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Virtual Reality (VR) Literacy in Human Digestive System Learning on Learning Passion: A Project Based Learning (PjBL) Scenario Untari, Rahmania Sri; Wiguna, Akbar; Astuti, Cindy Cahyaning; Nur Hasanah, Fitria; Wulandari, Fitria Eka; Sabirov, Bobur
Jurnal Ilmu Pendidikan Vol 31, No 2 (2025): December
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um048v31i2p%p

Abstract

The urgency of this research arises from the challenges of teaching abstract concepts in science, such as the human digestive system, which often results in shallow understanding and low student motivation due to conventional 2D representations. This study investigates the effectiveness of integrating Virtual Reality (VR) literacy in Project-Based Learning (PjBL) scenarios to significantly improve students' learning enthusiasm compared to conventional e-module-based PjBL. This study uses a Quasi-Experimental Design with a Pre-Test-Post-Test Control Group Design and is framed within the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model. The dependent variable, learning enthusiasm, is measured using a validated scale based on the Vallerand Dualistic Model. Data are analyzed using a Two-Way Factorial Analysis of Variance (ANOVA), including assumption testing and Effect Size calculation. The final results show a significant mean difference in learning enthusiasm between the experimental group (VR-PjBL) and the control group (E-module-PjBL). These findings clearly demonstrate that VR literacy, when combined with PjBL, provides an immersive, personalized, and experience-based environment that acts as a powerful catalyst for intrinsic motivation and sustained enthusiasm for science learning.
Development Of Learning Videos With Video Cribe Software On Digital Simulation Lessons Class X Tktl 1 : Pengembangan Video Pembelajaran Dengan Software Videoscribe Pada Mata Pelajaran Simulasi Digital Kelas X Tktl 1 Sabudin; Cindy Cahyaning Astuti
Academia Open Vol. 5 (2021): December
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.5.2021.1914

Abstract

In accordance to its essence, the creator of technology is done to facilitate and assist human life activities, such as in the learning process. The purpose of this study was to determine the feasibility of video learning media in digital simulation subjects. This research resulted in a learning video produk developed with videoscribe software that features hand animation writing or drawing something on the screen, such as the hand of the maker doing it himself, and can help students focus more and not get bored during the teaching and learning process so that the presentation of material can be conveyed to students. The research method applied uses R&D using a 4-D or four D model. The development of this learning video has been validated by media experts with a validity percentage of 80% in the “Eligible” category and from material experts with a 90% validity percentage with the “Very Appropriate” category. “,it is known that the product is in the category of” Appropriate “and can be used by students for learning as well as teachers in the learning process in class.”
Pengembangan Aplikasi Kasir Berbasis Android pada Usaha Kecil Menengah (UMKM) Astuti, Cindy Cahyaning; Wiguna, Akbar; Firmansyah, Aprillia Bellanda; Rohmatulloh, Muhammad Aziz
JRCE (Journal of Research on Community Engagement) Vol 7, No 2 (2026): Journal of Research on Community Engagement
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/jrce.v7i2.41429

Abstract

Abstr This community service project aims to develop and implement an Android-based point-of-sale application at Kedai Sasya to address efficiency issues caused by the continued use of manual transaction and inventory tracking systems. The project was carried out using the Participatory Action Research (PAR) method, which actively involves partners throughout the stages of planning, action, observation, and participatory reflection. Technically, during the action phase, the application was developed using the Waterfall software development approach, which includes requirements analysis, design, implementation, and testing. The resulting application is equipped with features for digital transaction recording, menu management, inventory monitoring, and automated reporting based on Firebase. Based on the results of testing and participatory evaluation with users, the implementation of this system has proven successful in accelerating daily transaction processes and significantly minimizing recording errors (human error). Although deemed very helpful, the reflection results indicate the need for further development of real-time stock notification features and the ability to export reports to Excel format. Overall, the use of this POS application has successfully improved operational efficiency and supported better business decision-making at Kedai Sasya.
Pengaruh Model Pembelajaran Inkuiri Terbimbing Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Informatika Di SMK Syakuro, Abdu Abdan; Astuti, Cindy Cahyaning; Wiguna, Akbar
EDUTIC Vol 11, No 1: 2024
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/edutic.v11i1.25999

Abstract

The learning process has an influence in achieving significant learning outcomes, including learning media, learning motivation and learning models, learning models are a learning plan that will take place which contains a learning design. The learning model refers to the learning method that will be used, including learning objectives, learning stages, learning environment, and classroom management. To improve learning outcomes, it is necessary to improve the model that influences learning outcomes, where the learning model greatly influences learning outcomes, this can improve learning outcomes significantly. In the learning that took place at the Antarctic 1 Sidoarjo school, there were students who were hyperactive and less conducive due to several things including students who did not like to be restrained and needed more attention to be able to implement conducive learning, in overcoming this problem, the researcher chose a guided inquiry learning model to improve learning outcomes, this is because this learning model is more fun with learning that is packaged in a question, which is able to improve students' understanding by asking questions to satisfy their curiosity, in implementing this model the researcher used the One Group Pretest Posttest research design, by giving the same treatment to a population with two meetings, starting with giving recognition to the Pretest and ending with the Posttest. Then the data is processed to see the effect of giving treatment in the population. Hypothesis testing using the paired t-test formula (T-Paired) produces a decision that is rejected H0, the calculation of the influence with the eta square test from the table of criteria results shows a large influence. It can be concluded that there is an influence on student learning outcomes in informatics subjects using the guided inquiry learning model.