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WORKSHOP DAN KOMPETISI AUGMENTED REALITY DENGAN VUFORIA UNTUK SMA/SMK DI JAKARTA DAN SEKITARNYA Haris, Darius Andana; Lim, Carlene; Wirawan, Jason; Pramudita, Melvin
Jurnal Serina Abdimas Vol 1 No 1 (2023): Jurnal Serina Abdimas
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jsa.v1i1.23856

Abstract

ABSTRACT Technological developments are increasingly advanced where now technology has entered various aspects of life. Augmented Reality is a technology that adds virtual objects to real objects at the same time, one example of its implementation is in the game Pokemon GO. Students, especially SMA/K students, must have Augmented Reality knowledge in order to be able to adapt to the rapid advancement of technology. The solution offered is to provide training as well as an Augmented Reality competition for SMA/K students in the Jabodetabek area. This activity also aims to introduce the Informatics Engineering and Information Systems study program at the Faculty of Information Technology, Tarumanagara University. The activity lasted for 2 days and was attended by 27 participants from 9 teams. The result is, all students succeeded in creating Augmented Reality works. All students also succeeded in presenting and demonstrating their work in front of the jury. Perkembangan teknologi semakin maju dimana kini teknologi pun telah masuk ke berbagai aspek kehidupan. Augmented Reality adalah teknologi yang menambahkan objek maya ke dalam objek nyata pada waktu yang bersamaan, salah satu contoh implementasinya adalah pada game Pokemon GO. Pelajar, terutama siswa SMA/K harus memiliki pengetahuan Augmented Reality agar dapat beradaptasi dengan cepatnya kemajuan teknologi. Solusi yang ditawarkan adalah memberikan pelatihan sekaligus perlombaan Augmented Reality untuk siswa SMA/K di area Jabodetabek. Kegiatan ini sekaligus bertujuan untuk memperkenalkan program studi Teknik Informatika dan Sistem Informasi Fakultas Teknologi Informasi Universitas Tarumanagara. Kegiatan telah berlangsung selama 2 hari dan dihadiri oleh 27 peserta dari 9 tim. Hasilnya adalah, semua siswa berhasil membuat karya Augmented Reality. Seluruh siswa juga berhasil mempresentasikan dan memberikan demonstrasi karya di hadapan juri.
EKSTRA KURIKULER AUGMENTED REALITY UNTUK SMA SINAR DHARMA HIGH SCHOOL Haris, Darius Andana; Wirawan, Jason; Sanjaya, Steven
Jurnal Serina Abdimas Vol 1 No 2 (2023): Jurnal Serina Abdimas
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jsa.v1i2.26044

Abstract

ABSTRACT The advancement of information and communication technology has become an important factor that is useful in various aspects. Everything that is done online also encourages progress in the field of information and communication technology. One form of product from information and communication technology is games. With the rapid development and popularity of games, it supports many game majors in college. At the high school level, especially upper secondary, game learning can be carried out through extracurricular activities. With extracurricular activities, high school students can develop their potential earlier and make the learning they get as a provision for entering the world of college later. This extracurricular activity also becomes one of the ways for students to support the improvement of non-academic achievements. Similar community service programs have been carried out previously for extracurricular teaching and have received a positive response. Sinar Dharma High School, which previously won a competition held through community service programs, now opens an extracurricular for game programming with Unity. The community service program is divided into several stages, namely needs research, material creation, teaching implementation, and final assessment.