research method used is action research with practice using lean canvas models for business models and design sprint method to build product prototypes. The results of this study show how to use practice and tutorials, students can create the right business model and be able to make a prototype of a digital product that is …


An Authentic Learning Approach To Assist The Computational Thinking In Mathematics Learning For Elementary School, Ratna Wardani, Masduki Zakaria, Priyanto Priyanto, Muhammad Irfan Luthfi, Irma Nuur Rochmah, Andy Ferry Rahman, Muhammad Trio Maulana Putra Dec 2021

An Authentic Learning Approach To Assist The Computational Thinking In Mathematics Learning For Elementary School, Ratna Wardani, Masduki Zakaria, Priyanto Priyanto, Muhammad Irfan Luthfi, Irma Nuur Rochmah, Andy Ferry Rahman, Muhammad Trio Maulana Putra

Elinvo (Electronics, Informatics, and Vocational Education)

Programme for International Student Assessment (PISA) 2018 report revealed that in mathematics the ability of Indonesian students to solve mathematical problems is still very low. The Trends in International Mathematics and Science Study (TIMSS) strengthened the PISA report by mentioning that in general, Indonesian students' ability in solving fraction problems is low. In this study, We tried to improve students' ability in solving fractions by using computational thinking assisted by an authentic learning approach. A system was utilized to help the students in learning fractions. Totally twenty-two fifth-grade students were assigned in this study. While they learned fractions using the …


The Effectiveness Of Entrepreneurship Learning By Using Integrated Entrepreneurial Film-Based Media On Students' Learning Achievement, Ninik Sudarwati, Agus Prianto Dec 2021

The Effectiveness Of Entrepreneurship Learning By Using Integrated Entrepreneurial Film-Based Media On Students' Learning Achievement, Ninik Sudarwati, Agus Prianto

Elinvo (Electronics, Informatics, and Vocational Education)

This study aimed to measure the effectiveness of entrepreneurship learning by using integrated entrepreneurial film-based media on students' learning achievement. This study employed a quasi-experimental method with one group pre-test-post-test design by comparing the results of pretest and posttest and statistically analyzed the t test formula. The participants involved were 400 students from STKIP PGRI Jombang, STKIP PGRI Tulungagung, STKI PGRI Nganjuk, and UNWAHA Jombang. Findings suggest that there was an average difference of -4.41 with pretest (21.80) and posttest (26.21) results. Meanwhile, the standard deviation was 5.42, and the t value was 16.268. Besides, the probability value or sig …


Developing Education Media Of Health Protocol Utilizing Live Coloring Using Augmented Reality Technology, Akbar Permana Putra, Priyanto Priyanto Dec 2021

Developing Education Media Of Health Protocol Utilizing Live Coloring Using Augmented Reality Technology, Akbar Permana Putra, Priyanto Priyanto

Elinvo (Electronics, Informatics, and Vocational Education)

The objective of the present study is to produce a learning media product of health protocol implementation to children entitled "Awas Ada Virus Corona". This media utilized R&D method and took several steps, namely preliminary research and data collection, research planning, product development, expert validation, product revision and final product. Feasibility testing is carried out by media experts by examining the multimedia construction domain consist of 3 aspects, namely guidance and information, program performance as well as systematic, aesthetic, and design aspects. Furthermore, a filled questionnaire by media experts was used to collect the data needed. Meanwhile, the descriptive statistic …


Android-Based Waste Education App: An Information Media On Zero-Waste Programs, Muhammad Zamroni Uska, Rasyid Hardi Wirasasmita, Baiq Desi Dwi Arianti, Yosi Nur Kholisho, Muhammad Djamaluddin, Jamaluddin Jamaluddin Dec 2021

Android-Based Waste Education App: An Information Media On Zero-Waste Programs, Muhammad Zamroni Uska, Rasyid Hardi Wirasasmita, Baiq Desi Dwi Arianti, Yosi Nur Kholisho, Muhammad Djamaluddin, Jamaluddin Jamaluddin

Elinvo (Electronics, Informatics, and Vocational Education)

Zero waste is one of the programs from the government of West Nusa Tenggara Province in Indonesia, where this program aims to provide education about waste to the public so that the waste can be processed or recycled so that it can be useful. Therefore, for the sake of creating a zero waste culture in the community, it is necessary to have media that provide education to the public about this program. The purpose of this article is to discuss the process of developing an Android-based waste education application as a medium of information about zero waste. This study uses …


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: …