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Gusnita Darmawati Darmawati
Universitas Islam Negeri Sjech M.Djamil Djambek Bukittinggi

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Development Of Augmented Reality Baset Learning Media For Local Kemidevelopment Of Augmented Reality Baset Learning Media For Local Keminangkabauan Subjects At SMKN 4 Payakumbuh Nangkabauan Subjects At SMKN 4 Payakumbuh Rahma Azizah; Hari Antoni Musril; Supratman Zakir; Gusnita Darmawati Darmawati
Didactum : Journal of Educational Innovation and Learning Studies Vol. 1 No. 1 (2026): Maret 2026
Publisher : Didactum : Journal of Educational Innovation and Learning Studies

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Abstract

Proses pembelajaran muatan lokal Keminangkabauan di SMKN 4 Payakumbuh masih menggunakan media pembelajaran konvensional seperti buku teks, gambar dua dimensi, dan video singkat sehingga menyebabkan interaksi siswa dan keterlibatan dalam kegiatan pembelajaran masih rendah. Selain itu, proses pembelajaran belum memiliki visualisasi interaktif yang dapat mendukung pemahaman siswa terhadap materi budaya Minangkabau. Oleh karena itu, diperlukan media pembelajaran inovatif yang mengintegrasikan teknologi interaktif untuk mendukung pengalaman belajar yang lebih bermakna. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality (AR) pada mata pelajaran Keminangkabauan untuk siswa kelas X di SMKN 4 Payakumbuh. Kebaruan penelitian ini terletak pada integrasi teknologi AR ke dalam materi pembelajaran Keminangkabauan melalui visualisasi interaktif objek budaya tiga dimensi yang dirancang untuk pembelajaran selama satu tahun ajaran. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ASSURE yang terdiri dari Analyze Learners, State Standards and Objectives, Select Strategies, Technology, Media, and Materials, Utilize Technology, Media, and Materials, Require Learner Participation, serta Evaluate and Revise. Media yang dikembangkan dievaluasi melalui uji validitas, praktikalitas, dan efektivitas dengan memperoleh skor masing-masing sebesar 0,85, 0,95, dan 0,83. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis AR memenuhi kriteria valid, praktis, dan efektif serta berkontribusi dalam meningkatkan pemahaman dan keterlibatan siswa dalam mempelajari budaya Minangkabau.   Abstract The learning process of Keminangkabauan local content at SMKN 4 Payakumbuh still utilized conventional instructional media such as textbooks, two-dimensional images, and short videos, resulting in limited student interaction and low engagement in learning activities. In addition, the learning process lacked interactive visualization that could support students’ understanding of Minangkabau cultural materials. Therefore, innovative learning media integrating interactive technology were needed to support more meaningful learning experiences.This study aimed to develop Augmented Reality (AR)-based learning media for the Keminangkabauan subject for tenth-grade students at SMKN 4 Payakumbuh. The novelty of this research lies in the integration of AR technology into Keminangkabauan learning materials through interactive three-dimensional cultural object visualization designed for one academic year of learning. The study employed the Research and Development (R&D) method using the ASSURE model, consisting of Analyze Learners, State Standards and Objectives, Select Strategies, Technology, Media, and Materials, Utilize Technology, Media, and Materials, Require Learner Participation, and Evaluate and Revise. The developed media were evaluated through validity, practicality, and effectiveness tests, obtaining scores of 0.85, 0.95, and 0.83, respectively. The findings indicate that the AR-based learning media met the criteria of validity, practicality, and effectiveness and contributed to improving students’ understanding and engagement in learning Minangkabau culture.
Perancangan Sistem Informasi Layanan Akademik dan Non-Akademik Guru Wali Menggunakan Laravel di SMA Negeri 1 Harau Jihan Faulin; Gusnita Darmawati Darmawati
Didactum : Journal of Educational Innovation and Learning Studies Vol. 1 No. 1 (2026): Maret 2026
Publisher : Didactum : Journal of Educational Innovation and Learning Studies

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Abstract

The study was motivated by the need for an information system to support the implementation of academic and non-academic services provided by student advisors at SMA Negeri 1 Harau. Based on the results of observations and interviews conducted, the implementation of student advisory services encountered several challenges, particularly the absence of an integrated information system to support student data management. As a result, the processes of recording student data, monitoring students' academic and non-academic development, preparing reports, and facilitating communication between student advisors and parents could not be carried out optimally. Therefore, this study aims to design and develop a web-based Academic and Non-Academic Student Advisory Information System to support the implementation of student advisory duties in an integrated, effective, and efficient manner. This study employed a Research and Development (R&D) approach using the Agile development model, which consists of the stages of Planning, Design, Development, Testing, Deployment, Review, and Launch. The system was designed using the Unified Modeling Language (UML) and developed using the Laravel Framework with a MySQL Database. Based on the research conducted, an Academic and Non-Academic Student Advisory Information System was successfully designed and developed. The system assists student advisors in managing student development data, monitoring student progress, and generating integrated reports. The functionality testing achieved a score of 100%, usability testing using the System Usability Scale (SUS) obtained a score of 87.72, categorized as excellent, and portability testing achieved a score of 100%. Therefore, the developed system is considered suitable for supporting the implementation of academic and non-academic student advisory services at SMA Negeri 1 Harau.