Charity management is a critical aspect of supporting the sustainability and effectiveness of charitable organizations. In today’s digital era, mobile application development has become a relevant ...solution to increase efficiency and involvement in charitable activities. This research aims to design and develop an innovative Android application for charity management by applying the Design Thinking approach method. The Design Thinking approach method is used as a framework to better understand user needs and design intuitive, user-focused solutions. This process includes four main pillar stages: empathy, definition, ideation, and implementation. By deeply understanding the needs and challenges faced by charitable organizations and donors, the app is designed to provide a satisfying and effective experience. The app provides features like donation tracking, charity project management, real-time notifications, and transparent reports. The user-friendly and intuitive interface design ensures that users from various backgrounds can easily access and use this application. Apart from that, the integration of the latest technology such as artificial intelligence for data analysis and prediction of donation trends is also an integral part of this application. Prototype testing results show that this application is able to increase charity management efficiency, provide a positive user experience, and increase donor participation levels. Thus, it is hoped that the development of this Android application can make a positive contribution to the world of charity, create a greater social impact, and provide innovative solutions in technology-based charity management.
By redesigning linking books, this study seeks to enhance the user-communication experience (UX) between school-aged children with special needs (SLB) and their parents. Understanding special ...education pupils’ growth, needs, and progress depends heavily on effective parent-school communication. Current link books, however, frequently fall short in terms of providing information in a user-friendly and inclusive manner. This research employs a user-oriented design approach to comprehend the requirements and preferences of parents and special education students. We found possible issues in the current bridge books through content analysis and engagement methods. The findings of this study will be used to guide the redesign of link books so that they are more user-friendly and available to everyone. The creation of a new linking book prototype involved the application of iterative design techniques. This prototype includes design components like inclusive language, understandable graphics, and improved accessibility features. Then, to gauge reactions and identify areas for development, this prototype was tested with the help of parents of SLB students and the students themselves. It is intended that the findings of this study would help those who create connecting books for special schools and other educational institutions that wish to enhance communication with special needs student groups. Better design will allow us to establish more efficient lines of communication between parents and schools, enhancing parental support for the academic growth of special education kids.
The transition from the pandemic period to normal again requires adaptation to habits, one of which is in learning, which was previously carried out online, now the learning model is offline again. ...Students are accustomed to using gadgets in their daily lives. Even in the current conditions, although the situation returns to its original state, adaptation is needed, one of which is in the learning model and making learning media to support teaching and learning activities. Therefore, in this study we propose the idea that the application of gamification in mobile learning using Case Based Learning is expected to make it easier for students to understand the material, increase students’ competitive spirit, and motivate students to learn. This research uses ADDIE which is an acronym for Analyze, Design, Develop, Implement, and Evaluate. The trial was carried out by material and media tests, small group tests, and field tests. Data analysis in this study used descriptive statistical tests and qualitative analysis. On the results of the UEQ questionnaire test, the Attractiveness scale obtained a score of 1.60, the Perspicuity scale obtained a score of 2.00, the Efficiency scale obtained a score of 1.61, the Dependability scale obtained a score of 1.00, the Stimulation scale obtained a score of 1.14, and the Novelty scale obtained score 0.90. Based on the results of the UEQ questionnaire testing, the design improvement solution obtained a positive score and showed improvement compared to the initial evaluation. The development of mobile learning apps is expected to be a source of mathematics learning materials that are practical in nature and can be used anytime and anywhere by students.
Mata kuliah DSS merupakan sajian mata kuliah wajib pada program studi PTI UM. Namun, mahasiswa mengalami kesulitan dalam memahami konten materi DSS. Hal itu dikarenakan materi DSS memerlukan logika ...matematika yang tinggi untuk mengembangkan suatu model matematika yang lebih kompleks. Maka untuk mengatasi masalah tersebut, dilakukan pengembangan media mobile learning dengan menggunakan pendekatan matematik realistik pada mata kuliah DSS. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE. Terdapat lima tahapan dalam model pengembangan ADDIE, yaitu analysis, design, development, implementation dan evaluation. Subjek dalam penelitian ini diantaranya Ahli Materi dan Media yang berfungsi memvalidasi produk, serta Mahasiswa sebagai subjek uji coba dan pengimplementasian produk. Tujuan penelitian ini adalah mengembangkan bahan belajar utama materi DSS yang sifatnya praktis dan dapat digunakan kapanpun dan dimanapun oleh Mahasiswa. Hasil penelitian menunjukkan kelayakan produk berdasarkan penilaian ahli materi dan ahli media mendapatkan persentase rata-rata 80,71% dalam kategori layak dan 81,78 % dalam kategori sangat layak, serta hasil uji coba kelompok kecil dan kelompok besar memperoleh persentase kelayakan rata-rata sebesar 81,61% dalam kategori sangat layak dan 88,33% dalam kategori sangat layak. Berdasarkan hal itu, media pembelajaran yang dikembangkan sangat baik dan layak digunakan dalam pembelajaran.
Metaverse, a combination of social media, gaming, and virtual reality technology innovation, is a new concept that has attracted the attention of various groups. This concept has also aided numerous ...groups of people, including the academician. As Metaverse offers various means to innovate, it is projected to change human lives and patterns of interaction. However, Metaverse also presents a number of negative impacts on mental health, even greater than the impacts of online games. This literature review aims to examine the impacts of the Metaverse on adolescents. Then, it develops the relevant preventive strategy through school guidance and counseling programs. This study is motivated by the lack of research related to the impact of Metaverse on adolescents’ mental health and intervention strategies. By applying the PRISMA steps, the study was conducted on scientific articles published from 2017 to 2022 extracted using Publish or Perish software. From the data collection process, we garnered and analyzed 25 relevant articles from ScienceDirect, SpringerLink, Sage Journals, Google Scholar, WoS, ProQuest, Taylor & Francis Group, Emerald Insight, DOAJ, and Garuda. Our analysis results showed that Metaverse potentially has negative impacts on adolescents, especially on non-cognitive aspects, such as social skills, empathy, self-esteem, self-control, and self-regulated learning. In addition, a basic guidance and counseling strategy using various approaches and techniques is required, particularly group guidance using information technology and social media to develop youth literacy about mental health in this metaverse era.
Abstrak: Metaverse yang merupakan perpaduan inovasi teknologi media sosial, game, dan virtual reality, adalah konsep baru yang menarik perhatian berbagai kalangan. Konsep ini juga telah membantu banyak kalangan, termasuk akademisi. Metaverse yang menawarkan berbagai cara untuk berinovasi, juga diproyeksikan akan mengubah kehidupan manusia dan pola interaksi. Namun, Metaverse juga menghadirkan sejumlah dampak negatif terhadap kesehatan mental, bahkan lebih besar dari dampak game online. Tinjauan literatur ini bertujuan untuk mengkaji dampak Metaverse pada remaja kemudian mengembangkan strategi pencegahan yang relevan melalui program bimbingan dan konseling sekolah. Penelitian ini dilatarbelakangi oleh minimnya penelitian terkait dampak Metaverse terhadap kesehatan mental remaja dan strategi intervensi. Dengan menerapkan langkah-langkah PRISMA, penelitian dilakukan terhadap artikel ilmiah terbitan tahun 2017 hingga 2022 yang diekstrak menggunakan aplikasi Publish or Perish. Dari proses pengumpulan data, kami mengumpulkan dan menganalisis 25 artikel relevan dari ScienceDirect, SpringerLink, Sage Journals, Google Scholar, WoS, ProQuest, Taylor & Francis Group, Emerald Insight, DOAJ, dan Garuda. Hasil analisis kami menunjukkan bahwa Metaverse berpotensi berdampak negatif pada remaja, terutama pada aspek non-kognitif, seperti keterampilan sosial, empati, harga diri, pengendalian diri, dan pembelajaran mandiri. Selain itu, diperlukan strategi bimbingan dan konseling dasar dengan berbagai pendekatan dan teknik, khususnya bimbingan kelompok dengan menggunakan teknologi informasi dan media sosial untuk mengembangkan literasi remaja tentang kesehatan jiwa di era Metaverse ini.
Kurikulum sebagai sebuah rancangan pendidikan mempunyai kedudukan yang sangat strategis dalam seluruh aspek kegiatan pendidikan. Penyusunan kurikulum harus menggunakan landasan yang kokoh dan kuat. ...Program Studi Pendidikan Teknik Informatika (PTI) Universitas Negeri Malang (UM) merupakan prodi yang mempunyai visi untuk mencetak lulusan berkualitas serta menjadi seorang guru atau pendidik di Sekolah Menengah Kejurusan (SMK). Namun, berdasarkan hasil survei peneliti terhadap mahasiswa PTI UM yang menempuh Praktek Kerja Lapangan (PKL) di beberapa SMK mengalami kesulitan dalam mengajar, khususnya pada SMK jurusan Multimedia. Oleh karena itu perlu dikaji dan diketahui seberapa besar relevansi kurikulum S1 PTI dengan kompetensi yang dibutuhkan di SMK jurusan Multimedia. Penelitian ini merupakan penelitian deskriptif. Instrumen yang digunakan adalah wawancara, angket, dan dokumentasi di lapangan. Penelitian ini menggunakan teknik analisis data secara deskriptif kuantitatif dengan persentase. Berdasarkan hasil perhitungan, tingkat relevansi kurikulum S1 PTI UM dengan kompetensi SMK Jurusan Multimedia adalah tinggi atau sangat baik, yakni dengan hasil 72,5%. Masih terdapat 27,5% kompetensi yang belum sesuai, dan belum tersaji pada Kurikulum S1 PTI UM, kompetensi tersebut diantaranya animasi, fotografi, sistem komputer, dan penggunaan peralatan tata cahaya.
The accelerated development of information and communication technology (ICT) has an impact on ease of access to digital information. Information disseminated in the digital world is not always true ...and valid, thus vocational students as prospective professional workers should be equipped with digital literacy skills. One effort to improve student's digital literacy skills is by applying blended learning model that combines conventional learning model (face-to-face) with online learning model based on Learning Management System (LMS). This study aims at discovering whether there is a significant difference between control classes that apply conventional models with experimental classes that apply blended learning model. The research method used was Pretest-Posttest Control Group Design with 3 experimental classes and 3 control classes. The results of this study indicate that there are significant differences in digital literacy skills between the control classes and the experimental class, which means that the implementation of blended models can improve students' digital literacy skills.
ABSTRAKDalam pencarian suatu obyek di bawah air dibutuhkan metode khusus yang digunakan dengan suara (gelombang akustik), dikarenakan suara dapat merambat dalam jarak jauh pada air. Frekuensi yang ...dapat diterima oleh SONAR bergantung pada alat penerima yang mengubah suara menjadi sinyal elektrik agar dapat mendeteksi frekuensi, alat penerima ini dinamakan hydrophone. Dalam penelitian ini dibuat perancangan prototipe hydrophone, yang tersusun dari transducer (akustik-elektrik) dan penguat. Berdasarkan perancangan yang telah dibuat prototipe hydrophone mampu menerima (menangkap) gelombang akustik pada range frekuensi 100 Hz – 60 kHz, dengan menggunakan transducer berupa condenser microphone yang diselimuti oleh bahan karet tipis. Prototipe hydrophone tanpa pelindung anti air, dengan pelindung anti air, dan di dalam air dapat menerima (menangkap) gelombang akustik.Kata Kunci: SONAR, hydrophone, transducer ABSTRACTIn finding an object beneath the water there has to be a specific method used sound (accoustic wave) in keeping with it can apread in long distance in the depth of water. The frequency which can be detected by sonar system, counts on the receiver which converts sound to electric signal so that the frequency can be detected and it is called hydrophone. In this research, there is hydrophone prototype which piled up by tranducer and amplifier. Based on the trial, hydrophone prototype can detect accoustic wave in range 100 Hz-60 kHz with the condensor microphone as a transducer covered of thin rubber material. Besides, hydrophone prototype with or without water resistor is still capable to detect acoustic wave. Keywords: SONAR, hydrophone, transducer
RT-PCR is considered the best diagnostic tool. Previous studies have demonstrated the reliability of CNN in classifying classifications, but CNN requires a lot of training data. Meanwhile, at the CT ...Scan clinic, patients are limited. Therefore, exploration of 2D-CNN settings is proposed to optimize CNN performance on limited data. We compare: (1) activation models, (2) output shapes per layer, (3) dropout layers, and (4) early stopping values. The test results show that RELU activation is better than Sigmoid. Rescaling (128x128) is better for scala (64x64) and (256x256) which affects the output shape model of each layer. In this learning stage, the use of dropouts in the CNN architecture achieves robust accuracy than the architecture that ignores dropouts. The use of 15 early stoppings is better than other values compared. 20 images of pneumonia and 20 images of covid have been tested using the proposed method and achieved 87.50% accuracy, 80.00% precision, 100% recall, and 99.89% F1-Score. Our method is superior to the the comparison method in terms of accuracy, precision, recall, and f1-score, which achieves 85%, 70%, 100%, and 82.35%, respectively.