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Zhigeng Pan, editor
"This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design.
The 27 papers of this volume deal with virtual humans; graphics rendering and 3D animation, games and 2D animation, and digital media and its applications."
Berlin: [, Springer-Verlag], 2012
e20410377
eBooks  Universitas Indonesia Library
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Zhigeng Pan, editor
"This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches."
Berlin: [Springer-Verlag, ], 2012
e20410412
eBooks  Universitas Indonesia Library
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"This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health."
Berlin: Springer-Verlag, 2012
e20409975
eBooks  Universitas Indonesia Library
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"This book constitutes the refereed proceedings of the Joint Conference of the Interdisciplinary Research Group on Technology, Education, Communication, and the Scientific Network on Critical and Flexible Thinking, held in Ghent, Belgium, in October 2011. The 12 papers in this volume represent extended versions of the 20 papers presented at the conference and selected from numerous submissions. The conference brought together scholars and researchers who study the use of serious games in educational settings from different perspectives, such as instructional design, domain specific didactics, cognitive and computer science."
Berlin: Springer-Verlag, 2012
e20408544
eBooks  Universitas Indonesia Library
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Arsy Hanifa Noverani
"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
S-pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Martin Beer, editor
"This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications."
Berlin: [, Springer-Verlag], 2012
e20410393
eBooks  Universitas Indonesia Library
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Yun Q. Shi, editor
"Since the mid 1990s, data hiding has been proposed as an enabling technology for securing multimedia communication, and is now used in various applications including broadcast monitoring, movie fingerprinting, steganography, video indexing and retrieval, and image authentication. Data hiding and cryptographic techniques are often combined to complement each other, thus triggering the development of a new research field of multimedia security. Besides, two related disciplines, steganalysis and data forensics, are increasingly attracting researchers and becoming another new research field of multimedia security. This book, aims to be a forum for all researchers in these emerging fields, publishing both original and archival research results. The 7 papers included in this issue deal with the following topics, protection of digital videos, secure watermarking, tamper detection, and steganography."
Berlin: [Springer-Verlag, ], 2012
e20410498
eBooks  Universitas Indonesia Library
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Irhamni Rahman
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Tesis ini membahas tentang evaluasi pencapaian outcome dari Program Indonesia Digital Learning yang dilaksanakan oleh PT. Telkom Indonesia pada tahun 2016 sampai dengan tahun 2017. Penelitian ini menggunakan pendekatan kualitatif dengan jenis penelitian evaluatif. Adapun pengumpulan data menggunakan metode wawancara mendalam dan observasi. Wawancara mendalam dilakukan kepada 7 orang informan yang terdiri atas 2 orang panitia pelaksana program dan 5 orang peserta yang mengikuti seluruh rangkaian program dari awal sampai akhir. Adapun observasi yang dilaksanakan dalam penelitian ini dilakukan kepada 3 orang peserta program yang juga mengikuti program secara menyeluruh. Hasil penelitian menunjukan bahwa rangkaian pelatihan pembelajaran berbasis digital secara intensif yang diberikan kepada tenaga pendidik mampu meningkatkan kemampuan dasar digital yang dimiliki oleh peserta. Program ini membuat peserta yang awalnya sebagai pengguna dasar perangkat pembelajaran digital menjadi instruktur terlatih. Peserta program menjadi mampu menghadirkan ragam pembelajaran berbasis digital di kelas yang mereka ajar sekaligus mampu berkolaborasi dan berbagi kepada tenaga pengajar lain di sekolah mereka maupun di tingkat pelatihan nasional. Selain itu, hasil penelitian ini juga menunjukan bahwa aspek input dan proses program menjadi faktor yang mempengaruhi keberhasilan pencapaian outcome program. Standarisasi peserta program, kurikulum, materi pelatihan, instruktur program, serta reward yang diberikan kepada peserta menjadi faktor input yang mempengaruhi keberhasilan program. Proses seleksi peserta di awal program dan penjurian yang selektif juga menjadi bagian dari aspek proses yang berpengaruh dalam pencapaian outcome program ini.

 


This thesis discusses the outcome evaluation of the Indonesia Digital Learning Program implemented by PT. Telkom Indonesia from 2016 to 2017. This research used a qualitative approach with an evaluative research type. The data collection methods were in-depth interviews and observations. The in-depth interviews were conducted with seven informants consisted of two program committee members and five participants who were participated in the entire program from the beginning to the end. The observations carried out in this study were conducted through three program participants who were also participated in the whole program. The results of the study showed that the intensive digital-based learning training series provided to the educators were able to improve the basic digital capabilities of the participants. This program enabled participants who, initially, were basic users of digital learning devices became trained instructors. The program participants were able to deliver various digital-based learning in the classes they taught and able to collaborate and share with other teaching staff in their schools and in the national training level. In addition, the result of this study also showed that the inputs and program process aspects determined the achievement of program outcomes. Standardization of program participants, curriculum, training materials, program instructors, and the given rewards to participants were input factors that influenced the success of the program. The participant selection process at the beginning of the program and selective appraisal were also part of the process aspects that contributed to the accomplishment of program outcomes.

 

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2019
T53265
UI - Tesis Membership  Universitas Indonesia Library
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Oxford: Pergamon Press, 1980
530.078 COM
Buku Teks SO  Universitas Indonesia Library
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Harasim, Linda, 1949-
"Learning Theory and Online Technology offers a powerful overview of the current state of e-learning, a foundation of its historical roots and growth, and a framework for distinguishing among the major approaches to e-learning. It effectively addresses pedagogy (how to design an effective online environment for learning), evaluation (how to know that students are learning), and history (how past research can guide successful online teaching and learning outcomes). An ideal textbook for Educational Technology Masters, PhD, and Certificate programs, readers will find Learning Theory and Online Technology provides a synthesis of the key advances in e-learning theory, the key frameworks of research, and clearly links theory and research to successful learning practice"
New York: Routledge, Taylor & Francis Group, 2017
371.334 HAR l
Buku Teks  Universitas Indonesia Library
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