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Media Interaktif Augmented Reality: Pengenalan Bagian-Bagian Otak Manusia Wela Julia Rahmi; Agariadne Dwinggo Samala; Titi Sri Wahyuni; Vera Irma Delianti
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 4 (2023): Vol. 11, No 4, Desember 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i4.124717

Abstract

Perkembangan teknologi dalam Era Revolusi Industri 4.0, terutama teknologi informasi dan komunikasi, menawarkan berbagai kemudahan dalam proses pembelajaran. Salah satu teknologi yang menarik perhatian adalah Augmented Reality (AR). AR adalah teknologi yang memadukan objek maya dua atau tiga dimensi ke dalam lingkungan nyata tiga dimensi dan menampilkan objek tersebut secara real-time. Tujuan dari tugas akhir ini adalah untuk menghasilkan aplikasi media pembelajaran berbasis Augmented Reality yang memudahkan siswa dalam mempelajari pengenalan bagian-bagian otak manusia dalam mata pelajaran IPA kelas IX. Aplikasi ini akan dijalankan pada platform Android dan dapat digunakan kapan saja dan di mana saja tanpa memerlukan koneksi internet. Metode yang digunakan dalam perancangan media interaktif ini adalah Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahap, yaitu konsep (concept), perancangan (design), pengumpulan bahan (material collecting), pembuatan (assembly), pengujian (testing), dan penyebaran (distribution). Media pembelajaran ini telah diuji validasi oleh ahli media dan materi yang memberikan skor rata-rata dari validasi sebesar 89% dengan kategori valid.Kata kunci : Augmented Reality, Aplikasi Mobile, Bagian Otak Manusia, Ilmu Pengetahuan Alam. The development of technology in the Industry 4.0 era, especially information and communication technology, offers various conveniences in the learning process. One of the intriguing technologies is Augmented Reality (AR). AR is a technology that integrates two or three-dimensional virtual objects into a real three-dimensional environment and displays these objects in real-time. The aim of this final project is to create an Augmented Reality-based learning media application that facilitates students in learning about the parts of the human brain in the science subject for grade IX. This application will run on the Android platform and can be used anytime and anywhere without requiring an internet connection. The method used in designing this interactive media is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collecting, assembly, testing, and deployment. This learning media has been validated by media and material experts, obtaining an average validation score of 89% with category “valid”. Keywords: Augmented Reality, Mobile Apps, Human Brain Parts, Natural Science.
Pengembangan Media Pembelajaran Kerja Alat Sensor Berbasis Augmented Reality Kelas XI Teknik Elektronika Windiani Yuniar; Ahmaddul Hadi; Asrul Huda; Agariadne Dwinggo Samala
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 1 (2024): Vol. 12, No 1, Maret 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i1.125660

Abstract

Pada era Revolusi industri 4.0, perkembangan teknologi telah mengalami kemajuan signifikan diberbagai bidang, termasuk bidang pendidikan. Pemanfaatan teknologi dalam bidang pendidikan terutama melalui penggunaan media pembelajaran yang efektif dan interaktif. Efektivitas media pembelajaran menjadi faktor kunci dalam menentukan sejauh mana informasi pembelajaran dapat disampaikan kepada siswa secara baik. Media pembelajaran interaktif dapat mendorong siswa untuk belajar secara mandiri. Metode yang digunakan dalam pengembangan media interaktif ini adalah Multimedia Development Life Cycle (MDLC). Pengembangan multimedia terdiri dari 6 tahapan yaitu concept (pengonsepan), design (perancangan), material collecting (pengumpulan bahan), assembly (pembuatan), testing (pengujian) dan distribution (pendistribusian). Pengembangan media pembelajaran berbasis Augmented Reality (AR) yang interaktif sebagai alat bantu pembelajaran siswa dalam memahami dan mengenali cara kerja alat sensor. Dengan adanya aplikasi ini diharapkan dapat membantu guru dalam proses pembelajaran pada materi alat kerja sensor dan membantu siswa untuk lebih meningkatkan minat belajar siswa. Di samping itu aplikasi ini juga diharapkan bisa menjadi alat bantu untuk SMK yang kekurangan alat peraga untuk materi alat kerja sensor. Tersedianya media pembelajaran kerja alat sensor dengan menggunakan teknologi Augmented Reality yaitu aplikasi yang menggabungkan antara materi dan 3D modelling di dalamnya menggunakan software UnityKata kunci : Augmented Reality, Alat sensor, MDLC. In the era of the industrial revolution 4.0, technological developments have experienced significant progress in various fields, including the field of education. The use of technology in the field of education, especially through the use of effective and interactive learning media. The effectiveness of instructional media is a key factor in determining the extent to which learning information can be properly conveyed to students. Interactive learning media can encourage students to learn independently. The method used in the development of this interactive media is the Multimedia Development Life Cycle (MDLC). Multimedia development consists of 6 stages, namely concept, design, material collecting, assembly, testing and distribution. Development of interactive Augmented Reality (AR)-based learning media as a learning tool for students in understanding and recognizing how sensor tools work. With this application, it is hoped that it can help teachers in the learning process on sensor work tool material and help students to further increase student learning interest. Besides that, this application is also expected to be a tool for SMKs that lack teaching aids for sensor work tools. Availability of work learning media for sensor tools using Augmented Reality technology, namely an application that combines material and 3D modeling in it using Unity software.Keywords: Augmented Reality, sensor tools, MDLC.
Metaverse: Tantangan dan Peluang dalam Pendidikan Indarta, Yose; Ambiyar, Ambiyar; Samala, Agariadne Dwinggo; Watrianthos, Ronal
Jurnal Basicedu Vol. 6 No. 3 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2615

Abstract

Metaverse merupakan inovasi teknologi ruang virtual tiga dimensi yang saat ini sedang membuat penasaran banyak orang baik dari perkembangannya yang sangat pesat serta implementasinya yang mulai banyak digunakan dalam berbagai sektor kehidupan. Studi penelitian ini membahas tentang tantangan dan peluang metaverse dalam dunia pendidikan, serta bagaimana aplikasinya dalam dunia pendidikan. Metode penelitian yang digunakan adalah studi literatur dengan mengumpulkan data pustaka dari berbagai sumber jurnal ilmiah yang relevan dengan topik yang dibahas. Desain penelitian yang digunakan adalah narrative review. Pengumpulan data dirangkum dari artikel jurnal internasional, jurnal nasional terakreditasi dan non akreditasi, prosiding, tesis maupun skripsi dari tahun 2017-2022. Hasil penelitian menunjukkan bahwa popularitas Metaverse telah mencapai puncaknya dalam beberapa bulan terakhir dan akselerasi teknologi metaverse di dunia pendidikan sudah terlihat dengan adanya aplikasi media pembelajaran digital berbasis augmented reality maupun virtual reality. Metaverse diyakini dapat mengatasi batasan-batasan yang ada di dalam dunia pendidikan, seperti keterbatasan kapasitas kelas karena pandemi, keterbatasan jarak dan waktu untuk masuk ke kelas, dan lain-lain. Dengan konsep dunia virtual, pembelajaran secara online dapat dilakukan dengan lebih interaktif tanpa menghilangkan pengalaman belajar siswa. Metode belajar di mana saja dan kapan saja menjadi konsep menarik yang disenangi banyak generasi Z saat ini. Metaverse diprediksi akan memasuki banyak bidang kehidupan manusia dalam 10-15 tahun mendatang.Metaverse is a three-dimensional virtual space technology innovation that is currently making many people curious, both from its very rapid development and implementation, which is starting to be widely used in various sectors of life. This research study discusses the challenges and opportunities of the metaverse in the world of education, and how it is applied in the world of education. The research method used is literature study by collecting library data from various sources of scientific journals that are relevant to the topics discussed. The research design used is a narrative review. Data collection is summarized from international journal articles, accredited and non-accredited national journals, proceedings, theses and theses from 2017-2022. The results show that the popularity of Metaverse has reached its peak in recent months and the acceleration of metaverse technology in the world of education has been seen with the application of digital learning media based on augmented reality and virtual reality. Metaverse is believed to be able to overcome the limitations that exist in the world of education, such as limited class capacity due to the pandemic, limited distance and time to enter class, and others. With the concept of a virtual world, online learning can be done more interactively without losing the student learning experience. The method of learning anywhere and anytime is an interesting concept that is favored by many generation Z today. Metaverse is predicted to enter many areas of human life in the next 10-15 years.
Implementasi Model Pembelajaran Blended Learning di Masa Pandemi Covid-19: Meta-Analisis Batubara, Hendra Saputra; Riyanda, Afif Rahman; Rahmawati, Rahmawati; Ambiyar, Ambiyar; Samala, Agariadne Dwinggo
Jurnal Basicedu Vol. 6 No. 3 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2816

Abstract

Pandemi COVID-19 juga telah merubah tatanan sistem pendidikan di seluruh dunia, hal ini mengakibatkan terjadinya penutupan lembaga pendidikan seperti sekolah dan juga perguruan tinggi secara total. Dimasa pandemi covid-19, lembaga pendidikan harus dituntut untuk mengadopsi model pembelajaran terbaik agar proses pembelajaran tetap berlangsung. Salah satu solusi yang bisa diterapkan oleh lembaga pendidikan agar proses pembelajaran bisa berjalan dengan baik adalah dengan menerapkan model pembelajaran blended learning. Metode yang diterapkan dalam riset ini merupakan meta analisis. Peneliti mengkaji 10 artikel, dimana artikel yang digukan merupakan hasil pencarian melalui google scholar dan aplikasi publish or perish. Dari hasil analisis Implementasi model pembelajaran blended Learning dimasa pandemi Covid-19 berdampak signifikan terhadap hasil belajar, ditunjukkan dengan size effect size 1,23 dalam kategori sedang. Peningkatan hasil belajar siswa tergolong tinggi, dengan rata-rata hasil 10 sampel naik menjadi 77,45 dari yang sebelumnya 56,88. Dari data tersebut terlihat adanya peningkatan yang jelas yaitu 20,57. Artinya model pembelajaran blended Learning ini berpengaruh positif terhadap hasil belajar selama penerapannya dimasa pandemi Covid-19.
The Impact of Basic Programming Interactive E-Module Implementation on Students’ Learning Outcomes in Distance Learning Samala, Agariadne Dwinggo; Ambiyar; Sukardi; Indarta, Yose; Ranuharja, Fadhli
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 2 (2022): Articles Research Volume 6 Issue 2, April 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i2.11329

Abstract

This study aims to identify the implications of implementing an interactive e-module for learning basic programming in distance learning. The subject of this research were students of Informatics Education Study Program, Department of Electronic Engineering, Universitas Negeri Padang. This research was carried out in the odd semester of 2020/2021 academic year. This research used an experimental method using a quantitative approach with a posttest-only control group design. The sampling technique used purposive sampling. In the results of the midterm exam, it is known that the learning outcomes students from the control group without treatment obtained the lowest score of 64.00; highest score 84.00; an average of 75.27; while students from the experimental group with interactive e-modules obtained the lowest score of 76.00; highest score 96.00; with an average of 84.83; Furthermore, the results of the final exam obtained student learning outcomes from the control group without treatment, the lowest score was 60,00; highest score 82,00; with an average of 72.07; while student learning outcomes from the experimental group obtained the lowest score of 72,00; highest score 90,00; with an average of 81.60. The results showed that the learning outcomes of the experimental group are much better than the learning outcomes of the control group. It means that there is a significant effect of using distance learning interactive e-module on learning outcomes of basic programming.
Web Application Development for Syari Online Shop Using 4D Model Development Yose Indarta; Ranuharja, Fadhli; Sukardi, Sukardi; Samala, Agariadne Dwinggo Samala; Ika Parma Dewi
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 2 (2022): Articles Research Volume 6 Issue 2, April 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i2.11376

Abstract

: Haransaf shop is a shop that sells clothes and all Muslim/Muslim knick-knacks. Depending results of observations and data searches directly to the field with increasing requests. The use of technology in data processing of Haransaf Online Store Transactions has not been effective and efficient so that reporting takes a long time. The recording of the Haransaf store report still uses a manual system, which is still written on notes and then recorded in the sales book. The focus of this research is on an attractive interface, ease of use, and delivery of product information to consumers by utilizing the website as an online service. The research method uses 4-D. The model in the development of an online store must use a 4D model. The 4D model has four stages, namely Define, Design, Develop and Disseminate. The website-based Haransaf Online Store that uses the Codeigniter 4 Framework, functions well to produce a sales management system that manages the Haransaf online store. With the existence of this online store, it is hoped that it can provide an increase in revenue at the Haransaf Store and benefits in the form of a wider scope.
Development of District Civil Service Applications Ranuharja, Fadhli; Ambiyar; Indarta, Yose; Samala, Agariadne Dwinggo; Ika Parma Dewi
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 2 (2022): Articles Research Volume 6 Issue 2, April 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i2.11377

Abstract

This study aims to provide the needs for institutions such as urban villages to provide services, information to residents, making it easier to socialize activities and assist in the administration of correspondence permits from the urban village. The new system needs to be implemented in Tanjung Ayun Sakti Village as a solution to overcome obstacles in accessing information and services in Tanjung Ayun Sakti Village. The application of a population service information system can have a fairly good impact and be beneficial for all interested parties. The development of this system uses the PHP programming language, CodeIgniter framework, XAMPP as a database server for simulation on localhost and the SDLC (Software Development Life Cycle) method. From the results of the development of this information system, the validity test was carried out by experts, then the practicalists are very good. aims to assist the population service process in the form of sending a permit online.
Extended reality for education: Mapping current trends, challenges, and applications Samala, Agariadne Dwinggo; Bojic, Ljubisa; Rawas, Soha; Howard, Natalie-Jane; Arif, Yunifa Miftachul; Tsoy, Dana; Coelho, Diogo Pereira
Jurnal Pendidikan Teknologi Kejuruan Vol 7 No 3 (2024): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v7i3.37623

Abstract

The advancements in 5G technology and Artificial Intelligence (AI) have accelerated the integration of immersive technologies such as Extended Reality (XR) into educational practices. There is a notable scarcity of studies focusing specifically on the applications and impact of XR in academic settings. Most existing research has concentrated on AR and VR, leaving a gap in understanding the full potential of XR. Addressing these gaps and challenges is crucial for harnessing the full potential of XR in education. This study aims to map and analyze the applications, trends, and educational challenges of XR technology. This study conducts a bibliometric analysis covering XR's application in education from 2018 to 2023, analyzing 32 articles from Scopus sources. Key findings highlight XR's annual growth in research publications, with significant contributions from the United States, China, and Canada. XR enriches education by facilitating immersive simulations, real time interaction with virtual objects, and spatial manipulation in three dimensions. It fosters presence and embodiment in virtual environments, supports practical training through realistic simulations, enhances multi-sensory engagement, promotes collaborative learning environments, and improves accessibility for diverse learners. The main challenges of XR technology include high costs, technical hurdles, regulatory issues, infrastructure limitations, and the need for digital literacy and skills. Addressing these challenges, collaborative efforts among educators, researchers, and industry stakeholders are required. Such collaboration is crucial for harnessing the full potential of XR technology to revolutionize education and prepare learners for a dynamic future.
Interactive Multimedia Using Canva Application in Basic Electronics Subject for Grade X at SMK Negeri 1 Batipuh: A Development Study Mailando, Sandi Azima; Dewi, Ika Parma; Hanesman; Samala, Agariadne Dwinggo
Journal of Hypermedia & Technology-Enhanced Learning Vol. 1 No. 3 (2023): Journal of Hypermedia & Technology-Enhanced Learning—Book Haven
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.v1i3.91

Abstract

This research is motivated by the low student learning outcomes due to the learning process still relying on printed books, the absence of interactive multimedia learning media, and the use of traditional methods. The main objective of this study is to evaluate the validity and practicality of interactive multimedia using the Canva application in the Basic Electronics subject for the 10th grade at SMK Negeri 1 Batipuh. To carry out this development, the 4D research model is employed, including the Define, Design, Development, and Disseminate steps. The results of material expert validation show an average score of 0.883, categorizing it as "Valid." The average score from the media expert verification is 0.914, also falling into the "valid" category. The practicality test of the Basic Electronics multimedia learning demonstrates that it is highly practical for use in the learning process, with an average percentage of 91%, falling into the "Very Practical" category.
Metaverse: Tantangan dan Peluang dalam Pendidikan Indarta, Yose; Ambiyar, Ambiyar; Samala, Agariadne Dwinggo; Watrianthos, Ronal
Jurnal Basicedu Vol. 6 No. 3 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2615

Abstract

Metaverse merupakan inovasi teknologi ruang virtual tiga dimensi yang saat ini sedang membuat penasaran banyak orang baik dari perkembangannya yang sangat pesat serta implementasinya yang mulai banyak digunakan dalam berbagai sektor kehidupan. Studi penelitian ini membahas tentang tantangan dan peluang metaverse dalam dunia pendidikan, serta bagaimana aplikasinya dalam dunia pendidikan. Metode penelitian yang digunakan adalah studi literatur dengan mengumpulkan data pustaka dari berbagai sumber jurnal ilmiah yang relevan dengan topik yang dibahas. Desain penelitian yang digunakan adalah narrative review. Pengumpulan data dirangkum dari artikel jurnal internasional, jurnal nasional terakreditasi dan non akreditasi, prosiding, tesis maupun skripsi dari tahun 2017-2022. Hasil penelitian menunjukkan bahwa popularitas Metaverse telah mencapai puncaknya dalam beberapa bulan terakhir dan akselerasi teknologi metaverse di dunia pendidikan sudah terlihat dengan adanya aplikasi media pembelajaran digital berbasis augmented reality maupun virtual reality. Metaverse diyakini dapat mengatasi batasan-batasan yang ada di dalam dunia pendidikan, seperti keterbatasan kapasitas kelas karena pandemi, keterbatasan jarak dan waktu untuk masuk ke kelas, dan lain-lain. Dengan konsep dunia virtual, pembelajaran secara online dapat dilakukan dengan lebih interaktif tanpa menghilangkan pengalaman belajar siswa. Metode belajar di mana saja dan kapan saja menjadi konsep menarik yang disenangi banyak generasi Z saat ini. Metaverse diprediksi akan memasuki banyak bidang kehidupan manusia dalam 10-15 tahun mendatang.Metaverse is a three-dimensional virtual space technology innovation that is currently making many people curious, both from its very rapid development and implementation, which is starting to be widely used in various sectors of life. This research study discusses the challenges and opportunities of the metaverse in the world of education, and how it is applied in the world of education. The research method used is literature study by collecting library data from various sources of scientific journals that are relevant to the topics discussed. The research design used is a narrative review. Data collection is summarized from international journal articles, accredited and non-accredited national journals, proceedings, theses and theses from 2017-2022. The results show that the popularity of Metaverse has reached its peak in recent months and the acceleration of metaverse technology in the world of education has been seen with the application of digital learning media based on augmented reality and virtual reality. Metaverse is believed to be able to overcome the limitations that exist in the world of education, such as limited class capacity due to the pandemic, limited distance and time to enter class, and others. With the concept of a virtual world, online learning can be done more interactively without losing the student learning experience. The method of learning anywhere and anytime is an interesting concept that is favored by many generation Z today. Metaverse is predicted to enter many areas of human life in the next 10-15 years.
Co-Authors Abdul Hasim Abdullah, MT, Dr. Rijal Afdar, Jihan Amaria Afif Rahman Riyanda Ahmaddul Hadi, Ahmaddul Akrom, Akrom Al-Rasyid, Muhammad Almasri Almasri Ambiyar, Ambiyar Aminuddin, Fattachul Huda An 'Amna Hafizhah Aqil Afif Asmar Yulastri Asmara, Delvi Asrul Huda Batubara, Hendra Saputra Bayu Ramadhani Fajri Bayu Ramadhani Fajri Bojic, Ljubisa Budi Syahri Chan, Aldi Rizal Chintiya Larashati Coelho, Diogo Pereira Criollo-C, Santiago Dedy Irfan Dekry, Muhammad Reviza Devansyah, Sultan Devega, Army Trilidia Dian Safitri Dony Novaliendry Efrizon Efrizon Fadhilah Fadhilah Fadhilah Fadhilah Fadhli Ranuharja Fahmi Rizal Fajri, Bayu Ramadhani Fathur Rahman Febri Prasetya Fikri, Ryan Fortuna, Aprilla Ganefri . Grassini, Simone Hadi Kurnia Saputra Hanesman Hanesman Hanesman Hasep Saputra Hasnita, Sri Hendra Hidayat Hendra Sahputra Batubara Hla Myo Tun Howard, Natalie-Jane Huzhain, Fadlillah Ika Parma Dewi Indarta, Yose Indra Yeni Irma Delianti , Vera Jaya, Putra Kiong, Tee Tze Lativa Mursyida Lativa Mursyida Lature, Putri Yani Mahesi Agni Zaus Mailando, Sandi Azima Mainzaghi, Filipo Marta, Rizkayeni Muadzah, Kayla Nahda Mursyida, Lativa Muskhir, Mukhlidi Ningsih, Tiara Heliyan Nizwardi Jalinus Novi Hendri Adi Nurahmat, Ilham Oktrilani, Rentika Putra, Rido Rahmawati Rahmawati Rahmawati, Rahmawati Rama Putra Mahendri Ramandika, Agil Rara Cantika Rawas, Soha Resmi Darni Ridho, Mohd Rifyal Novalia Rizka Admutia, Ranny Rizkayeni Marta Rizki Hardian Sakti Rizky Ema Wulansari Ronal Watrianthos Rozan, Alief Depa Ryan Fikri Ryan Fikri Sandra, Randi Proska Sanjaya, Dimas Silalahi, Naufal Alfarizi Simatupang, Wakhinuddin sinaga, lotar mateus Sitepu, Raynald Sokolova, Elizaveta Vitalievna Sukardi Sukardi Sukardi, Sukardi Syahisro Mirajdandi Syahril Syahril Syahril Syahril Syukhri Syukhri Teza Agustina Titi Sri Wahyuni Titin Sriwahyuni Tsoy, Dana Veithzal Rivai Zainal Vera Indriani Vera Irma Delianti Vera Irma Delianti Vitalyevna, Sokolova Elizaveta Wakhinuddin Wakhinuddin, Wakhinuddin Waskito Wela Julia Rahmi Wiki Lofandri Windiani Yuniar Wulansari, Rizky Ema Yeka Hendriyani Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yunifa Miftachul Arif Zakhrifa Husna Zulhendra Zulhendra