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Development of based learning media with App Inventor Satria, Erwinsyah; Musthan, Zulkifli; Cakranegara, Pandu Adi; Arifin, ardian; Zulvia Trinova
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 4 (2022): Article Research: Volume 6 Number 4, October 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i4.11611

Abstract

The research aims to develop an Android-based learning media. The stages of the research are analysis, implementation, and evaluation. The participants of the research were students at West Kalimantan Vocational High School. The research method used is Research and Development with the ADDIE approach. Data analysis used descriptive qualitative. The subjects in this study were students of class X AK 1 and X AK 2 at Vocational High School West Kalimantan, totaling 56 students, for a small-scale trial taken 5 students from X AK 1 and 5 students from X AK 2. Research instrument was using a questionnaire with a scale. Research results based on research statements and the development of Android-based learning media with App Inventor on word processing software, it can be concluded that to make applications with App Inventor software it is not enough to just use a browser application. the development of learning media using the App Inventor media after validation with two media experts is very feasible to use and by using this application the teaching and learning process run very independently and make it easier for students to understand the learning material
Android Implementation of Traditional Indonesia Fashion Application Tukiyo, Tukiyo; Arifin, Ardian; Dewantara , Rizki; Ratnadewi, Ratnadewi; Anggraini, Julaiha Probo
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 1 (2023): Articles Research Volume 7 Issue 1, 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i1.11999

Abstract

Indonesia has been gifted with a wide range of diverse cultures from Sabang to Merauke, making Indonesia one of the biggest country with multi ethnic groups, races and cultures. Meanwhile, a lack of information that can be accessed by the students causing a big issue that needs to be addressed. The information of Indonesian traditional clothing is very limited, which has been represented as a characteristic of tribe and culture in each region and also used in the traditional ceremony. Therefore, this study aims to develop an Android-based educational game of traditional Indonesian clothing. The method used in this study was Research and Development approach. The results of this study showed that developing an educational game "Introduction to Traditional Clothing in Indonesia" on the Android platform,that provided information to users about any traditional musical instruments in Indonesia, helped students to recognize the particular culture through its traditional clothing as it could give an insight to them. From the results of testing carried out with the black box method, it could be concluded that this application enabled to function well and provide the beneficial information to user about the traditional clothing.
MARKETING ANALYTICS IN THE ERA OF DIGITAL-BASED MARKETING STRATEGY Hidayati, Arifah; Susanti, Evi; Jamalong, Ahmad; Ginting, Dafid; Suwanto, Witri; Arifin, Ardian
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 8 No. 1 (2024): Volume 8, Nomor 1, June 2024
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v8i1.31908

Abstract

This groundbreaking study delves into the intricate realm of digital marketing analysis, which entails the systematic collection and scrutiny of data pertaining to digital marketing endeavors. With a novel focus on elucidating the economic ramifications of digital marketing on sales augmentation, the research employs an innovative approach. Leveraging an exhaustive literature review drawn from national and international journals, the study illuminates the transformative impact of digital marketing, particularly in the context of burgeoning online markets. Employing the PRISMA methodological framework, researchers meticulously navigated through the identification, screening, feasibility, and finalization phases to distill a comprehensive understanding of the topic's scope. With a laser focus on "Marketing Analytics," the study hones in on publications resonating with this thematic emphasis, culminating in the identification of 330 pertinent publications devoid of duplicates. Delving deeper into the findings, the study unveils a notable surge in sales success amidst the Covid-19 era, underscoring the pivotal role of digital marketing in navigating unprecedented market dynamics. Furthermore, the research uncovers a nuanced interplay between various elements of the e-marketing mix e-product, e-price, and e-promotion and their influence on e-trust, offering valuable insights into consumer behavior in digital marketplaces. As the study draws to a close, it advocates for a visionary paradigm shift in digital marketing strategies, emphasizing the imperative of enhancing customer engagement and trust-building initiatives. Ultimately, the research underscores the indispensability of digital marketing in contemporary business landscapes, reaffirming its efficacy in fostering consumer engagement, driving sales, and nurturing enduring brand-consumer relationships.
PENGEMBANGAN GAME EDUKASI PAKAIAN TRADISIONAL INDONESIA BERBASIS ANDROID Arifin, Ardian; Marlianto, Ferry; Budiman, Aris
Journal of Computer Networks, Architecture and High Performance Computing Vol. 1 No. 2 (2019): Computer Networks, Architecture and High Performance Computing
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnapc.v1i2.99

Abstract

Culture in Indonesia has a lot of diversity. Indonesia which has many provinces also has many cultures. One of the cultures that exist in Indonesia is raditional clothing. Traditional clothing, a characteristic of adat and culture in each region and also used in each traditional ceremony. Along with the development of the times, the concern for the preservation of national culture, especially traditional clothing, was very minimal. For example, the lack of recognition and socialization of Indonesian culture in the community is one of the important factors why people's interest is lacking in traditonal clothing. This study aims to develop the development of an Android-based educational game on traditional Indonesian clothing. The method used in this study uses Research and Development methods. The results of this study were developed an educational game "Introduction to Traditional Clothing in Indonesia" on the Android platform that provides information to users about any traditional musical instruments in Indonesia. Educational games are expected to help in the introduction of existing cultures and can be used as a way to provide insight to children. From the results of testing carried out with the black box method, it can be concluded that this application can function well. And can provide users of Android smartphone games that are educational.
Teacher Educators Perspectives on The Use of Augmented Reality for Foreign Language Perdana, Indra; Linggua Sanjaya Usop; Mas'ud Muhammadiah; Pandu Adi Cakranegara; Lazarus Linarto; Arifin, Ardian
JTP - Jurnal Teknologi Pendidikan Vol. 23 No. 2 (2021): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v23i2.21769

Abstract

The purpose of this research is to share reflections on Augmented Reality (AR) technology as an upgrade tool for foreign language development. Exploring the short but considerable literature research, this post discusses AR technology for the rise in the philosophy of upgrading, upgrading teacher nursery in position, teachers, pupils, customs, infrastructure, and sustainability, using the framework of activities outlines the suitability of the use of upgrading technology in development programs. For analysis, AR technology has essential benefits for language development; however, it is not suitable for all language types. Not only that, but this information also offers solid recommendations for activities that are enhanced with AR in 4 skills as well as language-specific applications. This information has some relevance for instructors, teachers, researchers, and creators of Augmented reality content.