Main Article Content

Abstract

E-learning is a container that handles online learning systems that can be accessed anywhere by utilizing internet access. Practicum is one of the activities to improve the understanding of theory by carrying out trials or exercises in accordance with the subjects taught, so that e-learning in question can be used as a container that can be used by practicum lecturers and students in handling the activities of prakitkum activities at the University Informatics Engineering Laboratory Madura In this research, an e-learning is made that can handle practical activities, such as managing assignments, making modules, conducting online exams, and discussions that are built using ionic and native php programming languages.

Keywords

E-learning mobile practicum mobile E-learning praktikum

Article Details

How to Cite
Puspa Dewi, N. ., & Winarsih, N. (2020). Implementation of E-Learning Learning in Practicum Classes (Case Study: Madura University). Jurnal Komputer Terapan, 6(2), 182–189. https://doi.org/10.35143/jkt.v6i2.3656

References

  1. I. K. A. E. N., ., Dr. Ketut Agustini, S.Si, M. S., & ., I Gede Partha Sindu, S.Pd., M. P. (2017). Analisis Pemanfaatan E- Learning Sebagai Knowledge Management Dalam Mendukung Proses Pembelajaran Di Jurusan Pendidikan Teknik Informatika Undiksha. Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika(KARMAPATI), 6(1), 11. https://doi.org/10.23887/karmapati.v6i1.9865
  2. Kosasi, S. (2015). Perancangan E-learning untuk Meningkatkan Motivasi Belajar Guru dan Siswa. Jurnal Informatika, 0362, 27213. https://doi.org/10.1007/s10619-011- 7079-6
  3. Wassalam, O. J. F., Umar, R., & Yudhana, A. (2017). Implementasi dan Pengembangan Sistem E-Learning Berbasis Web Pada STMIK Muhammadiyah Paguyangan. Seminar Nasional Multi Disiplin Ilmu & Call of Papers, Call for Papers UNISBANK Ke-3, 104-107. https://www.unisbank.ac.id/ojs/index.php/sendi_u/article/download/5002/1514/0
  4. Hernawati, E., & Aji, P. (2016). Perancangan dan Penerapan Konten e-Learning melalui Learning Management System dalam Meningkatkan Motivasi Belajar. Journal of Information System Engineering and Business Inteligence, 2(1), 23–32.
  5. Dewi, R. (2015). Perancangan Aplikasi E-Learning Berbasis Website Pada SMA / SMK Dharma Bakti Medan. Konferensi Nasional Sistem & Informatika, 9–10.
  6. Sihotang, H. T., Informatika, T., & Utara, S. (2017). Pembuatan Aplikasi E-Learning Pada Smk Swasta. Jurnal Mantik Penusa, 1(2), 70–75.
  7. Susanto, W. E., & Ayu, Y. G. A. (2017). Perancangan E-Learning Berbasis Web Pada SMP Negeri 3 Patuk Gunungkidul Yogyakarta. Bianglala Informatika, 5(2).
  8. Novita, A., & Andriani, A. (2019). Prototipe E-Learning Untuk Pendalaman Dan Evaluasi. Jurnal Ilmu Pengetahuan Dan Teknologi Komputer, 4(2), 211–216. https://ejournal.nusamandiri.ac.id/index.php/jitk/article/view/299
  9. Dewi, N. P., & Listiowarni, I. (2019). Implementasi Game Based Learning pada Pembelajaran Bahasa Inggris. Jurnal RESTI (Rekayasa Sistem Dan Teknologi Informasi), 3(2), 124–130. https://doi.org/10.29207/resti.v3i2.885
  10. Wicaksono, A. R., Winarno, W. W., Sunyoto, A., & Learning, P. B. (2015). Perancangan Dan Implementasi E-Learning Pendukung Project. Seminar Nasional Teknologi Informasi Dan Komunikasi, 2015(Sentika), 333–343.
  11. I. Listiowarni and N. Puspa Dewi, “Pemanfaatan Klasifikasi Soal Biologi Cognitive Domain Bloom’s Taxonomy Menggunakan KNN Chi-Square Sebagai Penyusunan Naskah Soal,†Digit. Zo. J. Teknol Inf. Dan Komun., vol. 11, no. 2, pp. 186-197, 2020, doi`: 10.31849/digitalzone.v1li2.4798.