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.
PERBANDINGAN KEMAMPUAN BERPIKIR ALGORITMIK SISWA MENGGUNAKAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING DAN DISCOVERY LEARNING PADA MATERI ALGORITMA DAN PEMROGRAMAN DI KELAS VIII SMP TALENTA JUARA PEKANBARU Suzrha, Ilza; Novalia, Melly; Al Rian, Rahmad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58839

Abstract

This study aimed to compare the algorithmic thinking skills of students who learned using the Problem Based Learning (PBL) model and those who learned using the Discovery Learning (DL) model on the topic of algorithms and programming (Advanced Scratch) at SMP Talenta Juara Pekanbaru. The study was motivated by the fact that students' algorithmic thinking skills in problem-solving were not yet optimal and that the most effective learning model for improving these skills had not yet been identified. This study employed a quantitative approach using a quasi-experimental method with a Non-Equivalent Control Group Design. The sample consisted of 50 eighth-grade students selected through a saturated sampling technique. Data were collected through pretests and posttests and analyzed using the normality test, homogeneity test, independent samples t-test, and N-Gain analysis. The results revealed a significant difference in algorithmic thinking skills between students taught using the PBL model and those taught using the DL model. The average improvement in algorithmic thinking skills in the PBL class was 71.37%, which was higher than that of the DL class (63.59%). Therefore, the Problem Based Learning model was more effective than the Discovery Learning model in improving students' algorithmic thinking skills in learning algorithms and programming.