Al Rian, Rahmad
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DEVELOPMENT OF ANDROID-BASED 3D VIRTUAL GAME OF UNIVERSITAS MUHAMMADIYAH RIAU CAMPUS ADVENTURE Dewi Odicia Clariesta Aziz; Al Rian, Rahmad; Benny Herlandy, Pratama
EduTeach : Jurnal Edukasi dan Teknologi Pembelajaran Vol. 4 No. 1 (2023): Edisi Januari 2023
Publisher : Unit Pelaksana Praktik Kependidikan Terpadu Fakultas Keguruan dan Ilmu Pendidikan Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/eduteach.v4i1.2593

Abstract

The students of Universitas Muhammadiyah Riau (UMRI), both old and new, have problems in knowing the layout of the room at UMRI because the university combines several important faculties and rooms in one building, such as building A which has a Mathematics and Natural Sciences Faculty, Engineering Faculty, and Law Faculty. Therefore, this study aims to create a 3D virtual game of Universitas Muhammadiyah Riau campus adventure based on Android as a medium to help students in knowing the layout of the campus space and can train the students’ adventure skill in recognizing the campus environment virtually. This research utilizes Research and Development (R&D) with the ADDIE model. The ADDIE stages are Analysis, Design, Development, Implementation and Evaluation. Data was collected through a questionnaire (Likert scale) at the time of trial. The assessment results of media experts on the feasibility of 3D virtual game on campus adventure reached an average score of 3.88 in the excellent category. The assessment results from the evaluation of several Universitas Muhammadiyah Riau students' tests on the feasibility of 3D virtual game on campus adventure achieved an average score of 3.75 in the excellent category. Based on the results of research conducted, it was concluded that the 3D virtual game on Universitas Muhammadiyah Riau campus adventure was feasible to use.
Development of Microsoft Office Virtual Reality (VR) Application with Four-D (4D) Approach Ismanto, Edi; Al Rian, Rahmad; Septian Alza
Computer Science and Information Technology Vol 5 No 1 (2024): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v5i1.6816

Abstract

Virtual Reality (VR) technology has made significant advancements in recent decades. With its evolving potential, VR has the capability to transform the way we learn, work, play, and interact with the world around us. The development of VR applications for Microsoft Office training holds significant relevance, especially for students of Madrasah Tsanawiyah (MTs) Darul Hikmah Pekanbaru. Microsoft Office training is essential for MTs Darul Hikmah Pekanbaru students as it serves as a practical necessity in preparing them for academic and professional endeavors. One relevant challenge is how to integrate VR technology with appropriate learning methods, such as the Four D (4D) method, to make the training experience more effective and efficient. Therefore, this research aims to identify and address these issues, as well as explore the potential of VR applications with the 4D method to enhance users' practical and intuitive Microsoft Office skills. The development of VR applications for Microsoft Office training using the Four D (4D) method, comprising the Define, Design, Develop, and Disseminate stages, has yielded highly favorable results based on comparisons of measurements from subject matter experts, media experts, and participants. From the measurement and validation results, this VR application has received high feasibility ratings. Subject matter experts rated it 100%, while media experts rated it 91.83%, and participants rated it 96% from the VR application trial.