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Journal : Mestro

Information System of Teacher Assignment Journal in Wooi State Junior High School Rakhmadi, Aris; Yusrifa, Khumaila Masfarina
Mestro: Jurnal Teknik Mesin dan Elektro Vol 6 No 01 (2024): Edisi Juni
Publisher : Fakultas Teknik Universitas 17 Agustus 1945 Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47685/mestro.v6i01.552

Abstract

The teaching journal recording system is a document of evidence of teaching implementation that can guarantee the quality and quantity of the learning process. Wooi State Middle School, Wonawa District, Yapen Islands Regency, Papua still records teaching journals manually by handwritten. The aim of this research is to develop a teacher assignment journal information system as a solution to the problems experienced by Wooi State Middle School in the form of scattered journal summaries. This system development uses prototyping and implementation using HTML, PHP, CSS, Javascript, MySQL, and the CodeIgniter Framework. Research has produced a journal information system that provides website-based journal recording and recording features. The research used the Blackbox testing method to test all available features, and this method stated that everything worked well. The system also passed testing using the System Usability Scale (SUS) method which resulted in a score of 74.62, which means it is acceptable.
A Mobile Sign Language Dictionary: Enhancing Communication for the Deaf and Mute Rakhmadi, Aris; Wulandari, Novita Desi; Rosad, Safiq; Syukri, Muhammad
Mestro: Jurnal Teknik Mesin dan Elektro Vol 7 No 1 (2025): Edisi Juni
Publisher : Fakultas Teknik Universitas 17 Agustus 1945 Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47685/mestro.v7i1.617

Abstract

Communication is fundamental to human interaction, yet individuals who are deaf or speech-impaired often face barriers due to limited accessibility to sign language resources. This study presents the development of a mobile sign language dictionary designed to enhance communication and learning. Traditional sign language dictionaries, whether in printed or video formats, present challenges in accessibility, usability, and portability. In contrast, a mobile application offers an interactive, efficient, and user-friendly solution. The proposed application integrates gesture recognition, video demonstrations, and text-based explanations to facilitate sign language learning. By leveraging artificial intelligence (AI) and cloud-based storage, the app ensures accurate sign recognition and provides a comprehensive database of gestures, including letters, numbers, root words, prefixes, suffixes, and commonly used phrases. A structured methodology involving requirement analysis, data collection, design, development, testing, and revision was applied to develop a functional and accessible tool. User testing demonstrated high engagement and learning effectiveness, with 85% of participants reporting increased comfort with mobile learning tools, 82.5% finding the app beneficial for sign language acquisition, and 90% improving their familiarity with sign words. These results confirm that a mobile sign language dictionary is an efficient educational tool that fosters inclusivity and communication accessibility. Future enhancements, including database expansion, additional sign language dialects, and interactive exercises, can further improve the application’s impact.
Interactive Motion-Sensing Game for Improving Physical Education in Students with Intellectual Disabilities Rakhmadi, Aris; Puspitasari, Yuliana; Yasin, Fatah; Sulistyo Nugroho, Yusuf; Fadlillah, Umi
Mestro: Jurnal Teknik Mesin dan Elektro Vol 7 No 1 (2025): Edisi Juni
Publisher : Fakultas Teknik Universitas 17 Agustus 1945 Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47685/mestro.v7i1.637

Abstract

Students with intellectual disabilities often face challenges in physical education due to limited motor coordination, reduced engagement, and difficulties following traditional instructional methods. To address this, motion-sensing technology, particularly Kinect-based educational games, presents a promising solution by offering interactive and gamified learning experiences. This study explores the development and implementation of a Kinect-based educational game designed to enhance motor skills and engagement in students with intellectual disabilities. The game focuses on throwing exercises, providing real-time feedback through visual and auditory cues to reinforce learning. The study was conducted at SLB-C YPSLB Surakarta, involving 20 students with intellectual disabilities and five special education teachers. A pre-test and post-test evaluation was used to assess students' motor skill improvement and engagement levels before and after using the game. The results demonstrated a 26.3% increase in throwing accuracy, a 26.9% rise in engagement levels, and a significant reduction in reaction time, indicating the game's effectiveness in enhancing physical coordination and participation. Teacher feedback highlighted the game's usability, ability to maintain student focus, and alignment with PE learning objectives. Although the findings showed positive learning outcomes, several challenges, such as the initial adaptation period and the need for a wider variety of games, were identified. Future research should focus on customizing difficulty levels, varying physical activities, and AI-powered adaptive learning to meet the needs of individual students. This study highlights the potential of motion-sensing educational games as an effective tool for inclusive and engaging physical education for students with intellectual disabilities.