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Intervensi Augmented Reality: Meningkatkan Pendidikan Agama di Sanggar Belajar Kampung Baru Mustofa, Rochman Hadi; Narimo, Sabar; Hermawan, Hardika Dwi; Kusuma, Muhammad Isnani
J-ABDIPAMAS (Jurnal Pengabdian Kepada Masyarakat) Vol. 8 No. 1 (2024): April 2024
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j-abdipamas.v8i1.4389

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ABSTRACTThe inadequacy of institutions offering religious education to students at Sanggar Belajar Kampung Baru, Kuala Lumpur, Malaysia, is an urgent issue. Challenges related to immigration documentation and the absence of a structured curriculum in Community Learning Centers (CLC) contribute to the low level of religious knowledge among students. Although primary school years are crucial for acquiring basic knowledge of Islam and daily worship practices, CLC students face significant difficulties. In response, the Community Engagement for International Partnership (PkM-KI) team introduced Augmented Reality Cards (ARCard) as a new educational tool aimed at helping students learn prayer recitation. The main features of ARCard involve video presentations and three-dimensional objects, enhancing the learning experience. ARCard is specifically designed to offer guidance on prayer recitation and can be accessed via smartphone. The results show student enthusiasm, indicating that learning prayer recitation has become more accessible even without direct parental guidance. These findings underscore ARCard's potential as a significant tool for enhancing student participation in religious education at CLC Kampung Baru. The next recommended step is a comprehensive long-term evaluation of ARCard's impact on improving religious knowledge and learning motivation among students, providing valuable insights for the development of holistic learning programs in the future.Keywords: Augmented Reality, Sanggar Belajar, Community Learning Center, Learning MediaABSTRAKKetidakcukupan lembaga yang menawarkan pendidikan agama kepada siswa di Sanggar Belajar Kampung Baru, Kuala Lumpur, Malaysia, adalah masalah mendesak. Tantangan terkait dokumentasi imigrasi dan tidak adanya kurikulum terstruktur di Community Learning Center (CLC), yang mengatur pengajaran mata pelajaran Islam, berkontribusi pada rendahnya tingkat pengetahuan agama di kalangan siswa. Meskipun tahun-tahun sekolah dasar adalah periode tepat untuk memperoleh pengetahuan dasar tentang Islam dan praktik ibadah sehari-hari, siswa di CLC menghadapi kesulitan mencolok. Sebagai tanggapan, tim Community Engagement for International Partnership (PkM-KI) memperkenalkan Kartu Augmented Reality (ARCard) sebagai alat pendidikan baru yang bertujuan membantu siswa dalam belajar pembacaan doa. Fitur utama ARCard melibatkan presentasi video dan objek tiga dimensi, meningkatkan pengalaman belajar. ARCard ini dirancang khusus untuk menawarkan panduan tentang pembacaan doa dan dapat diakses melalui smartphone. Hasil kegiatan menunjukkan antusiasme siswa, bahwa belajar pengajian doa menjadi lebih mudah diakses bahkan tanpa bimbingan orang tua. Temuan ini menggarisbawahi potensi ARCard sebagai alat signifikan untuk meningkatkan partisipasi siswa dalam pendidikan agama di CLC Kampung Baru. Langkah selanjutnya yang disarankan adalah evaluasi jangka panjang yang komprehensif mengenai dampak penggunaan ARCard terhadap peningkatan pengetahuan agama dan motivasi belajar di kalangan siswa, memberikan wawasan berharga untuk pengembangan program pembelajaran holistik di masa depan.Kata kunci: Augmented Reality, Sanggar Belajar, Community Learning Center, Media Pembelajaran 
How Does ARBook Promotional Media For MSME Crafts Using Augmented Reality Marker Tracking Works? Hermawan, Hardika Dwi; Noor, Zakky Muhammad; Ulfatun, Titik; Nonalisa, Septiarida; Saputri, Agatha; Yuliana, Irma
Bina Bangsa International Journal of Business and Management Vol. 1 No. 2 (2021): Bina Bangsa International Journal of Business and Management
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/bbijbm.v1i2.10

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The present study aimed to develop a virtual book displaying Jogja craftwork using Augmented Reality (AR) technology as an interactive promotional media to advertise handicraft products originated from the Special Region of Yogyakarta. "Buku Kerajinan Jogja" (Jogja Handicraft Book) application under this research was developed through Research and Development (R&D). The first stage of its Development was needs analysis and literature study, followed by designing the application using Use Case driven object modeling. The next was the development stage of the application and its functional testing by two media experts. In the fourth stage, two-steps software testing was carried out, namely (1) verification and validation test, and (2) quality and feasibility testing to examine its functionality, usability, portability,  efficiency,  maintainability,  and reliability  (ISO  9126-1).  The findings suggest that (1) the Development of the product, Buku Kerajinan Jogja,  might have gone through a  series of proper software engineering processes from design to testing consistent with the desired specifications. Secondly, (2) the overall performance of Buku Kerajinan Jogja seems to be "Good" with test results of 82.98%, 82.5%, 83.3%, 85.0%, 75.0%, 75.0% consecutively for usability, functionality, reliability, portability, maintainability, and efficiency (ISO 9126-1)
Students' Learning Experiences With LMS Tes Teach In Flipped-Class Instruction Zainuddin, Zamzami; Hermawan, Hardika Dwi; Nuraini, Febritesna; Prayitno, Santo Mugi
Elinvo (Electronics, Informatics, and Vocational Education) Vol. 4 No. 1 (2019): May 2019
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (41.465 KB) | DOI: 10.21831/elinvo.v4i1.24405

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The purpose of this study was to identify the impact of implementing a Learning Management System (LMS) "˜TES Teach' on students' learning experiences in a computer-assisted language learning (CALL) course with flipped-class instruction. For the data collection procedure, an individual interview with ten undergraduate students from an Indonesian college was conducted to demonstrate the potential impacts of the LMS in students' meaningful learning activities. The observation of students' learning activities on the LMS was also recorded to support the interview data. The LMS was adopted to distribute and receive information, thus, the students were able to monitor learning activities, learn the contents before coming to class, evaluate learning process, and interact with others outside of class hours. The finding of this study suggests that the LMS TES Teach is recommended to be performed in teaching CALL for higher education in Indonesia. It offers students' occasion to practice and enhances their listening, writing, reading and vocabulary skills in and out-of-class times. It also prepares students to get ready for classroom activities in term of conversations and speaking skills. The further use of the LMSs should become often-visited sites by students for learning activities and replaced other non-educational favorite websites. Finally, this study recommends that the Ministry of Research, Technology and Higher education or policymakers in Indonesia, including instructors, students, and community members, must be actively involved in developing, supporting, and maintaining a transformed learning culture, from being traditional to a technology-based learning environment.
Development of a Web-Based Journal Information System for Daily Teaching and Learning Activities at SMAN 1 Payung Marinda, Dina; Hermawan, Hardika Dwi
Proceedings International Conference on Education Innovation and Social Science 2023: Proceedings International Conference on Education Innovation and Social Science
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

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This study aims to examine the quality of the information system for website-based class daily journals which were developed in the context of digitizing subject teacher journals at SMAN 1 Payung. The purpose of this research is to change the process of processing learning data into a computational system to make it more effective and efficient. The sample in this study were subject teachers who were randomly selected. This study uses the SDLC approach with the waterfall development method. Information system testing in research was carried out using the ISO 9126 testing model. Information system quality testing uses ISO 9126 testing standards in two aspects, namely usability and functionality. Usability data analysis was tested using the Computer System Usability Questionnaires (CSUQ) questionnaire using the Likert Scale as a measurement scale with the questionnaire instrument: Psychometric evaluation and instructions for use developed by IBM as a standard for measuring software in the usability aspect with a score of percentage. While data analysis on the functionality aspect was tested using the Guttman scale based on ISO/IEC 9126 calculation standards. Each instrument that has a value of "Yes" or "No" is a fixed answer. The results of system testing on the functionality aspect are worth 1, which means that the maximum score and usability has a percentage of 93% which is "very high". Based on the test results, the web-based journal information system for teaching and learning activities is feasible to use.
Strategi Pengembangan Literasi Digital bagi Pembelajar Dewasa: Kasus PKBM Cakra dalam Pencegahan Hoaks dan Judi Online Hermawan, Hardika Dwi; Luthfi, Ahmad; Zamzami, Ahmad; Rini, Belinda Septia; Fadlullah, Shandy Yusril
Jurnal Ilmiah Kampus Mengajar Vol. 5, No. 2, Oktober 2025
Publisher : Asosiasi Lembaga Pendidikan Tenaga Kependidikan Perguruan Tinggi Muhammadiyah Aisyiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56972/jikm.v5i2.269

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Kurangnya literasi digital menjadikan masyarakat rentan terhadap hoaks dan judi online yang memicu keresahan sosial, termasuk di Desa Cipaku. Survei dan wawancara terhadap warga belajar PKBM Cakra menunjukkan bahwa 83,3% responden pernah mengalami atau mengetahui penyebaran hoaks, 80,6% menyatakan keluarga atau orang terdekat mudah mempercayai berita hoaks, serta 86% mengetahui orang di sekitarnya menggunakan platform judi online. Posisi pengabdian ini menekankan pentingnya literasi digital sebagai strategi preventif untuk meningkatkan ketahanan masyarakat terhadap informasi palsu dan praktik judi daring. Metode yang digunakan mencakup tahapan persiapan, pelaksanaan, dan evaluasi dampak. Kegiatan meliputi pelatihan literasi digital berupa pembuatan poster kampanye anti-hoaks dan judi online, pelatihan STEM Project, pengembangan media pembelajaran berbasis Android, serta pendirian UMS Literacy Corner. Hasil utama menunjukkan peningkatan kesadaran warga dalam mengenali hoaks dan bahaya judi online, serta tersedianya produk inovatif sebagai sarana edukasi berkelanjutan. Luaran pengabdian meliputi video dokumentasi, publikasi pada konferensi internasional dan media massa, buku, serta hak cipta.
Strengthening the Culture of Computational Thinking through VR Game-based Learning in Vocational High School Pramudita, Dias Aziz; Hermawan, Hardika Dwi; Sukirman; Nisa, Anis Khoerun; Permana, Adira Bintang
Buletin Literasi Budaya Sekolah Vol. 7 No. 2 (2025): Vol. 7, No. 2, Desember 2025
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/blbs.v7i2.15677

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Computational Thinking (CT) is an essential competence for students in vocational education to support problem-solving, systematic thinking, and adaptability to workplace demands. However, the development of CT in vocational high schools is often limited to technical instruction and has not been fully integrated into students’ learning culture. This study aims to examine the role of Virtual Reality (VR) Game-Based Learning in strengthening the culture of computational thinking among vocational high school students. The study focuses on how VR-based game learning activities foster habitual patterns of logical, systematic, and problem-solving thinking within vocational classroom practices. Using a qualitative descriptive approach through classroom observations, analysis of learning activities, and student reflections, this research explores changes in student engagement, learning interactions, and thinking habits during the implementation of VR Game-Based Learning. The findings indicate that VR-based games create an immersive and contextual learning environment that encourages active participation, collaboration, and sustained engagement, contributing to the formation of a computational thinking culture relevant to vocational learning contexts. This study suggests that VR Game-Based Learning can function as an effective pedagogical practice to support the development of a positive learning culture aligned with the needs of vocational education.
The Effects of Students’ Perception of the School Environment and Students’ Enjoyment in Reading towards Reading Achievement of 4th Grades Students in Hong Kong Astrid Karina Wingard; Hardika Dwi Hermawan; Vita Rosiana Dewi
Indonesian Journal on Learning and Advanced Education (IJOLAE) Vol. 2, No. 2, July 2020
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ijolae.v2i2.9350

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The purpose of this study is to investigate some perceived factors in students reading achievement. This study focuses on the correlation between fourth graders’ safety feeling inside school environment and their reading enjoyment towards their reading achievement. Descriptive analysis used in this study and data draws from Progress in International Reading Literacy Study (PIRLS) 2016. The participants were 3349 students in their fourth year of schooling in Hong Kong where 49.1% were girls and 50.9% were boys. The range of the age was 8 to 15 years old. The result showed the importance of creating a safe school environment. Besides students’ perception of their school environment, students’ reading enjoyment was another factor which influenced reading achievement. Students’ perception of the school environment and students’ enjoyment in reading also affected students’ reading achievement, but the perception of reading is boring gave stronger effect to the reading achievement.
Virtual Reality-Based Learning Media for Enhancing Computational Thinking in Junior High Schools Hardika Dwi Hermawan; Adira Bintang Permana; Dias Aziz Pramudita
Dinasti International Journal of Education Management and Social Science Vol. 7 No. 1 (2025): Dinasti International Journal of Education Management and Social Science (Octob
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijemss.v7i1.5240

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This study developed and evaluated Bytethink7, a Virtual Reality (VR)-based learning medium to improve Computational Thinking (CT) skills among seventh-grade students at SMP Negeri 3 Jatipuro, Indonesia. The application was designed using the 4D model (Define, Design, Develop, Disseminate) and developed with Unity3D, SketchUp, Blender, Vroid, and Adobe Photoshop. Validation by two media experts and two subject matter experts yielded highly satisfactory results, with a Likert score of 86.25%, Aiken’s V of 0.825 (very high content validity), and all content criteria met according to the Guttman scale (100%). Black-box functionality testing showed the application runs perfectly (100%), while testing with 22 students yielded an average System Usability Scale (SUS) score of 74, categorized as “Good/Acceptable.” These findings indicate that Bytethink7 is effective as an interactive learning medium that supports the constructivist learning-by-doing principle and can serve as a solution to the lack of CT learning tools at the junior high school level. Further research is recommended to test its impact on CT skill attainment and compare it with other educational technologies.
PERANCANGAN DAN ANALISIS KUALITAS GAME AUGMENTED REALITY ANTI-BULLYING SEBAGAI MEDIA EDUKASI UNTUK MENANAMKAN KARAKTER ANTI-BULLYING PADA SISWA SEKOLAH DASAR Muhamad Isnani Kusuma; Hardika Dwi Hermawan
J-KIP (Jurnal Keguruan dan Ilmu Pendidikan) Vol 7, No 2 (2026): JUNI
Publisher : Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/j-kip.v7i2.23558

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Penelitian ini bertujuan untuk merancang, mengembangkan dan menguji kualitas media game edukasi augmented reality anti-bullying .dalam menanamkan pendidikan karakter anti-bullying pada siswa sekolah dasar. Dikembangkannya media ini dilatarbelakangi oleh meningkatnya kasus bullying yang terjadi di lingkungan SDN Gumpang 3 Kartasura yang disebabkan rendahnya pengetahuan siswa terkait pendidikan karakter anti-bullying, inefektivitas nya metode konvensional seperti ceramah dan diskusi dalam menangani kasus bullying karena dinilai kurangnya keterlibatan langsung dengan siswa, dan tidak adanya guru bimbingan konseling di sekolahan yang membuat penanganan kasus bullying ini tidak tersistematis. Penelitian ini menggunakan metode R&D dengan model 4D. Hasil uji ahli menunjukan bahwa media sangat layak digunakan dengan nilai rata-rata 4,85 pada uji ahli media dan nilai rata-rata 4,70 pada uji ahli materi yang berkategori sangat berkualitas. Seluruh fungsi dari fitur yang ada pada media telah lulus dalam pengujian black box dengan tingkat keberhasilan 100%. Pengujian dalam menilai keefektifan media dilakukan melalui one-group pretest-posttest design dengan subjek 20 siswa yang menghasilkan peningkatan pada nilai rata-rata dari 51,20 menjadi 72,00, lalu hasil uji paired sample t-test sebesar 0,000 dan skor N-gain 0,426 (kategori sedang). Kesimpulannya, media game edukasi augmented reality anti-bullying dinilai cukup efektif dalam meningkatkan pemahaman tentang pendidikan karakter anti-bullying pada siswa sekolah dasar.
Co-Authors Adira Bintang Permana Afiffah, Aliftya Virgy Aflit Nuryulia Praswati Agatha Saputri Ahmad Luthfi Ahmad Zamzami Amrulloh, Muhlasin Andyca Purwoko Anggraini, Indah Dewi Anisa Ur Rahmah Arif Setiawan Astrid Karina Wingard Astrid Karina Wingard Aysa Nur Cahyani Azis Amirulbahar Azra, Adilah Cemy Nur Fitria DANI KURNIAWAN Denny Vitasari Dias Aziz Pramudita Dias Aziz Pramudita Dika Novan Ramadhan Dita Puji Rahayu Fadlullah, Shandy Yusril Fadya Juliana Putri Febritesna Nuraini Hananfajri, Muhammad Hasanah, Putri Sabrina Uswatun Ika Candra Sayekti Ilyas Munandar Ina Kusrini Ipin Prasojo, Ipin Irma Yuliana Junita Dwi Wardhani Kusuma Chandra Kirana Kusuma, Muhammad Isnani Latutik Mukhlisin M. Arif Musoddaq Marinda, Dina Maulidiyah, Indri Miftah Rizki Hanafi Muhamad Isnani Kusuma Muhammad Isnani Kusuma Mukhlasin, Latutik Nisa Dwi Septiyanti Nisa, Anis Khoerun Nonalisa, Septiarida Noor, Zakky Muhammad Novandaru Achnivandra Dwi Fortuna Nur Kholifah Putri Taufani Nur Ravita Hanun Nuraini, Febritesna Nuryulia Praswati, Aflit Permana, Adira Bintang Prayitno, Santo Mugi Puguh Wahyu Prasetyo, Puguh Puspita Indra Wardhani Qolbia Salamah, Naurag Rahmayanie, Ananda Muslimah Ratih Puspita Dewi, Ratih Puspita Rike Nursafitri Rini, Belinda Septia Rochman Hadi Mustofa Rosa, Nauviana Pita Ryan Rizki Adhisa S. Wulandari, Indah Apriliana Sabar Narimo Santo Mugi Prayitno Sartono Selfia, Karunia Dwi Shaleha, Annisa Amalia Sidik Nurcahyo Sidiq Purwoko Siti Hadiyati Nur Hafida Siti Hidayati Sukirman Surya Amalia, Pinkan Syakila Eka Putrisari Sabarwo Syamsul Hadi Tama, Ady Taufik Probowasito Taufiq, Muhammad Luqman Thaufik Probowasito Titik Ulfatun Vita Rosiana Dewi Vita Rosiana Dewi Vita Rosiana Dewi, Vita Rosiana Wingard, Astrid Karina Yuni Setya Ningsih Zainudin, Zamzani Zamzami Zainuddin Zamzami Zainuddin, Zamzami