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GAME EDUKASI AUGMENTED REALITY BERBASIS RME (REALISTIC MATHEMATICS EDUCATION) UNTUK MENINGKATKAN COMPUTATIONAL THINKING SISWA Triswidrananta, Odhitya Desta; Pramudhita, Agung Nugroho; Wijaya, Elita Mega Selvia
Inteligensi : Jurnal Ilmu Pendidikan Vol 7, No 1 (2024): DOI: http://doi.org/10.33366/ilg.v7i1
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v7i1.5907

Abstract

This research addresses the common problem in mathematics education in Indonesia, which is the students' difficulties, as reflected in Indonesia's declining ranking in the Program for International Student Assessment (PISA). The research aims to create an innovative Augmented Reality (AR) Educational Game based on the Realistic Mathematics Education (RME) approach to improve students' understanding of the spatial geometry mathematics subject at the elementary school level. AR technology allows students to interact with mathematical objects in real-world contexts using Android devices. This game is designed to make mathematics more engaging and relevant to elementary school students. The research was conducted at Purwantoro 1 Public Elementary School in Malang City over four months, following the Game Development Lifecycle (GDLC). The test results showed an n-gain improvement of 0.71, indicating a positive impact of the game's development on students' learning outcomes.
DEVELOPMENT COMPUTATIONAL THINKING GAMIFICATIONS LEARNING PLATFORM Pramudhita, Agung Nugroho; Nurhasan, Usman; Triswidrananta, Odhitya Desta; Lisuardi, Dina
Jurnal Pendidikan Sains Vol 10, No 1: March 2022
Publisher : Pascasarjana Universitas Negeri Malang (UM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jps.v10i2.15818

Abstract

Students frequently encounter difficulties in describing complex problems as simple ones, analyzing the general differences and similarities of a problem, and generalizing problem solving patterns based on computational thinking. One solution to these issues is to use the concept of gamification on the learning platform. Which aims to develop a computational thinking learning gamification website. The gamification website developed applies gamification elements in CT learning such as implementing points where each level of difficulty level has a different point. Implements 3 levels namely “siaga”, “penegak”, and “penggalang” by applying the level the user can find out the level of difficulty of the questions according to the level provided such as. Then when working on the questions, you will get a badge that aims to symbolize the extent of the user's ability level when finished working on the questions. And the last one implements a Leaderboard which displays the user's overall rating. Users find the website for Computational Thinking Gamification to be satisfying as well as functional, according to the average score of 87 percent that it received from twenty different participants.
DEVELOPMENT OF E-LEARNING GAMIFICATION TO IMPROVE MATHEMATICS LEARNING RESULTS Triswidrananta, Odhitya Desta; Pramudhita, Agung Nugroho; Wahono, Wahyu Tri; Wijaya, Elita Mega Selvia
Inteligensi : Jurnal Ilmu Pendidikan Vol 7, No 2 (2024)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v7i2.6534

Abstract

One system that is widely used now is the e-learning system, which in the system brings the influence of transformation from conventional education to education with digital forms. This research uses the RD method. The results of black box testing by testing the functionality of the e-learning gamification learning system, the results obtained are as expected and all available features run well. The effectiveness of using a website-based gamification e-learning learning system in mathematics subjects is reviewed by comparing pre-test and post-test data. The learning media is said to be successful if the gain score value obtained is 0.71 or in the high category. To test the effectiveness of the e-learning learning system, researchers used the pre-test and post-test method on 15 students of class VI-C SDN Purwantoro 1 Malang City which resulted in a difference in value or the final result of the test in the form of calculating the gain score value by obtaining a value of 0.71 which is classified as a high category. Based on the research that has been done as a whole, it can be concluded that researchers have successfully implemented a website-based gamification e-learning learning system to improve student learning outcomes.
Inovasi Kendali Alat Perendam Biji Merica Untuk Optimalisasi Kualitas Panen Biji Merica Di Bumirejo, Malang Permatasari, Dinda Ayu; Triswidrananta, Odhitya Desta; Kusuma, Adi Candra; Herwandi, Herwandi; Nurwicaksana, Wahyu Aulia; Adibah, Almas; Sungkono, Sungkono
Jurnal Masyarakat Madani Indonesia Vol. 4 No. 4 (2025): November (In Progress)
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/ft4vqn81

Abstract

Desa Bumirejo, Malang, merupakan salah satu sentra produksi merica yang masih menerapkan metode perendaman tradisional pada proses pascapanen. Metode ini memerlukan waktu hingga 14 hari dan berisiko menurunkan mutu biji merica, seperti warna yang gelap, aroma yang kurang tajam, serta potensi kontaminasi mikroorganisme. Untuk mengatasi permasalahan tersebut, tim pengabdian masyarakat merancang dan mengimplementasikan alat perendam biji merica otomatis berbasis teknologi sensor dan sistem kendali. Alat ini dilengkapi sensor suhu, sensor kekeruhan, pompa sirkulasi, dan solenoid valve yang memungkinkan pergantian air secara otomatis sesuai batas kekeruhan yang telah ditentukan. Hasil penerapan menunjukkan bahwa durasi perendaman dapat dipangkas menjadi 5 hari dengan enam kali siklus pergantian air, dan tingkat kekeruhan tertinggi yang tercatat adalah 33,25 NTU dengan rata-rata error pembacaan level air sebesar 1,52%. Penggunaan alat ini mampu meningkatkan efisiensi proses, menjaga kualitas warna biji merica, serta berpotensi meningkatkan daya saing produk di pasar
Pelatihan Pemanfaatan Microsoft Office Dan Administrator OpenSID Untuk Aparatur Desa Tumpakoyot Saputra, Pramana Yoga; Triswidrananta, Odhitya Desta; Hendrawan, Muhammad Afif; Yunianto, Dika Rizky; Khairy, Muhammad Shulhan
JAPI (Jurnal Akses Pengabdian Indonesia) Vol 8, No 1 (2023)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/japi.v8i1.4914

Abstract

Desa Tumpakoyot merupakan desa yang terletak di bagian paling selatan Kabupaten Blitar tepatnya di Kecamatan Bakung. Desa Tumpakoyot memiliki 11 aparatur pemerintah desa, dimana terdapat 4 aparatur pemerintah desa yang akan memasuki masa purna tugas. Pemerintah desa merasa mengalami kesulitan untuk mencari pengganti yang mumpuni untuk mengantikan aparatur desa yang akan purna tugas. Tim pengabdi mengusulkan program Pengabdian Kepada Masyarakat (PKM) yang berfokus pada pengembangan SDM aparatur pemerintah desa. Program yang diusulkan adalah pelatihan Microsoft Office dan OpenSID untuk mendukung proses bisnis Desa Tumpakoyot. Pelatihan Microsoft Office dilakukan untuk meningkatkan kempuan Desa Tumpakoyot untuk melakukan pengolahan administrasi dan juga pengolahan data, khususnya dana desa. Selanjutnya, pelatihan OpenSID merupakan pelatihan terkait dengan administrasi aplikasi web desa yang dimiliki oleh Desa Tumpakoyot. Pengabdi berharap dengan adanya program pelatihan ini dapat meningkatkan kualitas SDM aparatur pemerintah Desa Tumpakoyot sehingga mencapai misi yang telah digagas oleh pemerintahan desa.