Visual Programming-Based Visual Learning Media to Learn Programming Technique With Fuzzy Rating

Visual Programming-Based Visual Learning Media to Learn Programming Technique With Fuzzy Rating

I. G. P. Asto Buditjahjanto (Universitas Negeri Surabaya, Indonesia) and M. Riduwan (Universitas Negeri Surabaya, Indonesia)
DOI: 10.4018/978-1-7998-0238-9.ch018

Abstract

Programming techniques is a difficult subject for the majority of students at vocational high schools in Indonesia. One of the problems is that the teaching-learning process still uses textual learning media with no interaction with students. Visual learning media offers some advantages to attract the attention of users, interact with users, involve users, and multimodal for users. Because of this, it is necessary to develop visual learning media to utilize visual programming to make it easier for students to understand programming techniques. The aims of this chapter are to determine the learning media feasibility utilizing visual programming to find the students' responses to utilizing visual learning media and to applying fuzzy rating for the feasibility and students' responses toward media learning based on visual programming. The research results showed that fuzzy preference can be applied to assess the learning media feasibility and students' responses to the use of visual learning media utilizing visual programming.
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Introduction

The industrial revolution 4.0 that we are facing nowadays has an impact on the use of computers. As a result, the use of computers has become part of daily needs. Almost all human activities are related to computers. This can be seen from the progress of computers utilization in the sectors such as smart manufacturing sector, the internet of things (IoT) sector, industrial internet sector, and cloud-based manufacturing sector (Vaidya et al., 2018). Computer appearances have some types such as PCs, mobile phones, tablets, laptops, iPads, etc. The varieties of computer devices make them easier for people to access data or information. This data or information, in the education area, is manifested in the form of learning material. The ease of delivering this learning material makes it easy to be accessed by students both during learning in the classroom and outside the classroom. Several studies have examined the use of these computer devices for learning. Utilizing mobile phones can assist the students to improve understanding and mastering in the course of speech signal processing learning material (Zhao et al., 2017). According to Pruet et al. (2014), using laptops and tablets makes it easy to access low-cost learning technology, to identify students' learning styles, and to find out students' attitudes towards tablet computers utilize and how these are related to their academic performance. The use of computers in education has also been growing rapidly. They can be manifested in the form of computer applications. These computer applications can be applied to support in the learning process of the students to comprehend a subject. Some researchers have used a computer application to assist the students in order to make easier to learning a subject. The subjects that has been investigated by some researchers are as follow: science (Barak et al., 2011; Rutten et al., 2012), robotic (Major, 2014), speech signal processing (Zhao et al., 2017), and computers programming (Kazimoglu et al., 2012; Claypool, 2013; Ouahbia et al., 2015).

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