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Metaverse: Tantangan dan Peluang dalam Pendidikan Indarta, Yose; Ambiyar, Ambiyar; Samala, Agariadne Dwinggo; Watrianthos, Ronal
Jurnal Basicedu Vol. 6 No. 3 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2615

Abstract

Metaverse merupakan inovasi teknologi ruang virtual tiga dimensi yang saat ini sedang membuat penasaran banyak orang baik dari perkembangannya yang sangat pesat serta implementasinya yang mulai banyak digunakan dalam berbagai sektor kehidupan. Studi penelitian ini membahas tentang tantangan dan peluang metaverse dalam dunia pendidikan, serta bagaimana aplikasinya dalam dunia pendidikan. Metode penelitian yang digunakan adalah studi literatur dengan mengumpulkan data pustaka dari berbagai sumber jurnal ilmiah yang relevan dengan topik yang dibahas. Desain penelitian yang digunakan adalah narrative review. Pengumpulan data dirangkum dari artikel jurnal internasional, jurnal nasional terakreditasi dan non akreditasi, prosiding, tesis maupun skripsi dari tahun 2017-2022. Hasil penelitian menunjukkan bahwa popularitas Metaverse telah mencapai puncaknya dalam beberapa bulan terakhir dan akselerasi teknologi metaverse di dunia pendidikan sudah terlihat dengan adanya aplikasi media pembelajaran digital berbasis augmented reality maupun virtual reality. Metaverse diyakini dapat mengatasi batasan-batasan yang ada di dalam dunia pendidikan, seperti keterbatasan kapasitas kelas karena pandemi, keterbatasan jarak dan waktu untuk masuk ke kelas, dan lain-lain. Dengan konsep dunia virtual, pembelajaran secara online dapat dilakukan dengan lebih interaktif tanpa menghilangkan pengalaman belajar siswa. Metode belajar di mana saja dan kapan saja menjadi konsep menarik yang disenangi banyak generasi Z saat ini. Metaverse diprediksi akan memasuki banyak bidang kehidupan manusia dalam 10-15 tahun mendatang.Metaverse is a three-dimensional virtual space technology innovation that is currently making many people curious, both from its very rapid development and implementation, which is starting to be widely used in various sectors of life. This research study discusses the challenges and opportunities of the metaverse in the world of education, and how it is applied in the world of education. The research method used is literature study by collecting library data from various sources of scientific journals that are relevant to the topics discussed. The research design used is a narrative review. Data collection is summarized from international journal articles, accredited and non-accredited national journals, proceedings, theses and theses from 2017-2022. The results show that the popularity of Metaverse has reached its peak in recent months and the acceleration of metaverse technology in the world of education has been seen with the application of digital learning media based on augmented reality and virtual reality. Metaverse is believed to be able to overcome the limitations that exist in the world of education, such as limited class capacity due to the pandemic, limited distance and time to enter class, and others. With the concept of a virtual world, online learning can be done more interactively without losing the student learning experience. The method of learning anywhere and anytime is an interesting concept that is favored by many generation Z today. Metaverse is predicted to enter many areas of human life in the next 10-15 years.
Design and Build Minang Music Applications Based on Android Dewi, Ika Parma; Kamil, Fadhil Muhammad; Ambiyar , Ambiyar; Refdinal, Refdinal; Indarta, Yose
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 2 (2022): Articles Research Volume 6 Issue 2, April 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i2.11300

Abstract

Minang music applications are rarely found in the play store. As for some regional music applications that already exist but have many shortcomings such as not having lyrics and some have no features other than playing songs. Based on the data collection, a music application was created which aims to create an application that is not only a music player but also has other features such as viewing lyrics, adjusting the equalizer, having a sleep time feature and a search feature. Minang music application is designed using the waterfall method. The waterfall method is carried out through a systematic approach. Starting from the system requirements stage then to the analysis, design, coding and testing stages. The first aspect is to conduct interview sessions with related communities that are faced when they want to listen to music. In addition, interviews were also conducted regarding what features the community wanted. The second aspect is to compare the existing application with the application to be designed. Later, the application designed to be the right choice by users because it provides various features that are not found in other music player applications, especially for regional music applications. Then proceed with the design of the application which will be made using the android studio software. The resulting application is expected to become a popular application among users because this application is the latest application with complete features. The developed application can also be run when it is online or offline.
The Impact of Basic Programming Interactive E-Module Implementation on Students’ Learning Outcomes in Distance Learning Samala, Agariadne Dwinggo; Ambiyar; Sukardi; Indarta, Yose; Ranuharja, Fadhli
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 2 (2022): Articles Research Volume 6 Issue 2, April 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i2.11329

Abstract

This study aims to identify the implications of implementing an interactive e-module for learning basic programming in distance learning. The subject of this research were students of Informatics Education Study Program, Department of Electronic Engineering, Universitas Negeri Padang. This research was carried out in the odd semester of 2020/2021 academic year. This research used an experimental method using a quantitative approach with a posttest-only control group design. The sampling technique used purposive sampling. In the results of the midterm exam, it is known that the learning outcomes students from the control group without treatment obtained the lowest score of 64.00; highest score 84.00; an average of 75.27; while students from the experimental group with interactive e-modules obtained the lowest score of 76.00; highest score 96.00; with an average of 84.83; Furthermore, the results of the final exam obtained student learning outcomes from the control group without treatment, the lowest score was 60,00; highest score 82,00; with an average of 72.07; while student learning outcomes from the experimental group obtained the lowest score of 72,00; highest score 90,00; with an average of 81.60. The results showed that the learning outcomes of the experimental group are much better than the learning outcomes of the control group. It means that there is a significant effect of using distance learning interactive e-module on learning outcomes of basic programming.
Development of District Civil Service Applications Ranuharja, Fadhli; Ambiyar; Indarta, Yose; Samala, Agariadne Dwinggo; Ika Parma Dewi
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 2 (2022): Articles Research Volume 6 Issue 2, April 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i2.11377

Abstract

This study aims to provide the needs for institutions such as urban villages to provide services, information to residents, making it easier to socialize activities and assist in the administration of correspondence permits from the urban village. The new system needs to be implemented in Tanjung Ayun Sakti Village as a solution to overcome obstacles in accessing information and services in Tanjung Ayun Sakti Village. The application of a population service information system can have a fairly good impact and be beneficial for all interested parties. The development of this system uses the PHP programming language, CodeIgniter framework, XAMPP as a database server for simulation on localhost and the SDLC (Software Development Life Cycle) method. From the results of the development of this information system, the validity test was carried out by experts, then the practicalists are very good. aims to assist the population service process in the form of sending a permit online.
Metaverse: Tantangan dan Peluang dalam Pendidikan Indarta, Yose; Ambiyar, Ambiyar; Samala, Agariadne Dwinggo; Watrianthos, Ronal
Jurnal Basicedu Vol. 6 No. 3 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2615

Abstract

Metaverse merupakan inovasi teknologi ruang virtual tiga dimensi yang saat ini sedang membuat penasaran banyak orang baik dari perkembangannya yang sangat pesat serta implementasinya yang mulai banyak digunakan dalam berbagai sektor kehidupan. Studi penelitian ini membahas tentang tantangan dan peluang metaverse dalam dunia pendidikan, serta bagaimana aplikasinya dalam dunia pendidikan. Metode penelitian yang digunakan adalah studi literatur dengan mengumpulkan data pustaka dari berbagai sumber jurnal ilmiah yang relevan dengan topik yang dibahas. Desain penelitian yang digunakan adalah narrative review. Pengumpulan data dirangkum dari artikel jurnal internasional, jurnal nasional terakreditasi dan non akreditasi, prosiding, tesis maupun skripsi dari tahun 2017-2022. Hasil penelitian menunjukkan bahwa popularitas Metaverse telah mencapai puncaknya dalam beberapa bulan terakhir dan akselerasi teknologi metaverse di dunia pendidikan sudah terlihat dengan adanya aplikasi media pembelajaran digital berbasis augmented reality maupun virtual reality. Metaverse diyakini dapat mengatasi batasan-batasan yang ada di dalam dunia pendidikan, seperti keterbatasan kapasitas kelas karena pandemi, keterbatasan jarak dan waktu untuk masuk ke kelas, dan lain-lain. Dengan konsep dunia virtual, pembelajaran secara online dapat dilakukan dengan lebih interaktif tanpa menghilangkan pengalaman belajar siswa. Metode belajar di mana saja dan kapan saja menjadi konsep menarik yang disenangi banyak generasi Z saat ini. Metaverse diprediksi akan memasuki banyak bidang kehidupan manusia dalam 10-15 tahun mendatang.Metaverse is a three-dimensional virtual space technology innovation that is currently making many people curious, both from its very rapid development and implementation, which is starting to be widely used in various sectors of life. This research study discusses the challenges and opportunities of the metaverse in the world of education, and how it is applied in the world of education. The research method used is literature study by collecting library data from various sources of scientific journals that are relevant to the topics discussed. The research design used is a narrative review. Data collection is summarized from international journal articles, accredited and non-accredited national journals, proceedings, theses and theses from 2017-2022. The results show that the popularity of Metaverse has reached its peak in recent months and the acceleration of metaverse technology in the world of education has been seen with the application of digital learning media based on augmented reality and virtual reality. Metaverse is believed to be able to overcome the limitations that exist in the world of education, such as limited class capacity due to the pandemic, limited distance and time to enter class, and others. With the concept of a virtual world, online learning can be done more interactively without losing the student learning experience. The method of learning anywhere and anytime is an interesting concept that is favored by many generation Z today. Metaverse is predicted to enter many areas of human life in the next 10-15 years.
THE EVOLUTION OF SERVANT LEADERSHIP RESEARCH (2020-2024): A SYSTEMATIC REVIEW AND SOCIAL IMPACT ANALYSIS Indarta, Yose; Sugriwaputra, Rikky Ariessetiawan; Saumadin; Mansuri; Faisal; Kate, Yerlin Tending; Palopo, Ari
Journal of Scientech Research and Development Vol 6 No 2 (2024): JSRD, December 2024
Publisher : Ikatan Dosen Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56670/jsrd.v6i2.596

Abstract

This systematic review examines the evolution of servant leadership research and practice from 2020 to 2024, analyzing 435 peer-reviewed articles from the Scopus database. The study employs a mixed-methods approach combining bibliometric analysis with qualitative content analysis to investigate emerging trends, sector-specific applications, and societal impact of servant leadership during a period marked by global disruption and organizational transformation. Findings reveal a significant increase in servant leadership adoption, particularly in healthcare (28%), education (22%), and technology sectors (20%), with distinct patterns of implementation across different organizational contexts. The analysis identifies three primary drivers of servant leadership effectiveness: crisis management, employee well-being, and service quality, with varying impact across sectors. Healthcare organizations demonstrate the highest adoption rate (Impact Score: 85 for crisis management), followed by educational institutions (Impact Score: 82 for employee well-being) and technology companies (Impact Score: 80 for service quality). The research also uncovers emerging trends in servant leadership application, including its role in digital transformation, environmental sustainability, and social justice initiatives. However, gaps persist in understanding servant leadership's effectiveness in virtual environments and its integration with emerging technologies. This study contributes to the theoretical development of servant leadership while providing practical insights for organizations seeking to implement this leadership approach in contemporary contexts. The findings suggest that servant leadership's emphasis on human development and ethical behavior makes it particularly relevant for addressing modern organizational challenges, though its implementation requires careful adaptation to specific contextual requirements.
Digital Leadership in the Age of Transformation: A Global Bibliometric Analysis of Research Trends and Knowledge Structures Indarta, Yose
Daengku: Journal of Humanities and Social Sciences Innovation Vol. 5 No. 1 (2025)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.daengku3197

Abstract

This study examines the evolution and future trends of digital leadership through a comprehensive bibliometric analysis of research publications from 2015 to 2024. The investigation employs bibliometric analysis and topic modeling techniques on metadata from 265 Scopus-indexed articles across 199 distinct sources, focusing specifically on publications with "digital leadership" in their titles. The results reveal a remarkable annual growth rate of 67.18% in publications, with citation patterns demonstrating increasing scholarly impact and recognition. The analysis identifies three distinct thematic clusters characterizing the field's development: digital transformation and innovation, organizational capabilities and adaptiveness, and human-social factors. Additionally, the study uncovers a significant shift in research focus from purely technical considerations to more integrated approaches that encompass human, social, and ethical dimensions, particularly post-2020. The findings indicate six emerging domains that will likely dominate future digital leadership research: AI-augmented leadership, sustainable digital leadership, metaverse leadership, quantum-ready leadership, cross-cultural digital leadership, and digital ethics and well-being. This evolution suggests a transformation in how digital leadership is conceptualized, moving from a technology-centric approach to a more nuanced understanding that balances technological advancement with human factors, sustainability, and ethical considerations in organizational leadership.