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Visualization of Covid-19 Data in Indonesia in 2022 through the Google Data Studio Dashboard Putra, Wahyu Eka; Yanto, Budi; Erwis, Fauzi
JOURNAL OF ICT APLICATIONS AND SYSTEM Vol 2 No 2 (2023): Journal of ICT Aplications and System
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56313/jictas.v2i2.238

Abstract

The COVID-19 pandemic has presented significant challenges to governments, researchers and the general public in understanding and monitoring the spread of this disease. In an effort to analyse the spread of COVID-19 disease in Indonesia effectively, this study uses Google Data Studio as a tool for data visualization and better understanding. This review is based on collecting data on the spread of COVID-19 disease in Indonesia which has been collected from various reliable sources. , including the World Health Organization (WHO) and national health agencies. This data is then processed and processed using Google Data Studio to produce informative visualizations. The results of the study show that Google Data Studio can be used effectively to analyse the spread of the COVID-19 disease in Indonesia. Through the use of available features, such as interactive graphs, maps, and tables, researchers can easily describe patterns of disease spread, infection rates, and recovery rates from an area or country. The quality of data collected from different sources may vary, and this can affect the accuracy and reliability of the resulting visualizations. Elements of the Scorecard that displays some important information related to the Covid-19 pandemic from 1 January 2019 to 31 January 2022. Information regarding the Covid-19 displayed on the Scorecard is as follows. The total survivors of the Covid-19 disease are 3,234,336,858 people. This indicates the number of people who have successfully recovered and recovered from infection with the Covid-19 virus during the period in question. The total number of deaths due to Covid-19 is 89,398,496 people. This reflects the number of people who died due to complications caused by the Covid-19 virus in that period.
Use of Augmented Reality (AR) in Mobile Learning for Natural Science Lessons Erwis, Fauzi; Jixiong, Cai; Rahayu, Novi; Raharja, Agung Rachmat; Zebua, Rony Sandra Yofa
Journal of Social Science Utilizing Technology Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jssut.v2i1.784

Abstract

Background. The development of information technology continues to change from time to time, especially Augmented Reality (AR), which has opened up new opportunities in education by introducing more interactive and interesting learning concepts. In the context of Natural Science (Science) lessons, the use of Augmented Reality in Mobile Learning offers the potential to increase students’ understanding of complex concepts through visual and practical-based learning experiences. Purpose. This research aims to determine the use of Augmented Reality in Mobile Learning for learning Natural Sciences. The focus is to assess the impact of using Augmented Reality on understanding Natural Science concepts, learning motivation, and student engagement. Method. The research method used in this research is a quantitative method using a random control experiment where two groups of students are divided randomly, one group uses conventional learning methods while the other group uses the Mobile Learning application with Augmented Reality features. Data was collected through a learning motivation questionnaire. Results. The research results showed that the group that used Augmented Reality in Mobile Learning showed an increase in understanding of Natural Science concepts compared to the control group that used conventional methods. In addition, they also show higher levels of learning motivation and more active involvement in the learning process.   Conclusion. The conclusion of this research is that the use of Augmented Reality in Mobile Learning for learning Natural Sciences has the potential to increase learning effectiveness by providing a more interactive, visual and practical learning experience. The results of this research show that Augmented Reality can be a valuable tool in increasing students’ understanding of Natural Science concepts, as well as motivating them to learn better. Therefore, the integration of Augmented Reality in Mobile Learning can be an effective strategy in improving the quality of Natural Sciences education in this digital era.
Use of Augmented Reality (AR) in Mobile Learning for Natural Science Lessons Erwis, Fauzi; Jixiong, Cai; Rahayu, Novi; Raharja, Agung Rachmat; Zebua, Rony Sandra Yofa
Journal of Social Science Utilizing Technology Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jssut.v2i1.784

Abstract

Background. The development of information technology continues to change from time to time, especially Augmented Reality (AR), which has opened up new opportunities in education by introducing more interactive and interesting learning concepts. In the context of Natural Science (Science) lessons, the use of Augmented Reality in Mobile Learning offers the potential to increase students’ understanding of complex concepts through visual and practical-based learning experiences. Purpose. This research aims to determine the use of Augmented Reality in Mobile Learning for learning Natural Sciences. The focus is to assess the impact of using Augmented Reality on understanding Natural Science concepts, learning motivation, and student engagement. Method. The research method used in this research is a quantitative method using a random control experiment where two groups of students are divided randomly, one group uses conventional learning methods while the other group uses the Mobile Learning application with Augmented Reality features. Data was collected through a learning motivation questionnaire. Results. The research results showed that the group that used Augmented Reality in Mobile Learning showed an increase in understanding of Natural Science concepts compared to the control group that used conventional methods. In addition, they also show higher levels of learning motivation and more active involvement in the learning process.   Conclusion. The conclusion of this research is that the use of Augmented Reality in Mobile Learning for learning Natural Sciences has the potential to increase learning effectiveness by providing a more interactive, visual and practical learning experience. The results of this research show that Augmented Reality can be a valuable tool in increasing students’ understanding of Natural Science concepts, as well as motivating them to learn better. Therefore, the integration of Augmented Reality in Mobile Learning can be an effective strategy in improving the quality of Natural Sciences education in this digital era.
Visualization of Covid-19 Data in Indonesia in 2022 through the Google Data Studio Dashboard Yanto, Budi; Eka Putra, Wahyu; Erwis, Fauzi
Journal of ICT Applications System Vol 2 No 1 (2023): Journal of ICT Aplications and System
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56313/jictas.v2i1.237

Abstract

Pandemi COVID-19 telah menghadirkan tantangan yang signifikan bagi pemerintah, peneliti, dan masyarakat umum dalam memahami dan memantau penyebaran penyakit ini. Dalam upaya menganalisis penyebaran penyakit COVID-19 di Indonesia secara efektif, penelitian ini menggunakan Google Data Studio sebagai alat visualisasi data dan pemahaman yang lebih baik. Review ini didasarkan pada pengumpulan data penyebaran penyakit COVID-19 di Indonesia yang telah dikumpulkan dari berbagai sumber terpercaya. , termasuk Organisasi Kesehatan Dunia (WHO) dan badan kesehatan nasional. Data ini kemudian diolah dan diproses menggunakan Google Data Studio untuk menghasilkan visualisasi yang informatif. Hasil studi menunjukkan bahwa Google Data Studio dapat digunakan secara efektif untuk menganalisis penyebaran penyakit COVID-19 di Indonesia. Melalui penggunaan fitur-fitur yang tersedia, seperti grafik, peta, dan tabel interaktif, peneliti dapat dengan mudah menggambarkan pola penyebaran penyakit, tingkat infeksi, dan tingkat pemulihan dari suatu daerah atau negara. Kualitas data yang dikumpulkan dari berbagai sumber dapat bervariasi, dan hal ini dapat memengaruhi keakuratan dan keandalan visualisasi yang dihasilkan. Elemen Scorecard yang menampilkan beberapa informasi penting terkait pandemi Covid-19 periode 1 Januari 2019 sampai dengan 31 Januari 2022. Informasi terkait Covid-19 yang ditampilkan pada Scorecard adalah sebagai berikut. Total penyintas penyakit Covid-19 sebanyak 3.234.336.858 orang. Hal tersebut menandakan jumlah orang yang berhasil sembuh dan pulih dari infeksi virus Covid-19 selama periode yang bersangkutan. Total kematian akibat Covid-19 sebanyak 89.398.496 orang. Hal ini mencerminkan jumlah orang yang meninggal akibat komplikasi yang disebabkan oleh virus Covid-19 pada periode tersebut.
Pengaruh Pemahaman Konsep Dasar Matematika dan Motivasi Belajar terhadap Pemahaman Statistik Pendidikan Mahasiswa Universitas Rokania Suherman, Suherman; Erwis, Fauzi
Jurnal Pendidikan Tambusai Vol. 8 No. 2 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Studi ini menginvestigasi pengaruh motivasi belajar dan kemampuan matematika terhadap pemahaman statistik pada sekelompok individu. Hasil analisis menunjukkan bahwa motivasi belajar secara signifikan mempengaruhi pemahaman statistik sebesar 81,1%, sementara kemampuan matematika memberikan kontribusi sebesar 34,2%. Kombinasi dari kedua faktor ini mampu menjelaskan sekitar 82,5% variasi dalam pemahaman statistik. Temuan ini menunjukkan bahwa motivasi belajar dan kemampuan matematika berperan penting dalam meningkatkan pemahaman statistik, dengan hubungan yang kuat antara keduanya. Penemuan ini memiliki implikasi penting dalam konteks pendidikan, menyarankan perlunya pengembangan strategi yang memperhatikan motivasi belajar dan peningkatan kemampuan matematika untuk meningkatkan pemahaman statistik mahasiswa.
PENGUATAN LITERASI REFERENSI DIGITAL MAHASISWA UNIVERSITAS ROKANIA MELALUI PELATIHAN APLIKASI MENDELEY Wahyudi, Sri; Chandra, Detri Amelia; Setiawan, Agung; Erwis, Fauzi; Jufri, Jufri; Safrudin, Safrudin
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol 5, No 2 (2025): Desember 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v5i2.5393

Abstract

Abstract: Enhancing digital reference literacy has become an urgent necessity in the modern academic era. This study aims to analyze the effectiveness of Mendeley application training in improving the ability of Rokania University students to manage digital references and produce scientific citations. A descriptive qualitative approach was employed through observation, interviews, and documentation. The results show that the training improved students’ competencies in importing references, managing metadata, using the Web Importer, and automating bibliographies. The implementation of the Mendeley application increased the efficiency of scientific writing and minimized citation errors commonly found in student academic work. This study affirms that digital reference literacy must become an integral component of academic competency development in higher education. Keyword: digital literacy, mendeley, citation, scientific references, students. Abstrak: Peningkatan literasi referensi digital merupakan kebutuhan mendesak pada era akademik modern. Penelitian ini bertujuan menganalisis efektivitas pelatihan aplikasi Mendeley dalam meningkatkan kemampuan mahasiswa Universitas Rokania dalam mengelola referensi digital dan menyusun sitasi ilmiah. Pendekatan deskriptif kualitatif digunakan melalui observasi, wawancara, dan dokumentasi. Hasil menunjukkan bahwa pelatihan ini meningkatkan kompetensi mahasiswa dalam impor referensi, pengelolaan metadata, penggunaan Web Importer, hingga otomatisasi daftar pustaka. Penerapan aplikasi Mendeley meningkatkan efisiensi penulisan ilmiah dan meminimalisasi kesalahan sitasi yang sering terjadi dalam karya ilmiah mahasiswa. Penelitian ini menegaskan bahwa literasi referensi digital perlu menjadi bagian integral dari pengembangan kompetensi akademik di perguruan tinggi. Kata kunci: literasi digital, mendeley, sitasi, referensi ilmiah, mahasiswa
Beyond Immersion: The Efficacy of Virtual Reality (Vr) Simulations in Developing Technical Skills for Vocational Education Erwis, Fauzi; Xiang, Yang; Koskinen, Jari
Journal of Social Entrepreneurship and Creative Technology Vol. 2 No. 4 (2025)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jseact.v2i4.2677

Abstract

Traditional vocational education (VET) for complex psychomotor skills is costly, risky, and difficult to scale. While Virtual Reality (VR) is a potential solution, research has focused on “immersion,” not empirical “efficacy.” The critical gap is the unverified “transfer-of-training” from virtual simulations to real-world, physical tasks. This study aimed to empirically evaluate the efficacy of VR-only training versus traditional hands-on methods. It specifically sought to measure (1) “virtual-to-real” skill transfer, (2) long-term skill retention, and (3) training efficiency. An experimental pre-test/post-test/retention-test design was used. 80 (N=80) novice welding trainees were randomized to a VR-Only (n=40) or Traditional (n=40) group. Psychomotor skill was measured on physical equipment at baseline (T1), post-intervention (T2), and 4-week retention (T3) using an expert-validated rubric (PAR), analyzed with ANCOVA. The VR-Only group demonstrated statistically superior skill transfer on the physical post-test (T2) (p < .001, \eta_p^2 = .710). This superiority was durable, with significantly higher skill retention at the T3 follow-up (p < .001). The VR group also achieved competency 27% faster (6.4 vs 8.8 hours) and at zero consumable material cost. -fidelity VR, driven by instantaneous data-driven feedback, is a more effective, efficient, and cost-effective training modality than the traditional “gold standard” for novice psychomotor skill acquisition. This study provides robust validation for the “virtual-to-real” transfer-of-training.