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Design of Augmented Reality as Digital Teaching Media English Vocabulary: Word Warrior Lukcyhasnita, Andam; Tumanggor, Orli Binta; Syafitri, Winda; Siregar, Dina Arfianti; Juneidy
International Journal of Research in Vocational Studies (IJRVOCAS) Vol. 3 No. 4 (2024): IJRVOCAS - Special Issues - International Conference on Science, Technology and
Publisher : Yayasan Ghalih Pelopor Pendidikan (Ghalih Foundation)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53893/ijrvocas.v3i4.5

Abstract

The need for digital learning innovation is one of the latest issues. Especially in learning English. This is because Indonesia, based on the English Proficiency Index, or EPI (English Proficiency Index), is ranked 81st out of 111 countries in the world and is ranked 15th out of 24 countries in Asia with low English proficiency status results. So, in order to encourage English language skills, innovative efforts are needed in English language learning that can generate interest in learning. Especially in delivering English vocabulary teaching materials. Therefore, this research aims to produce a multimedia product that can be applied as an interactive teaching medium for English vocabulary. To achieve the output, this research used the Research and Development research method, using research steps consisting of (1) Define, (2) Design, (3) Development, and (4) Dissemination. However, this research is limited to the development level, so the final result of this research is a digital medium in the form of an Instagram vocabulary game filter game called Word Warrior. This filter game carries vocabulary games with correct spelling.
Design and Development of College Archives and Correspondence Applications Husna, Meryatul; Lukcyhasnita, Andam; Sembiring, Ajulio Padly; Faza, Sharfina; Andriyani, Poppy
International Journal of Research in Vocational Studies (IJRVOCAS) Vol. 3 No. 4 (2024): IJRVOCAS - Special Issues - International Conference on Science, Technology and
Publisher : Yayasan Ghalih Pelopor Pendidikan (Ghalih Foundation)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53893/ijrvocas.v3i4.51

Abstract

This study aims to develop a web-based archiving and correspondence application to improve the efficiency and effectiveness of archiving and delivery of correspondence on the smart campus. The method used is the software development method. This research involves data collection through interviews and observations to understand the process of archiving and delivering correspondence on smart campus. The developed application can help users to archive and deliver correspondence more efficiently and effectively with features such as correspondence search, automatic archiving, and task and notification settings. The results showed that the use of web-based archives and correspondence applications can increase the efficiency and effectiveness of archiving and delivering correspondence on smart campuses by reducing time and costs, and increasing the accuracy and security of correspondence and archive management.
PMKM Pojok Literasi Berbasis Digital Di Di SDS Bundo Kandung Kecamatan Medan Polonia, Kota Medan Provinsi Sumatera Utara Khairina, Isni; Siregar, Rumnasari K.; Fadhilah, Diena; Nizma, Cut; Lukcyhasnita, Andam
Medani : Jurnal Pengabdian Masyarakat Vol. 2 No. 3 (2023): Desember 2023
Publisher : Lembaga Riset Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59086/jpm.v2i3.419

Abstract

Di Sekolah Dasar Bundo Kandung yang telah kami survei, ternyata sekolah tersebut tidak memiliki sarana dan prasana yang berbasis IT di ruang membacanya. Bahkan sekolah tersebut juga belum bisa membuat perpustakaan yang sangat bagus dan lengkap. Mereka hanya mempunyai ruang baca dengan ukuran yang sangat kecil, yang hanya menampung 8 orang saja untuk dapat bisa membaca. Lapangan sekolah yang luasnya 900 meter, akan diambil sedikit lahannya untuk pembuatan taman baca berbasis digital. Kehadiran Pojok Literasi Berbasis Digital ini membawa misi khusus yaitu membudayakan minat baca peserta didik yang sejauh ini masih dinilai rendah. Serta memberikan fasilitas yang nyaman dan kondusif bagi siswa untuk meningkatkan literasi informasi. Literasi informasi merupakan kemampuan seseorang dalam mencari, mengoleksi, mengevaluasi atau menginterpresentasikan dan mengkomunikasikan informasi dari berbagai sumber secara efektif dan efisien. Oleh karena itu tim pengabdian akan membuat taman berbasis digital yang dapat menampung lebih banyak lagi peserta didik dalam meningkatkan minat literasinya. Tim pengabdian juga menggunakan media aplikasi Ruang Guru dalam membantu peserta didik dan guru untuk proses belajar dan mengajar di Sekolah Dasar Bundo Kandung.  
Upaya Peningkatan Pendapatan Pada Rumah Makan “Dapoer Djoeragan” Kelurahan Kota Matsum II Kecamatan Medan Area Kota Medan Sumatera Utara Siregar, Efni; Safaruddin; Lukcyhasnita, Andam; Wiana, Desri
Jurnal Ilmiah Madiya (Masyarakat Mandiri Berkarya) Vol. 5 No. 2 (2024): Edisi November 2024
Publisher : Politeknik Negeri Medan

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

Abstract

Pelaksanaan pengabdian masyarakat ini dilaksanakan pada rumah makan Dapoer Djoeragan Kelurahan Kots Matsum, Medan, Sumatera Utara. Bentuk kegiatan yang dilakukan adalah memberikan materi dan media pemasaran berbasis Digital dan serta pemberian pelatihan menyusun keuangan usaha kecil. Hal ini dikarenakan mitra belum menggunakan media digital sebagai media pemasaran dan hanya mengandalkan penjualan dari masyarakat sekitar dan orang yang lewat dijalan depan rumah makan. Selain itu, belum adanya perhitungan kas masuk dan keluar dan laporan keuangan secara berkala, menjadikan mitra kesulitan untuk menentukan laba bersih yang diperoleh dan pengembangan usaha di masa depan. Adanya kegiatan pengabdian ini dapat meningkatkan penjualan dan pengetahuan mitra mengenai pentingnya pembukuan keuangan sederhana dan pengetahuan pemasaran melalui media sosial. Selain itu, keinginan mitra untuk menambah penghasilan dengan mengeluarkan produk sambal kemasan botol diapresiasi tim pengabdian dengan memberikan kemasan, logo dan label produk. Kata kunci: pemasaran digital, media sosial, pembukuan sederhana
APLIKASI DIAGNOSA PENYAKIT TANAMAN BUAH MENGGUNAKAN METODE RULE BASED REASONING Husna, Meryatul; Faza, Sharfina; Lukcyhasnita, Andam; Yusnida, Yuyun; Siregar, Mhd. Ikhsan P.
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 7, No 4 (2024): November 2024
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v7i4.2326

Abstract

Produktivitas tanaman buah di Indonesia, seperti mangga, sering kali terancam oleh berbagai penyakit yang dapat menurunkan kualitas dan kuantitas hasil panen, serta menyebabkan kerugian ekonomi bagi petani. Identifikasi dini penyakit sangat penting, namun tidak semua petani memiliki pengetahuan yang memadai untuk melakukan diagnosa yang akurat. Penelitian ini bertujuan untuk mengembangkan sebuah aplikasi berbasis web yang menggunakan metode Rule-Based Reasoning (RBR) dalam mendiagnosa penyakit tanaman mangga berdasarkan gejala yang diamati. Aplikasi ini dirancang untuk memberikan diagnosa yang akurat dan cepat, serta rekomendasi penanganan yang tepat, melalui antarmuka yang mudah digunakan oleh petani. Data untuk sistem ini diperoleh dari survei lapangan, sementara pengujian sistem dilakukan melalui metode blackbox untuk mengevaluasi akurasi dan keandalannya. Hasil pengujian menunjukkan bahwa sistem memiliki tingkat akurasi sebesar 80%, dengan potensi peningkatan melalui pengumpulan data tambahan dan pengembangan lebih lanjut. Sistem ini diharapkan dapat meningkatkan produktivitas tanaman buah lokal, khususnya mangga, serta mendukung kesejahteraan petani dengan solusi yang praktis dan efisien.
Development of 3D Animation in AR-based Children's Storybooks Lukcyhasnita, Andam; Khairina, Isni; Siregar, Rumnasari K
International Journal of Research in Vocational Studies (IJRVOCAS) Vol. 4 No. 4 (2024): IJRVOCAS - Special Issues - International Conference on Science, Technology and
Publisher : Yayasan Ghalih Pelopor Pendidikan (Ghalih Foundation)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53893/ijrvocas.v4i4.315

Abstract

Along with the advancement of technology, it brings updates in the digital world, namely the reality of the additional world or Augmented Reality (AR). The application of AR has now been applied in various fields, especially in education. This is because the presence of AR makes the learning process fun. One of the basic learning is reading. However, unfortunately sometimes reading through book media becomes quite boring. For children, now the use of smartphones has become something close and common, so that reading books becomes less interesting because it only displays still images. Therefore, this study was conducted to create an interesting book by combining AR technology. The use of this technology aims to develop children's story books based on Augmented Reality (AR) with 3D animation to increase literacy interest in children aged 6-8 years. This study has succeeded in creating a children's story book entitled The Adventures of Budi and Wati, as well as a mobile application with Android OS and has successfully displayed 3D animation from book illustration images. In this study, data collection was used with literature studies in various sources. The process of creating this 3D animation was carried out in 3 stages of production. Pre-production, Production, and Post-production. In the pre-production stage, the research team carried out story idea and script preparation activities, in the production process, the development process, 3D animation development and AR application development were carried out. In the post-production stage, the product trial process was carried out on several devices. The results showed that the application could be run, but on Android products with OS version 14. Even so, the application product can run well on Android OS 14 and display animations smoothly. AR technology presents characters and stories in interactive visual form, so that children are more enthusiastic about getting involved in reading. The application of this technology not only encourages reading interest, but also stimulates children's creativity and imagination through a more enjoyable and immersive reading experience.