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Aplikasi Virtual Classroom sebagai Media Pembelajaran Berbasis Android Pada DIII Kebidanan Daerah Urban Dan Sub Urban Rachman, Suci Rahma Dani; Syarif, Syafruddin; Usman, Andi Nilawati
Jurnal Keperawatan Muhammadiyah 2020: EDISI KHUSUS
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (140.911 KB) | DOI: 10.30651/jkm.v5i2.4169

Abstract

Objective: This study studies the learning of using virtual classroom applications as an Android-based learning media for midwifery urban and sub-urban DIII studentsMethod:The research design uses quasi-experimental design (Quasi experiment) with a randomized pretest-posttest with control group design approach. This research was conducted at STIKES Nani Hasanuddin Makassar and at the Salewangan Maros Midwifery Academy in December to January 2019. The number of samples in STIKES Nani Hasanuddin were 32 people consisting of 15 people in the control group and 17 people in the intervention group while in the Salewangan Midwifery Academy as many as 23 people consisting of 12 people in the control group and 11 people in the intervention group. The control group in this study is a group that carries out conventional teaching and learning processes. The groups that will be intervened use a virtual classroom application in the learning process and then an assessment of disciplinary behavior and independence is carried out by observing attendance and independent assignments.Results:The results of the study with the chi-square test showed a comparison of behavioral indicators of the Sig value discipline. or P Value of 0.496> 0.05, there is no significant difference between the discipline behavior of the urban and sub-urban control groups. And the Sig. or P Value of 0.496> 0.05 then there is no significant difference between the independence of the control group in urban and sub-urban areas. From the results of comparison of indicators of discipline behavior of DIII Midwifery students in urban and sub-urban areas, it was found that the Sig. or P Value of 0.203> 0.05 then there is no significant difference in discipline behavior between the intervention groups in urban and sub-urban areas. And the Sig. or P Value of 0.823> 0.05, there is no significant difference in independence between the intervention groups in urban and sub-urban areas.Conclusion:  There was no significant difference in independence between the intervention groups in urban and sub-urban areas
Designing 3D Animated Games as Learning Media For Lontara (Edulontara) Based on Android Rachman, Suci Rahma Dani; Ardimansyah; Baso Arfan Efendy; Riyan Alfian Syarif
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol. 12 No. 2 (2022): Inspiration: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Pusat Penelitian dan Pengabdian Pada Masyarakat Sekolah Tinggi Manajemen Informatika dan Komputer AKBA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (407.426 KB) | DOI: 10.35585/inspir.v12i2.10

Abstract

At this time it is known that many children, especially students, have played games, both through computers and mobile phones. Students think that games can fill their spare time. The use of media that involves technology can affect student achievement and motivation, one of which is game play. The background of the research is that learning in schools still uses learning methods that use guidebook media, which causes a lack of interest and attention from students to take part in ongoing learning, for that it is necessary to develop an educational game that can be used as a medium of learning and can motivate students to be interested in study. The purpose of making 3D animation game applications for learning lontara script is so that students can easily understand and be interested in learning lontara script. The system development method used is waterfall starting from data collection, system analysis, application design, system testing and implementation. Black-box testing method that focuses on the functional requirements of the software. The programming language used is the Visual C programming language. With the application of the 3D animation game for learning the Lontara script, it is hoped that it can provide information and help students understand and be interested in learning the Lontara script.
Penerapan Augmented Reality Untuk Meningkatkan Pemahaman Konteks Bahasa Inggris di Sekolah Dasar Dakka, Litha Nesidekawati; Rachman, Suci Rahma Dani
GJET : Global Journal of Educational Technology Vol. 1 No. 2 (2025): April 2025
Publisher : Perhimpunan Ahli Teknologi Informasi dan Komunikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71234/gjet.v1i2.64

Abstract

Pemahaman konteks dalam pembelajaran Bahasa Inggris sangat penting untuk mendukung kemampuan siswa dalam menggunakan bahasa secara fungsional dan sesuai situasi. Namun, pendekatan konvensional sering kali tidak mampu menyediakan pengalaman belajar yang nyata dan bermakna, khususnya bagi siswa sekolah dasar. Penelitian ini bertujuan untuk mengkaji efektivitas penerapan Augmented Reality (AR) sebagai media pembelajaran dalam meningkatkan pemahaman konteks Bahasa Inggris. Metode yang digunakan adalah kuasi-eksperimen dengan desain pretest-posttest control group, melibatkan 34 siswa yang dibagi dalam dua kelompok: eksperimen (AR) dan kontrol (konvensional). Data dianalisis menggunakan regresi linier berganda dengan bantuan perangkat lunak SPSS. Hasil penelitian menunjukkan bahwa metode pembelajaran berbasis AR berpengaruh signifikan terhadap peningkatan pemahaman konteks, sedangkan keterlibatan siswa tidak menunjukkan pengaruh yang berarti secara statistik. Model regresi memiliki nilai R² sebesar 0.557, yang menunjukkan kontribusi kuat dari variabel perlakuan. Temuan ini merekomendasikan pemanfaatan teknologi AR dalam pembelajaran bahasa di tingkat dasar