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Teknologi komputer telah mengubah cara kita hidup, bekerja, berkomunikasi, dan berinteraksi dengan dunia di sekitar kita. Buku ini dirancang untuk memberikan wawasan mendalam tentang hubungan antara komputer dan masyarakat, serta dampaknya terhadap berbagai aspek kehidupan kita Dalam era digital ini, kita tidak bisa menghindari peran komputer dalam kehidupan sehari-hari. Buku ini akan membahas berbagai topik, mulai dari sejarah perkembangan komputer hingga dampaknya terhadap ekonomi, pendidikan, pekerjaan, dan budaya kita. Pembaca akan diajak untuk merenungkan bagaimana teknologi komputer telah mengubah paradigma dalam berbagai bidang. Dalam Keperluan itulah buku berjudul Komputer dan Masyarakat ini ditulis dalam upaya memberikan konstribusi bagi pemenuhan kebutuhan referensi yang berkaitan dengan kepentingan umum dan dunia pendidikan.
Buku ini disusun dalam rangka program bantuan pengembangan SMK Pendukung Teknik Komputer dan Informatika dan pemenuhan kebutuhan bahan ajar dalam bentuk Buku untuk Kurikulum Merdeka yang masih sangat minim atau masih sangat dibutuhkan, mengingat khusus untuk kelopok peminatan baik kelompok C1, C2 dan C3. Pendekatan dalam buku ini dirancang sebagai pembelajaran berbasis kompetensi di mana salah satu bahan ajar yang relevan adalah Buku. Buku selain dipakai sebagai sumber belajar bagi peserta didik (siswa) juga dapat dijadikan sebagai pedoman dalam melakukan suatu kegiatan tertentu. Untuk sekolah menengah kejuruan, Buku merupakan media informasi yang dirasakan efektif, karena isinya yang singkat, padat informasi dan mudah dipahami bagi peserta didik serta dengan bahasa yang sederhana. Di samping itu juga membuat peserta didik lebih mandiri, artinya peserta didik di manapun berada dapat melakukan aktivitas pembelajaran. Tujuannya adalah ketika mengikuti kegiatan belajar di kelas, kegiatan belajar menjadi lebih aktif dan responsif tanpa adanya guru di dalam kelas pun tetap berjalan.
We are delighted to introduce the proceedings of the 3rd English Language & Literature International Conference (ELLiC 3). This conference has brought researchers, developers and practitioners around the world who are leveraging and developing the English language education, literature, linguistics, and translation. We strongly believe that this conference provides a good forum for all researchers, developers and practitioners to discuss all scientific aspects that are relevant to Digital Society especially in the above fields. We also expect that the future conference will be as successful and stimulating, as indicated by the contributions presented in this volume
We are delighted to introduce the Proceedings of the Second International Conference on Progressive Education (ICOPE) 2020 hosted by the Faculty of Teacher Training and Education, Universitas Lampung, Indonesia, in the heart of the city Bandar Lampung on 16 and 17 October 2020. Due to the COVID-19 pandemic, we took a model of an online organised event via Zoom. The theme of the 2nd ICOPE 2020 was “Exploring the New Era of Education”, with various related topics including Science Education, Technology and Learning Innovation, Social and Humanities Education, Education Management, Early Childhood Education, Primary Education, Teacher Professional Development, Curriculum and Instructions, A...
This book is the proceeding of the International Conference on Sustainable Management and Innovation (ICoSMI 2020) that was successfully held on 14-16 September 2020 using an online platform. The conference was mainly organized by the Department of Management IPB University in collaboration with Leibniz University of Hannover, Universiti Putera Malaysia, Kasetsart University, Tun Hussein Onn University of Malaysia, Tamil Nadu Teachers Education University, Deakin University, University of Adelaide, Forum Manajemen Indonesia, FE Pakuan University, FE Gajah Mada University FEB University of North Sumatra and FEB Andalas University, SBM Bandung Institute of Technology, FEB Lampung University, P...
The Covid-19 pandemic has changed the industry and the world of fashion. The consumer behaviour has shifted, the supply chain has disrupted, and the industry is searching for new approaches to adapt and survive the pandemic. This year, in response to the current global situation, Universitas Ciputra Surabaya, Fashion Product Design and Business Study Program selects “SURVIVANCE” as the main theme for 2021 final projects. The Fashionology: Survivance proudly presents 44 fashion brands and collections created by creative and talented fashion designers and entrepreneurs. Every brand and collection was very well-thought and executed to meet the current climate and needs in the fashion industry. We hope this book could inspire fellow fashion designers and entrepreneurs who are in search to survive and thrive through the pandemic together.
This book discusses the development of the next generation learning spaces with emerging technologies. These spaces result from the combined needs of classroom stakeholders, such as instructors and learners, with classroom elements, such as tools and technologies, pedagogy and content. The book presents discussions and studies on issues, possibilities and implications of these changes for next generation education. Novel ideas, and studies on these all-encompassing, blended roles of technologies in next generation learning spaces are clearly presented. Suggestions on how the benefits they offer can be maximized are also discussed. Engaging learning technologies have remained central in education for assisting instructors to teach and learners to learn, more effectively. However, recent technological growth is creating a system in which previous divides between key classroom concepts and stakeholders are getting progressively blurred. This is giving rise to next generation learning spaces where elements and stakeholders are blended into one. The book addresses the future of learning environments based on these perspectives.
Melalui konsep sinergi dan kolaborasi ini, tentu akan membawa dampak yang luar biasa baik secara kuantitas dengan jumlah keikutsertaan pameran juga segi kualitas dari produk yang dipamerkan. Desain Produk ITATS mengirimkan 22 karya tugas akhir dan Teknik Informatika ITATS dengan 2 karya, ISTTS dengan 8 karya mahasiwa, 6 mahasiswa Polnes dan 3 karya mahasiswa Universitas Trilogi. Tidak hanya itu, keikut sertaan Bammons.art selaku pelaku industri kreatif / Usaha Kecil Menengan (UKM) semakin menguatkan bahwa Pameran Despro KreARTif semakin memiliki dampak yang signifikan, yakni peningkatan kompetensi mahasiswa melalui ajang pameran guna mengukur kemampuan mendesain produk serta secara tidak langsung menciptakan iklim kompetisi – dimana karya yang dipamerkan tentu akan dilihat, diapresiasi, dinilai, bahkan dikritik oleh pengunjung pameran meski hanya melalui media online Indonesia Design Studio (IDS).
When demonic cheerleaders invade his high school, Percy Jackson hurries to Camp Half Blood, from whence he and his demigod friends set out on a quest through the Labyrinth, while the war between the Olympians and the evil Titan lord Kronos draws near
When the goddess Artemis disappears, a group of her followers joins Percy and his friends in an attempt to rescue her before the winter solstice, when her influence is needed to sway the Olympian Council regarding the war with the Titans.