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Teknologi augmented reality sebagai media pembelajaran Pontianak Heritage Hidayati, Awanis; Bibi, Sarah
Jurnal Pendidikan Informatika dan Sains Vol 9, No 1 (2020): Jurnal Pendidikan Informatika dan Sains
Publisher : IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (440.983 KB) | DOI: 10.31571/saintek.v9i1.1306

Abstract

Pontianak Heritage dipelajari oleh mahasiswa dalam mata kuliah Sejarah Kebudayaan Indonesia tentang mengenal sejarah daerah. Penggunaan media sangat penting untuk mendukung dan memfasilitasi proses pengajaran. Dengan berkembangnya teknologi, banyak cara untuk mengembangkan media pengajaran, salah satunya adalah dengan teknologi Augmented Reality. Penelitian ini bertujuan untuk mendesain sebuah media pembelajaran dengan teknologi Augmented Reality dalam pembelajaran sejarah Pontianak Heritage. Tahapan metode penelitian yaitu: (1) Concept, (2) Design, (3) Material Collecting, (4) Assembly, (5) Testing, dan (6) Distribution. Pada penelitian ini menggunakan Game Engine UNITY untuk membangun aplikasi berbasis Android serta Vuforia SDK agar aplikasi yang dibangun dapat menjadi aplikasi berteknologi Augmented Reality, disertai dengan gambar marker bangunan sejarah yang apabila diarahkan ke aplikasi dapat menampilkan visualisasi objek 3D. Setelah diadakan pengujian kelayakan sistem menggunakan alpha testing dan beta testing, aplikasi dinyatakan dapat berjalan dengan benar sesuai dengan kebutuhan dan tujuan yang diharapkan.
Design and Development of An Educational Game for Organic and Inorganic Waste Segregation for Children Aged 5 to 9 Years Hairu, Syarif; Hidayati, Awanis; Harianto, Nurman
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 5, No 1: June 2024
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v5i1.71885

Abstract

Waste segregation is a crucial practice for maintaining environmental sustainability. Educating children about the importance of separating organic and inorganic waste from a young age can foster responsible behavior and environmental awareness. This study aims to design and develop an educational game tailored for children aged 5 to 9 years, focusing on teaching them the principles of waste segregation. The research employs a research and development (RD) approach, which includes stages such as needs analysis, game design, development, testing, and evaluation. The game integrates interactive elements, quizzes, and mini-games to engage children while delivering educational content about organic and inorganic waste. A rewards system is incorporated to motivate children to complete levels and reinforce learning.The study's sample consists of 50 children within the specified age range, selected using purposive sampling. Data collection techniques include literature studies, interviews with educators and environmental experts, questionnaires, and observations. Pre-test and post-test assessments are conducted to measure the effectiveness of the game in enhancing children's knowledge about waste segregation.
Rancang Bangun Sistem Informasi Rekam Medis Pasien Rawat Jalan (Studi Kasus Praktek Dokter Spesialis Apotek Cipta Pontianak) Rusmiani, Rusmiani; Hidayati, Awanis
Jurnal Kridatama Sains dan Teknologi Vol 6 No 02 (2024): JURNAL KRIDATAMA SAINS DAN TEKNOLOGI
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v6i02.1242

Abstract

The objective of this research is to analyze and develop an information system capable of processing large volumes of patient medical records. This system will facilitate the data processing for creating patient medical record reports, which are currently managed manually. This study employs a mixed-methods research approach, utilizing both primary and secondary data. Primary data were obtained through interviews, questionnaires with respond-ents, and documentation at the research site, while secondary data were sourced from relevant books and publications. The system development follows the Waterfall methodology. The results of this research indicate that a web-based Outpatient Medical Record Information System, exemplified in the case study of an ENT specialist's practice at Cipta Pharmacy Pontianak, was successfully developed and tested using black-box testing and usability testing. The usability testing was evaluated based on variables such as learnability, memorability, efficiency, error rate, and satisfaction. The test results show that the information system achieved an overall average score of 3.45, placing it in the very good interval category.
User Experience Sistem Metaverse Tata Surya Berbasis Platform Spatial.io Menggunakan Metode UEQ Hidayati, Awanis; Nusantara, Novaria; Susanty, Arie; Wicaksono, Adjie
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 10, No 2 (2025): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v10i2.919

Abstract

The integration of Metaverse technology into vocational education introduces an immersive and contextual approach to learning. This study evaluates the quality of User Experience in a Solar System learning system developed on the Spatial.io platform, implemented for Grade XI students majoring in Computer and Network Engineering at SMK Immanuel Pontianak. The evaluation was conducted using the User Experience Questionnaire (UEQ), which assesses six core dimensions: Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. The analysis revealed positive scores across all dimensions, with the highest ratings in Stimulation (1.99) and Attractiveness (1.90), and the lowest in Dependability (1.23), which nonetheless remained within the favorable range. Reliability testing resulted in Cronbach’s Alpha values above 0.70 for all dimensions, indicating strong internal consistency and trustworthy measurements of User Experience. These findings suggest that the Spatial.io-based learning system is both adaptive and engaging as a digital learning medium. Future development opportunities include improving system precision and content novelty, as well as expanding implementation across different topics and educational levels. The results of this study are expected to contribute to the advancement of Metaverse-based learning systems within the field of Informatics, with a focus on user-centered design and experience.
Efisiensi Listrik pada Rumah Pintar berdasarkan User Habit menggunakan Fuzzy Logic dari Kontrol Lampu Berbasis Android Yanto, Sandi; Hariyanto, Nurman; Hidayati, Awanis; Pratama, Aditya
Jurnal Manajemen Informatika JAMIKA Vol 15 No 2 (2025): Jurnal Manajemen Informatika (JAMIKA)
Publisher : Program Studi Manajemen Informatika, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/jamika.v15i2.13974

Abstract

Electricity wastage, particularly in the industrial and household sectors, remains a significant issue in Indonesia. This is primarily caused by the lack of public awareness regarding efficient energy usage, which negatively impacts both the economy and the environment. This study aims to develop a dynamic and adaptive Android-based lighting control system using the Fuzzy Logic method to help reduce electricity consumption based on user habits. The Fuzzy Logic algorithm processes lamp usage duration data as input to generate automatic recommendations or notifications for optimal switch-off times. Testing was conducted through hardware implementation, Android application trials, and validation of the Fuzzy Logic method using usage duration parameters. Results showed energy efficiency across five lighting points, with average duration reductions ranging from 45.93 to 55.73 minutes—equivalent to 6%–7% savings per lamp. The system successfully reduces manual intervention, provides reminder notifications, and enhances the comfort of smart home occupants. These findings demonstrate that integrating Fuzzy Logic into habit-based lighting control is effective in minimizing electricity waste while intelligently adapting to daily usage patterns.
Rancang Bangun Sistem Informasi Akademik Berbasis Website di Madrasah Sirajun Jadid Kecamatan Pontianak Barat Mawaddah, Mawaddah; Maulana, Adha; Hidayati, Awanis
AKSIOMA : Jurnal Sains Ekonomi dan Edukasi Vol. 2 No. 9 (2025): AKSIOMA : Jurnal Sains, Ekonomi dan Edukasi
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/aksioma.v2i9.1816

Abstract

Madrasah Sirajun Jadid is a potential school in Pontianak city that has adequate facilities and infrastructure. However, this school still uses a manual system that is less effective in managing academic data and information. Therefore, a web-based academic information system is needed that can make it easier for teachers to manage data and information, and make it easier for students to obtain academic information. The design method used is (RAD) Rapid Application Development which is one of the system development strategy methods through the involvement of extensive use in the use of a series of constructions. The results of this study are that the Madrasah Sirajun Jadid website application can run well. The features displayed can help users in inputting data. Based on the results of testing users on the application as a whole, it has received a good response with a percentage reaching 87%, so it can be concluded that this application can be used as a Madrasah Sirajun Jadid website application.
Pengembangan Aplikasi Augmented Reality Berbasis Android Materi Sistem Indra Pendengaran pada Manusia Arianto, Irwan Wijaya; Hidayati, Awanis; Pratama, Aditya
Juwara: Jurnal Wawasan dan Aksara Vol. 3 No. 2 (2023)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/juwara.v3i2.69

Abstract

Abstrak Penelitian ini menggunakan metodologi Penelitian Rerearch and Development (R&D). Langkah-langkah untuk mengembangkan media pembelajaran berbasis android menggunakan model MDLC dimana model ini memiliki 6 tahapan, yaitu concept, design, material collecting, assembly, testing dan distribution. Aplikasi Augmented Reality berbasis android ini berhasil menampilkan objek 3D berupa organ telinga yang membantu pengguna memahami struktur dan fungsi indra pendengaran. Hasil pengujian menunjukkan bahwa aplikasi ini mendapat respon positif dari pengguna, dan mampu meningkatkan minat siswa dalam mempelajari indra pendengaran manusia. Penelitian ini memberikan kontribusi penting dalam pengembangan metode pembelajaran yang lebih interaktif dan efektif di bidang biologi Abstract This research uses the Research and Development (R&D) methodology. The steps to develop android-based learning media use the MDLC model where this model has 6 stages, namely concept, design, material collecting, assembly, testing and distribution. This android-based Augmented Reality application successfully displays 3D objects in the form of ear organs that help users understand the structure and function of the sense of hearing. The test results show that this application gets a positive response from users, and is able to increase student interest in learning the human sense of hearing. This research makes an important contribution to the development of more interactive and effective learning methods in the field of biology.
Pengembangan dan Sosialisasi Website Desa Pasir Panjang adityabadra; Pratama, Aditya Badra; Primanda, Denny; Hariyanto, Nurman; Maulana, Adha; Hidayati, Awanis
Jurnal Pengabdian West Science Vol 3 No 07 (2024): Jurnal Pengabdian West Science
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/jpws.v3i07.1282

Abstract

Desa Pasir Panjang, Kabupaten Mempawah, Kalimantan Barat seperti banyak desa di Indonesia, kini telah memasuki era digital. Dengan memanfaatkan teknologi, desa ini telah mengembangkan website resminya untuk meningkatkan akses informasi dan komunikasi bagi masyarakat. Proses pengembangan website Desa Pasir Panjang dilakukan dengan cermat dan bertahap. Dimulai dengan sosialisasi kepada kepala desa, dilanjutkan dengan observasi dan wawancara untuk memahami kebutuhan desa. Tim pengabdi kemudian merancang website, membeli domain dan hosting, serta mengembangkannya menggunakan platform WordPress. Konten website diisi dengan informasi yang relevan dan menarik, seperti sejarah desa, profil perangkat desa, potensi wisata, dan berita terbaru. Website Desa Pasir Panjang kini menjadi sumber informasi yang mudah diakses dan bermanfaat bagi masyarakat. Desa ini telah menunjukkan bahwa dengan tekad dan kerja sama, desa-desa di Indonesia dapat memanfaatkan teknologi informasi untuk meningkatkan kualitas kehidupan masyarakatnya.