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User interface design of a sengkedan concept-based digital test Agus Adiarta; Dewa Gede Hendra Divayana; I Putu Wisna Ariawan; P. Wayan Arta Suyasa; Made Susi Lissia Andayani; I Nyoman Indhi Wiradika
International Journal of Advances in Applied Sciences Vol 13, No 3: September 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijaas.v13.i3.pp478-486

Abstract

This study’s purpose was to demonstrate the design of a digital test for the “educational evaluation” course based on the sengkedan (swales) concept that has good quality. This research approach was a development that used the Borg and Gall model with more focus on the design development stage, initial design trials, and revisions. Subjects involved in the initial testing of the digital test user interface design were 42 respondents. The tool used to conduct initial testing of the digital test user interface design is a questionnaire. The data analysis technique used in this research was descriptive quantitative. The results showed user interface design of a sengkedan concept-based digital test for the “educational evaluation” course was quite good. The impact of this research on evaluators in the education field was a positive thing that added to their insights in developing a digital test. The evaluators will finally understand the importance of designing the user interface before finalizing the physical application to minimize errors.
Pengembangan Perangkat Lunak Simulasi Berbasis Virtual Reality untuk Pelatihan Medis dan Pembelajaran Interaktif I Gede Partha Sindu; I Wayan Sukadana; Agus Adiarta; Dewa Ayu Putu Adhiya Garini Putri
Jurnal Profesi Insinyur Universitas Lampung Vol. 7 No. 1 (2026)
Publisher : Fakultas Teknik Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpi.v7n1.374

Abstract

The rapid advancement of Virtual Reality (VR) technology has created significant opportunities to enhance learning and training effectiveness in healthcare and educational settings. This study aims to develop a VR-based simulation software system for medical training and interactive learning that provides an immersive, interactive, and safe learning experience. The system was developed using the Agile software development approach, consisting of requirements analysis, system and user interface design, VR module development, VR hardware integration, and system testing and evaluation. The application was implemented using Unity 3D as the game engine, Blender for 3D modeling, and Meta Quest as the VR platform. System evaluation was conducted through functional testing, VR device compatibility testing, User Acceptance Testing (UAT), and user experience assessment using the User Experience Questionnaire (UEQ). The results demonstrate that the developed system operated successfully and achieved a user acceptance score of 88.16%, which falls within the “Very Good” category. Furthermore, the UEQ results indicated positive evaluations across all user experience dimensions, including attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. These findings suggest that VR technology has strong potential as an effective and innovative medium for medical training and interactive learning while supporting the digital transformation of healthcare education. The developed system provides a practical foundation for integrating immersive technologies into educational and clinical training environments.
Development of CSE-UCLA evaluation model modified by using weighted product in order to optimize digital library services in higher education of computer in Bali Dewa Gede Hendra Divayana; Agus Adiarta; Ida Bagus Gede Surya Abadi
Jurnal Pendidikan Vokasi Vol. 7 No. 3 (2017)
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (128.019 KB) | DOI: 10.21831/jpv.v7i3.13370

Abstract

This study aimed to obtain the draft of CSE-UCLA (Center for the Study of Evaluation- University of California in Los Angeles) evaluation model which is capable of measuring the level of optimization of digital library services, especially on higher education of computers in Bali. The method used in this research is the methods of research and development, the design of development is Walter Borg and Gall Meredith model. The overall study was conducted over three years, where research in the first year, especially up to design of the evaluation model is carried out for 3 months involving 2 education experts and 2 experts on informatics as research subjects in early trials that tested the design of the evaluation model and the accuracy calculation of the weighted product concept. The results of this study in the first year obtained a draft CSE-UCLA evaluation model modified using Weighted Product so as to measure the level of optimization of digital library services.
PENERAPAN MODEL PBL (PROBLEM BASED LEARNING) BERBANTUAN GENIALLY UNTUK MENINGKATKAN HASIL BELAJAR MATERI KULKAS PADA SISWA KELAS XI JURUSAN TEKNIK ELEKTRONIKA SMKN 3 SINGARAJA I Made Surya Widyananda; I Gede Ratnaya; Agus Adiarta
Jurnal Pendidikan Teknik Elektro Undiksha Vol. 14 No. 3 (2025): JPTE Periode Desember 2025
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpte.v14i3.110465

Abstract

Objective of this research was to determine the increase in learning outcomes and student responses in the XI grade of Electronic Engineering at SMKN 3 Singaraja for the refrigerator (refrigerator/cooling system) topic through the application of the Problem-Based Learning (PBL) Model assisted by the Genially interactive application. Background for the research was the low learning outcomes of students on the refrigerator topic, where 75% of students scored below the Minimum Mastery Criteria (KKM) (score < 80). This was caused by a lack of engaging and interactive learning media, students' difficulty in visualizing abstract concepts like refrigeration, and limited access to practical equipment. Therefore, this study proposes a problem-based context approach through the PBL model, integrated with Genially as an interactive visual medium to boost student learning motivation and interestMethod used was Classroom Action Research (CAR), which was conducted in two cycles (Cycle 1 and Cycle 2). The research subjects were 20 students from the XI grade of Electronic Engineering. Data was collected through learning outcomes evaluation tests (formative) and a student response questionnaire. Results showed a significant increase in learning outcomes. In the initial condition (pretest), classical mastery only reached 25%. After implementing the PBL Model, which was refined in the second cycle with a focus on using Genially, classical mastery sharply increased from 10% (Cycle 1) to 100% (Cycle 2). Furthermore, student response to learning with the PBL Model assisted by Genially was highly positive, with nearly all students feeling more actively involved in problem-solving and understanding the material better in the second cycle.Conclusion of this research is that the application of the PBL Model assisted by Genially is highly effective in increasing student learning outcomes and is capable of creating an active, engaging, and studentcentered learning environment, especially for the complex refrigerator topic.
Media Pembelajaran Robot Pengintai Berbasis Internet of Things Pada Mata Kuliah Sistem Kendali Cerdas I Made Krishna Adi Kanaya; I Gede Made Surya Bumi Pracasitaram; Agus Adiarta
Jurnal Pendidikan Teknik Elektro Undiksha Vol. 14 No. 3 (2025): JPTE Periode Desember 2025
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpte.v14i3.111412

Abstract

Penelitian ini membahas tentang alat berupa media pembelajaran yang menggunakan robot pengintai yang terhubung dengan Internet of Things (IoT) untuk mengawasi, dan mengintai sebuah ruangan atau area. Tujuan utama penelitian ini adalah untuk mengevaluasi seberapa kelayakan media tersebut dan mendapatkan tanggapan mahasiswa mengenai penggunaan robot pengintai berbasis IoT dalam mata kuliah sistem kendali cerdas. Penelitian ini menggunakan metode penelitian dan pengembangan (R&D). Hasil penelitian menunjukkan bahwa validasi ahli isi menilai media pembelajaran tersebut sangat layak, dengan skor 96%. Ahli media juga menilai media tersebut sangat layak, dengan skor 87%. Dalam uji coba kelompok kecil maupun besar, media tersebut mendapatkan skor sangat baik dengan skor 100%.
Co-Authors Adi, Surya Negara Agus Faiz Fahruddin Aksa, Muhammad Zudin Ambara, Made Andayani, Made Susi Lissia andiarta tangkas, wayan Antara, Dias Juli Antara, Gede Bawa Arsa, Putu Suka Artanayasa, Wayan Asshobra, Muhammad Sinbad Astrawan, Gede Budi balsilio rae, alfiano candra puspayana, candra Darmawan, Made Dewa Ayu Putu Adhiya Garini Putri Dewa Gede Bayu Krisna Dewa Gede Hendra Divayana, Dewa Gede Hendra Dewa Nyoman Widiana Nida Dewa Putu Yuliana Dewantara, Gede Puja Diarta, Gede Mahesa Dias Juli Antara Diqi, Hasbi Hasyid Diva Palguna Dr. I Made Sugiarta, M.Si. . Fiktoyana, I Nyoman Haris Gede Bawa Antara Gede Budi Astrawan Gede Indrawan Gede Pardika Gede Puja Dewantara Gede Setiadarma Gede Sudarma Yasa Guna Suprapta Hasbi Hasyid Diqi Hendra Sanjaya I Gede Bayu Perbawa I Gede Krisma Eka Putra I Gede Ratnaya I Gede Surya Bumi Pracasitaram I Ketut Gede Putrayasa I Made Adi Pramana I Made Krishna Adi Kanaya I Made Surya Widyananda I Made Yudi Arsana I Nyoman Ardika Widana I Nyoman Haris Fiktoyana I Nyoman Indhi Wiradika I Nyoman Puja Astawa I Putu Suka Arsa I Putu Wisna Ariawan I Wayan Sukadana I Wayan Yuda Wirawan Ida Bagus Gede Surya Abadi Ida Bagus Putu Mardana Intan Sani, Aprilia Kadek Odi Arimbawa Komang Agus Widiana Komang Yoga Mertayasa kresna, pasek Krisna, Dewa Gede Bayu Krisnayudha, Made Resa lidya suky parwathi Luh Putu Ary Sri Tjahyanti Made Agus Wahyu Dwi Kusuma Made Ambara Made Resa Krisnayudha Made Santo Gitakarma made satria pandu sancaya Made Susi Lissia Andayani Manuhara, Agus Restu Muhammad Sinbad Asshobra Muhammad Zudin Aksa Ni Komang Ayu Sundari Nugraha Jati, Ketut Vira Nyoman Santiyadnya nyoman wetugargita P. WAYAN ARTA SUYASA Palguna, Diva Pardika, Gede parwathi, lidya suky Perbawa, I Gede Bayu Pracasitaram, I Gede Made Surya Bumi Pradnyadinata, Wayan prascasitaram, surya bumi Putra, I Gede Krisma Eka Putrayasa, I Ketut Gede Putu Eva Aristana Aristana Putu Permana Putra, Ida Bagus Putu Satria Wibawa Putu Suka Arsa Saputra, Gede Deva Semara Atmaja Setiadarma, Gede Sindu, I Gede Partha Sopalauw, Syeik Maulana Siwa Suprapta, Guna Suryawan, Agus Sutadarma, I Wayan Wahyu Pramana w Syeik Maulana Siwa Sopalauw Tri Setyawan, Hengki Wayan Mahardika Prasetya Wiratama Wayan Pradnyadinata Wibawa, Putu Satria Widana, I Nyoman Ardika Widiana, Komang Agus Wiguna, I Kadek Arta wildanun mukholladun Wiradika, I Nyoman Indhi Wirawan, I Wayan Yuda Yasa, Gede Sudarma Yulia puspita sari Yuliana, Dewa Putu