Claim Missing Document
Check
Articles

Found 26 Documents
Search

Development of a Financial Literacy Book, "Good and Bad Character Augmented Reality," for Early Childhood Suzanti, Lizza; Fitriasari, Novi Sofia; Widjayatri, Rr Deni; Soflianti, Siti Dela; Utari, Gita Cahya; Bulan, Dwi Via Cahya; Burairoh, Siti Annisa; Fajriah, Awalia
EduBasic Journal: Jurnal Pendidikan Dasar Vol 5, No 1 (2023): EduBasic Journal: Jurnal Pendidikan Dasar
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ebj.v5i1.51996

Abstract

Financial literacy education needs to be instilled from an early age through attractive media so that it is internalized and to form managing finances habits in the future. Augmented Reality (AR) technology is an alternative since it is in the 3D form to visualize abstract concepts into concrete ones. This study aims to develop a financial literacy book with augmented reality technology, "Good and Bad Character AR." This book instills financial knowledge and experience for children in forming good character and habits. The method used in this study was Design Development (DD), with an analysis model of design, development, implementation, and evaluation (ADDIE). Participants were material and media experts and users (teachers and children aged 5-6 years) at the UPI Campus Labschool Kindergarten in Serang. Validation was carried out by media experts, material experts, two teachers, and five children. The analysis results demonstrated that the financial literacy book "Good and Bad Character AR" was feasible for educators to use in increasing early childhood financial literacy based on the assessment of material experts of 85.33% and media experts of 87%, with a very good category. Meanwhile, the user response came from two teachers respectively at 98.33 and 90%, considered very good in terms of the attractiveness of the content, ease of use, and the children's enthusiasm during learning. In addition, of the five children, 92% were obtained, indicating a very good response. It indicated that AR technology is feasible and potentially used in early childhood learning.
Designing Interactive Multimedia Role Playing Game with Discovery Learning Method for Vocational High School Students Shalih, Puji Rahmah; Rahman, Eka Fitrajaya; Fitriasari, Novi Sofia
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 2 (December 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i2.58095

Abstract

This research aims to produce learning multimedia based on role playing game with Discovery Learning method in Multimedia Design subject. The making of this multimedia is motivated by the difficulty of improving learning outcomes in Multimedia Design subjects and the need for media assistance to help improve learning outcomes in these subjects. Based on this, a way of learning and media that can help students in learning Multimedia Design subjects are needed, one method that can be used is called the Discovery Learning method. Discovery Learning is a method where learning theory is defined as a learning process that occurs when the learner is not presented with the lesson in its final form, but is expected to organize it himself. This research used the Research and Development (RD) method. The results of this study are: 1) the multimedia built is declared feasible to use with a percentage of 84.32% media experts and 82.00% material experts, 2) student assessment of multimedia gets a percentage of 86.95%, 3) this multimedia can improve the learning outcomes, there’s an increase from the average from 45.8 to 67.3.
Pengembangan Aplikasi Giat Bergerak sebagai Desain Pembelajaran Abad 21 bagi Anak Usia 4-6 Tahun Nurazka, Rika Ar; Fitriasari, Novi Sofia; Widjayatri, Rr. Deni
Aulad: Journal on Early Childhood Vol. 5 No. 2 (2022): August 2022
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/aulad.v5i2.356

Abstract

Peran penting teknologi menjadi kunci keberhasilan desain pembelajaran abad 21 yang mengintegrasikan keterampilan dalam pengajaran. Penelitian ini bertujuan untuk mengembangkan kembali aplikasi Giat Bergerak agar menjadi salah satu fasilitasi pembelajaran abad 21 dengan mengintegrasikan keterampilan 4C (berpikir kritis, kreativitas, komunikasi, dan kolaborasi) khususnya pada aspek perkembangan motorik anak usia 4-6 tahun. Metode dalam penelitian ini ialah desain dan pengembangan (D&D) yang berfokus pada 4 fase yakni analisis, desain, pengembangan, dan evaluasi. Hasil pengembangan mendapat validasi dari ahli media dan ahli materi serta penilaian pendidik, perolehan nilai rata-rata 4.5 dengan persentase 89% memasuki kategori sangat baik. Berdasarkan hasil tersebut kualitas konten dalam aplikasi Giat Bergerak telah meningkat dari versi sebelumnya. Saran penggunaan aplikasi tetap dalam pengawasan orang dewasa dan perlu menetapkan batasan screen time. Implikasi bagi guru dalam penerapan aplikasi Giat Bergerak ialah membuat desain ulang pembelajaran yang lebih bermakna bagi anak dengan mengintegrasikan keterampilan 4C sebagai desain pembelajaran abad 21.
ANALISIS SUPPLY CHAIN MANAGEMENT KOMODITAS RAJUNGAN DI KECAMATAN GEBANG KABUPATEN CIREBON Febianah, Mita; Fitriasari, Novi Sofia; Anzani, Luthfi
JURNAL LEMURU Vol 5 No 1 (2023): JURNAL LEMURU: Jurnal Ilmu Perikanan dan Kelautan Indonesia
Publisher : Program Studi Teknologi Hasil Perikanan|Fakultas Pertanian|Universitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/lemuru.v5i1.2392

Abstract

Rajungan merupakan salah satu spesies sumber daya pesisir di Indonesia yang dari tahun ke tahun nilai ekonominya terus mengalami peningkatan, hal ini dikarenakan tingginya permintaan ekspor rajungan di setiap tahunnya. Permintaan ekspor rajungan yang tinggi tentunya membuat para nelayan terus melakukan kegiatan penangkapan, akan tetapi kondisi ini belum dapat membuat nelayan sebagai pelaku pemasaran yang memiliki margin keuntungan paling besar. Tujuan penelitian ini adalah untuk menganalisis supply chain management terkait aliran produk, aliran keuangan, dan aliran informasi komoditas rajungan di Desa Gebangmekar, Kecamatan Gebang, Kabupaten Cirebon. Desain penelitian yang digunakan yaitu penelitian deskriptif kualitatif. Sedangkan data yang digunakan yaitu data primer dan data sekunder. Hasil penelitian ini menunjukan bahwa rajungan di Desa Gebangmekar memiliki kualitas yang telah memenuhi standar ekspor, namun masih didistribusikan juga untuk konsumen lokal maka dari itu memiliki struktur jaringan alur rantai yang berbeda-beda dan secara keseluruhan supply chain rajungan di Desa Gebangmekar sudah cukup baik akan tetapi masih terdapat beberapa hal yang harus diperbaiki.
Model of Utilization Knowledge Management System Application Fitriasari, Novi Sofia; Arifin, Willdan Aprizal
Sistemasi: Jurnal Sistem Informasi Vol 13, No 5 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i5.3904

Abstract

The Knowledge Management System Application is an application that users can use to store and manage knowledge from the Community Of Practice (CoP) Marine Information Systems Study Program (SIK). CoP, known as the Expertise Group or KBK, consists of students and lecturers. The problem that exists based on the results of observations is that the Knowledge Management System Application called Asmape.Com application has not been utilized optimally; this can be seen from the use of the application, which is only used by three courses in the Marine Information Systems study program, namely knowledge management, business intelligence, and biodiversity. The successful implementation of an application depends on technological aspects and requires comprehensive attention to the existing dimensions of the information system. Therefore, it is necessary to model the utilization of knowledge management system applications (Asmape.com), which can be used as a systematic guide to understanding, analyzing, and improving performance. The methodology used is the information systems methodology from Hevner. One of the stages in the method is to determine the components using the Kitchenham systematic literature review. The study results show four layers in the model of utilizing knowledge management system applications: Infrastructure, Technology, Process, and Performance. The infrastructure consists of learning outcomes and technical skills components, and processes consist of Organization, People, Asmape Services, and Artifact Knowledge components. The performance consists of Pedagogic excellence, Digitalization Knowledge Management, and Openness Excellence.
“Si Kemal”: Video Animasi Literasi Keuangan untuk Anak Prasekolah Suzanti, Lizza; Fitriasari, Novi Sofia; Widjayatri, Rr Deni; Burairoh, Siti Anisa; Fajriah, Awalia; Anwar, Syifa Fauziyah; Anggraini, Indira Sofy
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 7 No. 6 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v7i6.5718

Abstract

Mengenalkan literasi keuangan pada anak prasekolah penting dalam membangun kecakapan hidup dan menyiapkan anak agar terampil mengelola uang di masa datang melalui video animasi yang disesuaikan dengan karakteristik perkembangan anak. Penelitian ini bertujuan untuk mengembangkan video animasi yang diberi nama “Si Kemal”. Si Kemal adalah tokoh utama dalam video animasi merupakan akronim dari literaSI KEuangan optiMAL. Metode penelitian menggunakan R&D model Hannafin & Peck meliputi 3 fase, yaitu analisa kebutuhan, fase desain, serta pengembangan dan implementasi. Pengumpulan data dilakukan melalui wawancara, observasi, dan angket. Partisipan terdiri dari ahli media, ahli materi, guru, dan anak prasekolah. Hasil penelitian menunjukkan bahwa video animasi “Si Kemal” layak digunakan pendidik untuk mengenalkan literasi keuangan pada anak prasekolah berdasarkan penilaian ahli media dan ahli materi. Respon guru sebagai pengguna memberikan penilaian dalam ketegori sangat baik diukur dari motivasi, kemenarikan, kemudahan, dan kemanfaatan serta dapat diimplementasikan sebagai media yang dapat mengedukasi literasi keuangan.