Ditemukan 60760 dokumen yang sesuai dengan query
Kasiyah
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
PGB-PDF
UI - Pidato Universitas Indonesia Library
Nurrochmah Febrianti Nadyasari
"Technostress dapat muncul selama seseorang menggunakan teknologi informasi dan komunikasi (TIK) dalam pekerjaannya, khususnya pada pustakawan perguruan tinggi dalam mengadakan digital scholarship di Indonesia. Pustakawan memanfaatkan TIK untuk memberikan informasi secara daring, salah satunya menyebarkan hasil penelitian dari penelitian dosen, mahasiswa. Digital scholarship hadir disebabkan terjadi pergeseran pengajaran, pembelajaran, dan penelitian dari tatap muka ke tatap maya. Tujuan penelitian ini untuk mengukur tingkat technostress dari enam variabel secara deskriptif dan mengetahui hubungan antara data demografi dengan technostress pustakawan perguruan tinggi selama pandemi. Penelitian ini menggunakan pendekatan kuantitatif dengan subjek penelitian adalah 92 pustakawan perguruan tinggi di Indonesia yang dikumpulkan melalui kuesioner. Hasil penelitian mengungkapkan pustakawan perguruan tinggi di Indonesia mengalami technostress yang rendah selama pandemi. Penelitian ini menujukkan adanya perbedaan yang signifikan antara technostress dengan data demografi, kecuali jabatan. Penelitian ini bermanfaat sebagai referensi untuk penelitian masa depan tentang technostress dan meninjau kebijakan terkait digital scholarship yang dapat diterapkan di perpustakaan perguruan tinggi Indonesia.
Technostress can occur when individuals use information and communication technology (ICT) in their work, and academic librarians in Indonesia who work in digital scholarship are especially susceptible. Librarians use ICT to provide information to the academic community, and one of their roles is to disseminate research results from researchers, lecturers, and students. The importance of digital scholarship, mainly due to a shift towards digital teaching, learning and research in the academic institution from face-to-face to virtual. This study aims to measure the technostress level through six variables and investigates the significant differences between the technostress levels of academic librarians in Indonesia based on demographic data during the pandemic. This study uses a quantitative approach its research subjects are 92 academic librarians in Indonesia, and data is collected through questionnaires. The results reveal that academic librarians in Indonesia tended to experience low technostress during the pandemic. Other results show a significant different between technostress and demographic data, except for job position. This research is helpful as a reference for future studies on technostress and for reviewing policies related to digital scholarship that may be implemented in academic libraries in Indonesia."
Depok: Fakultas Ilmu Pengetahuan dan Budaya Universitas Indonesia, 2022
TA-pdf
UI - Tugas Akhir Universitas Indonesia Library
Garrison, D. R. (D. Randy), 1945-
New York Routledge : Routledge, 2017
378.002 85 GAR e
Buku Teks Universitas Indonesia Library
Pfeffer, Thomas
"The purpose of this volume is to shape conceptual tools to understand the impact of new information and communication technologies (ICTs) on the organization of universities. Traditional research-based universities, the most typical representatives of the higher education system, find themselves challenged by the speed and the wide range of technical innovations, but also by a vast array of implicit assumptions and explicit promises associated with the distribution of digital media.
The author observes that as universities increasingly use digital media (computers and the Internet) to accomplish their tasks, a transformation takes place in an evolutionary rather than in a revolutionary way. Using the University of Klagenfurt as an in-depth case study, he explores such dynamic issues as how digital media affect the practice of research, the preservation and dissemination of knowledge (for example, through publishing and archiving), and delivery of education at universities. More broadly, he considers issues of organizational culture and design, administration, and leadership as universities integrate digital technologies into all aspects of their operations."
New York: [, Springer], 2012
20410634
eBooks Universitas Indonesia Library
""This book compiles the latest empirical research findings in the area of e-learning and knowledge management technologies assessment, highlighting specific comparisons and practices of e-m-learning and knowledge management technologies"--"
Hershey, P.A.: Igi Global, 2014
378.173 4 PEL e (1)
Buku Teks Universitas Indonesia Library
""This book presents practical conversations with philosophical and theoretical concerns regarding the use of digital technologies in the educational process, challenging the assumption that information accessibility is synonymous with learning"-- Provided by publisher."
Hershey, P.A.: Information Science Reference (an imprint of IGI Global), 2014
378.17 ACA (1)
Buku Teks Universitas Indonesia Library
Sulistyoweni Widanarko
Depok: Fakultas Teknik Universitas Indonesia,
LP-pdf
UI - Laporan Penelitian Universitas Indonesia Library
Cavalli, Nicola
"Questo testo presenta pertanto i risultati di una ricerca quantitativa volta ad esplorare le dichiarazioni di utilizzo, gli atteggiamenti e le opinioni di studenti, professori, bibliotecari e personale amministrativo relativamente agli strumenti di lettura digitale e ai contenuti digitali. Esso offre inoltre una panoramica esaustiva dello stadio evolutivo dell'editoria digitale accademica italiana e internazionale, offrendo spunti interpretativi che aiutino a delineare le prospettive future."
Milan: [, Springer], 2012
e20410628
eBooks Universitas Indonesia Library
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
Sulistyoweni Widanarko
Depok: Fakultas Teknik Universitas Indonesia, 1999
LP-pdf
UI - Laporan Penelitian Universitas Indonesia Library