{"title":"The Role of Creative Thinking In Virtual Practicum","authors":"Eldia D, Suryawati E, Syafii W, V. V","doi":"10.1109/URICET53378.2021.9865950","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865950","url":null,"abstract":"During the pandemic, the virtual practicum is essential for learning. The purpose of this study is to describe the role of virtual practicum in improving creative thinking. This study is a descriptive study with a systematic literature review approach combined with a needs analysis to identify, assess and interpret all findings related to the research topic. Preliminary data of the needs analysis are collected through creative thinking questions with 49 biology education students from Riau University’s Faculty of Teacher Training and Education (hereinafter referred to as FKIP UNRI) as respondents. Virtual Laboratory design using Ispring software on the topic of cell metabolism and the structure and function of animal tissues; the virtual design is still in the design stage at this time. Data from a creative thinking test with four indicators: Fluency, Flexibility, Originality, and Elaboration. The average percentage of creative thinking is 31.14%. These findings highlight the importance of efforts to promote creative thinking by providing learning resources in the form of a Virtual Laboratory. The media that will be created can be used as a form of independent learning for undergraduate biology education students. Created a virtual laboratory with interactive text, images, sounds, and animation. The resulting Virtual Laboratory is expected to stimulate students’ creative thinking to meet the demands of 21st century learning.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122039445","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Monry Fng Ratumbuysang, Sulistyo Rini, Agus Hadi Utama, Irsyad Baihaqi
{"title":"Dynamic Electrical Material Animation Video Development for 10th Grade Distance Learning","authors":"Monry Fng Ratumbuysang, Sulistyo Rini, Agus Hadi Utama, Irsyad Baihaqi","doi":"10.1109/URICET53378.2021.9865892","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865892","url":null,"abstract":"This study aims: (1) to determine the development process (2) to test the feasibility of developing an animated video for distance learning in science subjects about dynamic electricity class IX. This research is a type of R&D (Research & Development) research. The development model used is the 4D model developed by Thiagarajan. The stages carried out in the 4D model consist of four stages, namely the stages of design, design, development, and dissemination. The sampling technique in this study used purposive sampling. The test subjects of the design product consisted of media validators and material validators. The validity test was carried out to analyze the expert judgment as basic reference material at the stage of media development and revision. Data collection techniques used consisted of interviews, observations, and questionnaires. The data analysis technique used is a descriptive qualitative analysis using a Likert scale and expert judgment. The results of this study are as follows (1) the learning animation video product has been successfully developed. (2) the results of the feasibility test show that based on the validation test by media experts, a percentage value of 90% is obtained in the very feasible category. Validation tests by material experts obtained a percentage value of 89% with a very decent category too. So, this learning animation video media is very feasible to be used in distance learning activities.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"81 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126888185","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Engaging Virtual Museum of Bojonegoro for History Learning","authors":"M. Khakim, Yuliati, W. D. Sulistyo","doi":"10.1109/URICET53378.2021.9865948","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865948","url":null,"abstract":"Bojonegoro's limitations in providing a decent museum are the basis for the main urgency of this proposal to develop an android-based virtual museum application. In addition to helping history teachers in teaching the history of Bojonegoro in an interesting and contextual way, the virtual museum application is expected to be a pioneer in providing historical and cultural information for the people of Bojonegoro and its surroundings. The stages of research and development for the BISMA application. The first stage, Analysis, is a needs analysis to determine the right problems and solutions and determine student competencies. The second stage, Design, is to determine the learning approach with a virtual museum, develop a model framework and virtual museum application, identify learning needs and compile a virtual museum assessment sheet. The third stage, Development, develops a virtual museum in accordance with the learning approach used. The fourth stage is Implementation, testing virtual museums, installing virtual museums, and distributing a feasibility survey. The last stage, Evaluation, analyzes application performance and revisions to deficiencies that occur during the implementation of the virtual museum application. Especially for online learning, this application offers free and safe museum roaming.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115535878","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
U. Nafiah, L. Ayundasari, B. Suprapta, Maudi Amalia
{"title":"Development Based on Augmented Reality, 3D Hologram, Infographic, and Video Animation (ARKHANA) to Improve 21st Century Skills","authors":"U. Nafiah, L. Ayundasari, B. Suprapta, Maudi Amalia","doi":"10.1109/URICET53378.2021.9865930","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865930","url":null,"abstract":"This research was aimed to identify learning media development process of digital-based history in order to find 21st century skill on the students and find alternative solution which could fulfill student and teacher needs within the implementation of online history learning activities. To achieve the goals, the learning method should be contained of these following steps: (1) problem formulation, (2) problem and field data search, (3) literature review, (4) analysis, and (5) result presentation. Through those steps in the learning method, the researcher found that ARKHANA (Augmented Reality, 3D Hologram, Info graphic, and Video Animation) product was stated as a feasible alternative solution and could be used as the means to realize research aims. To put in an evidence, based on several analysis activities such as need analysis, competence analysis, technology analysis, and SWOT analysis, ARKHANA product was said to be an appropriate solution, since it was highly innovative, easy to use, and able to accommodate student learning styles including to visual style, and ease the teacher in teaching and student habituation to utilize 21st century skill.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"2010 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114742954","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Map analysis of benchmarking in higher education using VOSViewer","authors":"R. Kartikowati, Z. H. Putra, Gimin, Dahnilsyah","doi":"10.1109/URICET53378.2021.9865938","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865938","url":null,"abstract":"This Quality assurance in higher education has become an essential issue for many policymakers. In order to improve quality and service, benchmarking serves as a solution for continuous improvement of service, including in higher education. Given the importance of study in this topic, the researchers conducted a map analysis using technology. We used publish and perish software to have the publication database from Google scholar, and then the data were analyzed using VOSviewer. The keywords used in this study are benchmarking and benchmarking in higher education. We collected 100 pieces of metadata from google scholar related to each keyword. After conducting the map analysis of network, overlay, and density visualization, the study discovered that several studies have been conducted related to benchmarking in higher education. However, some aspects, such as sustainability and its relationship to benchmarking, still need to be further investigated. Therefore, further studies need to consider, such as how benchmarking can support higher education sustainability.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114847666","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Development of STEAM-Based Physical Education Learning Model to Improve Physical Fitness of Elementary School Students","authors":"Iyakrus, Arizky Ramadhan","doi":"10.1109/URICET53378.2021.9865885","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865885","url":null,"abstract":"The purpose of this study was to produce a valid, practical, and effective STEAM (Science, Technology, Engineering, Arts, and Math) -based physical education learning model to improve the physical fitness of elementary school students. The development model adopted from Plomp and Nieveen consists of three stages, namely (1) preliminary research, (2) prototyping phase, (3) assessment phase. The test subjects in this study were 62 elementary school students in Palembang. Data analysis was carried out descriptively qualitatively and quantitatively. This study resulted in a Steam-based physical education learning model to improve the physical fitness of elementary school students with a valid category with a value of 3.94, practical with a positive category with a value of 3.62 and effective with an average increase in the physical fitness component of 3.18%. It is recommended for physical education teachers to use this model as an alternative in improving the physical fitness of elementary school students.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126181927","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Flipbook in Learning: Bibliometric Analysis using Scopus Data and Google Scholar","authors":"Charlina, Elvrin Septyanti, Tria Putri Mustika","doi":"10.1109/URICET53378.2021.9865672","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865672","url":null,"abstract":"This study aims to map articles that examine flipbooks as the variables. Scopus and Google Scholar are used to gather the data for this study. The selected articles are those published in international journals and proceedings indexed by Scopus and/or Google Scholar. The data collection applied is a documentation technique. The procedure for data documentation begins with Scopus data containing the article keyword \"flipbook in learning\". The data from Google Scholar is then cataloged in the Mendeley software. Furthermore, each data is mapped using the VOSviewer software. The data is limited according to the needs of the discussion of the results of the study, namely articles that discuss flipbooks in learning. The data analysis process uses a bibliometric approach. The results show that research on flipbooks in learning published in international journals and proceedings is increasingly in demand, particularly in 2020 and 2021. However, in terms of quantity, flipbook articles still need to be improved. This is following the need for teaching materials, especially teaching materials that can be used during the distance learning system during the COVID-19 pandemic.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"486 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123404792","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Herdini, R. Linda, Riri Fikriah, Teja Pratama Putra
{"title":"Interactive Multimedia Development Using Articulate Storyline Application on Thermochemistry Subject Matter","authors":"Herdini, R. Linda, Riri Fikriah, Teja Pratama Putra","doi":"10.1109/URICET53378.2021.9865670","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865670","url":null,"abstract":"The development of interactive multimedia by Articulate Storyline application aims to develop an innovative and independent learning media for 11th grade students at Senior High School (SMA) on Thermochemistry subject matter. This research was designed using Research & Development (R&D) design with Plomp development model. Expert assessments (validation sheets) and user (teachers and students) responses are data collection technique in this research. The instruments in the form a Likert attitude measurement scales 1-4. Analysis of the research data was carried out descriptively and quantitatively with mathematically using percentages. From the data analysis, known from media experts based on software engineering aspects (95.31%) and visual communication (display) aspects (96.67%) with valid criteria. And by material experts based on aspects of material substance (95%), presentation of material aspects (95%) and language aspects (100%) with valid criteria. The user response from teachers obtained of 95% and 93.42% from students, both with very good criteria. Obtaining a positive assessment and response means that this interactive multimedia product can be valid and suitable for use in the learning process as an innovative learning media.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127706828","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Role of e-Leadership on the Productivity of Virtual Work in Higher Education","authors":"K. Sudiana, Nopriadi Saputra","doi":"10.1109/URICET53378.2021.9865939","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865939","url":null,"abstract":"COVID-19 pandemic may further decline productivity of the workforce in the future especially in higher education. This article aims to verify the significance of e-leadership as organizational factor, digital collaboration as job factor, and digital mastery as personal factor on the productivity of virtual work in higher education. Online survey and causal analysis were conducted for supporting this article. It’s about 847 academic and non-academic staffs who were participating as the respondents. PLS based Structural Equation Modelling were utilized for structuring and calculating the collected data. The result of statistical analysis reveals that e-leadership affects positively and significantly but indirectly on the productivity of virtual work. Digital mastery and digital collaboration play moderating role in determining effect of e-leadership on work productivity. For maintaining and leveraging the productivity of employee in doing virtual work, the organization should direct leadership of academic managers as transformational leadership approach for developing digital mastery and encouraging digital collaboration.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131782669","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Integration of Malay Music into Android-Based Learning Media for Metabolism Material in Era Pandemic Covid19","authors":"S. Wahyuni, Zulfarina, I. Sayuti, Nursal","doi":"10.1109/URICET53378.2021.9865941","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865941","url":null,"abstract":"The purpose of Development of Integrated Adobe animate-Based Media with Malay Music in Metabolism Materials in the Covid-19 Pandemic Era in terms of validity and practicality is to make it easier for students to understand the material. This study uses development research (R&D) with the ADDIE model consisting of Analysis, Design, Development, Implementation, and Evaluation. Data was collected through a questionnaire. The population in this study were all 12th grade students of senior high school in Rambah Hilir and the sample was 40 students using the Total Sampling Technique. After analyzing the needs and designing Adobe animate-based learning media, the research continued to the development process. At this stage the media is validated by three experts, namely, material experts, media experts, and pedagogic experts. The results showed that the developed media was quite valid from the validation of material, media, and pedagogic experts of 4.44 with a very valid category. The results of the limited trial obtained a score of 84.15 in the good category and the practicality test obtained a score of 90.42 which can be categorized as very practical. Integrated Android-Based Learning Media Malay music on Metabolism Materials that has been developed meets the criteria of validity and practicality.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"186 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121052838","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}