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Inovasi Media Pembelajaran Berbasis Markerless Augmented Reality Untuk Meningkatkan Minat Belajar Siswa Lalu Riki Gita Sukma; Sultan Fakhrur Rassyi; Jihan Fadhilah
PAKAR Pendidikan Vol 19 No 2 (2021): Published in July 2021
Publisher : Pusat Pengembangan Ilmiah dan Penelitian Mahasiswa Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/pakar.v19i2.199

Abstract

Pandemi COVID-19 (Coronavirus Disease) mempengaruhi perubahan dan pembaharuan kebijakan untuk diterapkan di berbagai sektor, salah satunya yaitu sektor pendidikan. Pada tanggal 17 Maret 2020, menteri pendidikan dan kebudayaan RI mengeluarkan surat edaran, perihal pembelajaran secara daring. Alternatif yang dapat digunakan dalam pembelajaran masa pandemi adalah dengan menggunakan teknologi digital dan beberapa media pembelajaran yang mendukung seperti zoom, google classroom, whatsapp, dan aplikasi lainnya. Selama pembelajaran dalam jaringan (daring), tidak sedikit keluhan peserta didik yang tidak senang dengan pembelajaran dalam jaringan tersebut. Oleh Karena itu, perlu adanya media pembelajaran yang dapat membantu guru untuk membuat siswa lebih tertarik dan mandiri dalam belajar di masa pandemi COVID-19 dan era new normal yaitu Arti Learning, media pembelajaran berbasis markeless augmented reality. Tujuan dari penelitian ini adalah untuk membuat alternatif media pembelajaran yang dapat digunakan dalam menciptakan suasana belajar yang menarik, menyenangkan dan interaktif pada pembelajaran masa pandemi dan era new normal. Dengan menggunakan teknologi markerless augmented reality sebagai media pembelajaran, Siswa dapat mempelajari suatu materi secara lebih mudah dan menyenangkan dengan melakukan pengamatan, sehingga dapat meningkatkan minat dan pemahaman terhadap suatu pelajaran. Metode yang kami gunakan yaitu menggunakan analisis deskriptif dan pencarian data primer untuk mengidentifikasi permasalahan-permasalahan yang dikemukakan di atas. Pelaksanaan ide dirancang dengan membuat prototipe sekaligus mencari data primer dengan kuesioner. Data primer digunakan untuk memperkuat ide agar ide dapat menjawab permasalahan. Ide ini menggunakan analisis kualitatif dan eksploratif agar ide yang direncanakan dapat diimplementasikan dengan baik. Dengan adanya media pembelajaran ini, tentu dapat membantu proses pembelajaran secara daring.
Development of The Interactive Learning Media Based on Augmented Reality 3D on The Petroleum Concept Sultan Fakhrur Rassyi Rassyi; Supriadi; Yayuk Andayani; Aliefman Hakim; Burhanuddin; Saprizal Hadisaputra
IJCER (International Journal of Chemistry Education Research) VOLUME 7, ISSUE 1, April 2023
Publisher : Universitas Islam Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20885/ijcer.vol7.iss1.art8

Abstract

Chemistry is studied by students at the high school level. However, due to the abstract concept of chemistry, chemistry becomes difficult for some students to learn. One problem with studying chemistry is the petroleum material in online and offline learning systems. This study aimed to determine the feasibility and practicality of interactive learning media based on the 3D augmented reality of petroleum topics. This study aims to describe the making of applications with augmented reality technology as a medium for learning chemistry. The research type was development research that adopted a 4D model (define, design, develop, disseminate) but was limited to the development stage. The population in this study was 192 students of public high school SMAN 7 Mataram, Indonesia. This study's sampling was carried out using a random sampling technique measured through an expert validation sheet with three assessment aspects assessed by three validators. The practicality level of the media was measured through a practicality questionnaire filled out by 22 students in eleventh-grade students at SMAN 7 Mataram. The results showed that the validator assessed media feasibility was 90.16%, which indicated that the media developed was very feasible. Meanwhile, the media practicality test results revealed that students responded positively to all media components with a practicality percentage of 94.39%. In conclusion, the media developed is feasible and practical to use.
Pengembangan Media Pembelajaran 3D AR Budaya Sasambo: Pemahaman Budaya Sejak Dini Annisa Fitriani; Sultan Fakhrur Rassyi; Slamet Suyanto
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol 8, No 1 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v8i1.5392

Abstract

Dalam era digital ini, budaya perlu ditanamkan sejak dini kepada anak-anak. Sayangnya, banyak yang merasa kurang tertarik pada pembelajaran budaya lokal, terutama di tengah dominasi game online. Penelitian ini bertujuan menghadirkan solusi dengan mengintegrasikan inovasi media pembelajaran berbasis budaya Sasambo dan Augmented Reality (AR). Penelitian ini menggunakan metode kualitatif dan kuantitatif untuk mendapatkan data deskriptif yang akurat. Fokusnya adalah mengembangkan media pembelajaran AR berbasis budaya Sasak, Samawa, Mbojo di Nusa Tenggara Barat. Konsep pengembangan mencakup sejarah rumah adat, adat istiadat, pakaian adat, dan makanan khas dalam format tiga dimensi. Hasil dan implikasi dari penggunaan media ini diharapkan dapat meningkatkan minat belajar anak-anak terhadap budaya lokal, mengingat interaksi langsung dengan perangkat ponsel mereka. Kesimpulan dari penelitian ini adalah bahwa konsep inovatif ini dapat meningkatkan pemahaman budaya sejak dini, dan diharapkan dapat mendukung peningkatan kualitas pendidikan serta minat generasi muda terhadap warisan budaya Indonesia.
ANDROID CHARACTER GAME BASED ON THE STORY OF THE PROPHET'S FRIENDS AS AN EFFORT TO BUILD STUDENT CHARACTER AT SCHOOL SULTAN, SULTAN FAKHRUR RASSYI; Isro’ullaili, Isro’ullaili
Jurnal Kependidikan Vol. 8 No. 2 (2023): Jurnal Kependidikan
Publisher : FKIP Universitas Samawa

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

Abstract

Character education has always been a controversial topic and an ongoing issue, particularly in Indonesia. The problems related to the rise of criminal incidents such as murder, robbery, fraud, corruption, violence, student brawls, and even cases involving underage perpetrators have persisted without a clear resolution from the government. Many sources point out that these issues stem from the lack of character education in Indonesia, both for children and adults. The deficiency in character education is considered problematic as it can lead to a deterioration of morals, especially among the future generations of the nation. Hence, a solution is needed to aid the government in addressing this issue, leveraging technological advancements and employing methods suitable for all age groups. An innovative solution has emerged in the form of an application called "GAME KARAKTER," which is a story-based Android game application containing the tales of the companions of Prophet Muhammad. The GAME KARAKTER application is designed as a character education tool that not only provides educational content but also integrates gaming and educational elements. The application boasts five key features: the stories of the companions of Prophet Muhammad, interesting facts, gaming, competitions, and evaluations. It is envisioned that GAME KARAKTER can serve as an innovation to assist the government's efforts in promoting character education within the Indonesian nation
Development of 3D Augmented Reality Based Learning Media as an Effort to Improve the Quality of Literacy in High Schools Rassyi, Sultan Fakhrur; Isro'ullaili, Isro'ullaili
Jurnal Teknologi Pendidikan Vol. 1 No. 3 (2024): March
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtp.v1i3.330

Abstract

The development of globalization requires countries to develop technology in various aspects of life. Quality education is one of the highlights, because it is the key to solving various ongoing problems, including students' low interest in literacy, especially digital literacy. This research aims to produce solutions for learning Indonesian at the high school level through the application of Augmented Reality (AR) technology developed by Gratise. Inc. The application of AR in Indonesian language learning is considered minimal and relevant, especially in increasing interest and quality of learning. The concept of this application will focus on providing language detectors, Indonesian folklore, and expert information in the language domain. The objectives of developing this application are: (1) Make it easier for students to utilize technology in learning, (2) Improve the quality of educational devices, and (3) Improve the quality of student exam results in learning Indonesian in high school. Through the development of 3D AR-based learning media, it is hoped that it can make a significant contribution to increasing student literacy in high school.
Implementasi Pembelajaran Berdiferensiasi Melalui Virtual Reality dalam Kurikulum Merdeka Sultan Fakhrur Rassyi; Isro’ullaili; Nurman Mauludin
Inspirasi : Jurnal Pendidikan dan Kebudayaan Vol 1 No 2 (2024): Transformasi Pendidikan Melalui Model dan Media Pembelajaran Berbasis Teknologi d
Publisher : Yayasan Penelitian Dan Pengabdian Masyarakat Sisi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69836/inspirasi-jpk.v1i2.148

Abstract

This study aims to examine the implementation of differentiated learning through Virtual Reality (VR) technology. Differentiated learning emphasizes the importance of accommodating individual students' learning needs based on their interests, levels of understanding, and learning styles. VR technology was chosen as an innovative tool to enrich the learning experience, allowing students to explore material immersively and interactively. This research employs a qualitative approach based on a literature review, analyzing relevant studies on differentiated learning, the use of VR technology in education, and its alignment with learning objectives. The findings indicate that VR has the potential to enhance student engagement and motivation in learning while supporting more flexible and personalized learning strategies. However, challenges such as technological infrastructure limitations and the need for teacher capacity building in effectively utilizing VR were identified. The conclusion of this study is that integrating VR into differentiated learning holds significant potential for achieving educational goals, provided there is adequate technological support and teacher capacity development.
Learning Media Based on Local Wisdom Using 3D Augmented Reality Technology to Increase Student Interest in Learning Isro'ullaili; Fakhrur Rassyi, Sultan; Haryanto; Iqbal A.
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 2 (2024): July
Publisher : Universitas Pendidikan Ganesha

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

Abstract

Advances in information and communication technology (ICT) have brought significant changes to the world of education. One innovation that is increasingly being implemented is the use of learning media based on augmented reality (AR) technology. This development research aims to produce learning media based on local wisdom with augmented reality (AR) technology that is feasible, practical and effective in increasing students' interest in learning. This research uses the ADDIE model with five stages, namely Analysis, Design, Development, Implementation and Evaluation. Research carried out at SMAN includes validation of media and materials by experts, teacher assessments, and student responses. This research uses an experimental class and a control class to compare the effectiveness of the media. Data collection includes validation sheets, teacher assessments, student responses, and questionnaires measuring interest in learning, with data analysis using the t-test. The research results show that AR-based learning media is considered feasible. Based on the t test, there is a significant difference between the experimental class and the control class. This shows that AR media is effective in increasing student interest, and it is recommended to further improve this media. The implications of this research provide alternative learning methods that are more innovative and contextually based, so that they can increase students' motivation and interest in learning.
Pengembangan Media Pembelajaran 3D AR Budaya Sasambo: Pemahaman Budaya Sejak Dini Fitriani, Annisa; Rassyi, Sultan Fakhrur; Suyanto, Slamet
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 8 No. 1 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v8i1.5392

Abstract

Dalam era digital ini, budaya perlu ditanamkan sejak dini kepada anak-anak. Sayangnya, banyak yang merasa kurang tertarik pada pembelajaran budaya lokal, terutama di tengah dominasi game online. Penelitian ini bertujuan menghadirkan solusi dengan mengintegrasikan inovasi media pembelajaran berbasis budaya Sasambo dan Augmented Reality (AR). Penelitian ini menggunakan metode kualitatif dan kuantitatif untuk mendapatkan data deskriptif yang akurat. Fokusnya adalah mengembangkan media pembelajaran AR berbasis budaya Sasak, Samawa, Mbojo di Nusa Tenggara Barat. Konsep pengembangan mencakup sejarah rumah adat, adat istiadat, pakaian adat, dan makanan khas dalam format tiga dimensi. Hasil dan implikasi dari penggunaan media ini diharapkan dapat meningkatkan minat belajar anak-anak terhadap budaya lokal, mengingat interaksi langsung dengan perangkat ponsel mereka. Kesimpulan dari penelitian ini adalah bahwa konsep inovatif ini dapat meningkatkan pemahaman budaya sejak dini, dan diharapkan dapat mendukung peningkatan kualitas pendidikan serta minat generasi muda terhadap warisan budaya Indonesia.
SARIBAYE SEHAT : OPTIMALISASI POTENSI IKAN NILA SEBAGAI MINYAK IKAN DI DESA SARIBAYE KECAMATAN LINGSAR LOMBOK BARAT Abidin, Zaenal; Rassyi, Sultan Fakhrur; Yunita, Yunita; Yarni, Baiq Maoni; Nurcahya, Pramu Pinilih Eka
Jurnal Pengabdian Perikanan Indonesia Vol 1 No 1 (2021): Jurnal Pengabdian Perikanan Indonesia
Publisher : Program Studi Budidaya Perairan Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppi.v1i1.127

Abstract

Desa Saribaye merupakan Desa yang memberikan sumbangan besar dalam segi produksi perikanan. Luas lahan untuk tambak perikanan yang dimiliki, seluas 0,0025 km2 dari 1,73 km2 total luas wilayah desa. Potensi ikan nila sangat melimpah tanpa didukung pengolahan lanjutan potensi apalagi dimasa pandemi. Dan juga terdapat banyak limbah isi perut ikan nila yaitu usus yang mencemari lingkungan. Tetapi berdasarkan beberapa penelitian bahwa usus dan kepala ikan nila memiliki minyak yang melimpah dengan kandungan gizi yang banyak yang memiliki kebermanfaatan untuk kesehatan. Oleh karena itu perlu diadakan inovasi dalam pemberian edukasi atau pembekalan terhadap masyarakat setempat yang dikemas Dalam program ekonomi kreatif dengan memanfaatkan limbah isi perut dan kepala ikan nila di masa pandemi Covid 19 yaitu Saribaye Sehat. Saribaye Sehat merupakan Sebuah program pemberdayaan masyarakat Desa saribaye, Kecamatan Lingsar, Lombok Barat berbasis ekonomi kreatif dan pengaplikasian digital marketing dengan memanfatkan potensi lokal di daerah tersebut untuk mengembangkan perekonomian dan kesehatan masyarakat di desa saribaye. Metode kegiatan yang digunakan dalam pengabdian ini yaitu studi kasus dengan dilakukan observasi ke daerah sasaran, dan hasil program pemberdayaan masyarakat ini adalah meningkatkan pemahaman dan kesadaran masyarakat tentang pemanfaatan limbah ikan nila sehingga dapat meningkatkan perekonomian masyarakat dan mengurangi pencemaran akibat pembuangan limbah ikan nila
Pengembangan Media Kartu Kebangsaan Berbasis Augmented Reality 3D untuk Penguatan Karakter Kewarganegaraan dan Kesadaran Global Siswa SMP Sunan Averroes Yogyakarta Rassyi, Sultan Fakhrur; Isro’ullaili
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3625

Abstract

This study aims to: (1) develop a 3D augmented reality-based National Identity Card learning media; (2) assess the feasibility of the media; (3) evaluate the practicality of the media; and (4) test the effectiveness of the media in strengthening civic character and global awareness among students of SMP Sunan Averroes Yogyakarta. This research is a type of Research and Development (R&D) conducted at SMP Sunan Averroes Yogyakarta. The product validation involved two expert lecturers. The test subjects consisted of a civic education teacher and eighth-grade students. Data collection techniques included observation, interviews, and questionnaires. Feasibility and practicality data were obtained from expert validation (content and media), teacher assessments, and student responses. The effectiveness of the learning media was analyzed using a t-test with a significance level of 0.05. The results showed that: (1) the National Identity Card learning media was successfully developed through a systematic process using the ADDIE model in five stages. The first stage, analysis, involved needs analysis, curriculum analysis, and student characteristic analysis. The second stage, design, focused on conceptualizing the media and designing AR features. The third stage, development, included application modeling and instrument validation. (2) The feasibility test results showed a score of 75.7% from the content expert (categorized as feasible) and 82.2% from the media expert (categorized as very feasible). (3) The practicality test results showed a score of 99.1% from the teacher and 86.4% from students (categorized as very feasible). The fourth stage, implementation, involved applying the media in the classroom, and the fifth stage, evaluation, included feedback analysis from the teacher and student responses to assess effectiveness and improve the media. (4) The National Identity Card learning media proved to be effective, as evidenced by the experimental class surpassing the minimum mastery criterion of 75, with an average score of 89.10 and a 16.78% increase in civic character, and an average score of 86.10 with an 18.36% increase in global awareness, both higher than those of the control class.