Claim Missing Document
Check
Articles

Found 29 Documents
Search

PENGEMBANGAN APLIKASI AR BERBASIS ANDROID UNTUK PENGENALAN TOKOH PAHLAWAN UANG KERTAS INDONESIA Bachtiar, Andi; Yuliana, Irma
Jurnal Teknik Informasi dan Komputer (Tekinkom) Vol 8 No 1 (2025)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v8i1.2082

Abstract

This research focuses on the development of an Android-based Augmented Reality (AR) application to introduce Indonesian national heroes featured on banknotes to sixth-grade elementary school students. The issue addressed is the lack of student interest and limited learning media regarding the history of national heroes, which often results in low engagement and retention. The research aims to enhance students’ historical knowledge and interest through interactive technology. The development method used is the Multimedia Development Life Cycle (MDLC), which includes stages such as concept, design, material collection, assembly, testing, and distribution. The application utilizes Vuforia SDK and Unity 2D as its main development tools, enabling users to scan banknotes and display 2D animations and information of the corresponding national hero. Testing was conducted using black-box testing to evaluate functionality, and user acceptance testing involving students and teachers to assess usability. The results showed that the application successfully functioned as intended and received positive responses from users, indicating improved student engagement and learning outcomes. This study demonstrates that AR-based educational tools can effectively support history learning in a more engaging and interactive way.
Penguatan Pengetahuan Kesiapsiagaan Bencana pada Anak Penyandang Disabilitas Berbasis Aplikasi Sipakdedifa di Kabupaten Klaten Susilawati, Siti Azizah; Sayekti, Ika Candra; Yuliana, Irma; Hanifa, Muhammad Dzaki; Khotimah, Nur Ahlul; Lestari, Riska Yulia Ayu
Warta LPM WARTA LPM, Vol. 28, No. 1, Maret 2025
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/warta.v27i1.7211

Abstract

Klaten Regency is one of the regencies in Indonesia that has a high risk of natural disasters such as earthquakes, volcanoes, and landslides. People with disabilities are among the groups that are particularly vulnerable to these natural disasters. According to data from Working Group of Special School Principals Klaten Regency, there are five special schools that have been affected by natural disasters, specifically earthquakes, which puts individuals with disabilities at a significant risk of becoming victims. Therefore, it is essential to implement disaster mitigation strategies that involve persons with disabilities as part of disaster risk management. In light of this issue, knowledge transfer related to disaster mitigation is necessary for special school teachers. To enhance effectiveness, technology transfer and the diffusion of science and technology will be based on the SIPAKDEDIFA application. This initiative aims to improve the understanding of Special School Teachers in using the SIPAKDEDIFA application which in turn provides science and technology diffusion to students with disabilities which is expected to optimise students' understanding of disaster mitigation. The methods implemented included socialization, training, technology application, mentoring, and evaluation. The evaluation utilized a pre-test and post-test given to special needs students to assess their understanding of disaster mitigation. The results indicated that special school teachers effectively participated in all activities, and the assistance provided at special school demonstrated that teachers optimally implemented the SIPAKDEDIFA application. The results of the pre-test and post-test to teachers related to knowledge and understanding of the SIPAKDEDIFA application have increased significantly and the results of the pre-test and post-test obtained from students show a very significant increase in the results of knowledge of earthquake, landslide and volcano disaster mitigation with an average score increase of 32.83 points or in percentage of 67.38%. This indicates that the activities had a positive impact on both teachers and special school students in Klaten Regency, ultimately improving disaster mitigation efforts and minimizing losses due to disasters. Based on this research, it is hoped that relevant parties will pay more attention to educating students with disabilities about natural disaster mitigation.
IMPLEMENTASI KEBIJAKAN PELARANGAN PENGGUNAAN ALAT TANGKAP TRAWL DI KECAMATAN TALISAYAN KABUPATEN BERAU Yuliana, Irma; Fitriyana, Fitriyana
SEMAH Jurnal Pengelolaan Sumberdaya Perairan Vol 7, No 2 (2023): Desember
Publisher : Universitas Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36355/semahjpsp.v7i2.1268

Abstract

Kebijakan pelarangan penggunaan alat tangkap trawl bertujuan demi mewujudkan perikanan yang berkelanjutan. Tujuan penelitian ini adalah untuk menganalisis implementasi pelarangan penggunaan alat tangkap trawl dan faktor-faktor yang mempengaruhi implementasi pelarangan penggunaan alat tangkap trawl di kampung Talisayan Kecamatan Talisayan Kabupaten Berau. Metode penelitian ini menggunakan deskriptif kualitatif. Hasil penelitian menunjukkan bahwa kebijakan pelarangan penggunaan alat tangkap trawl di Kampung Talisayan telah terimplementasikan dengan baik dan sebagian besar nelayan telah beralih dari alat tangkap trawl menjadi alat tangkap lain yang lebih aman bagi lingkungan perairan seperti trammel net, gill net, rawai dan lain-lain. Faktor-faktor yang mempengaruhi keberhasilan implementasi larangan ini yaitu kejelasan informasi, adanya komunikasi, dukungan bagi kebijakan, pengawasan dan konsistensi. 
Pengenalan Game Edukasi sebagai Digital Learning Culture pada Pembelajaran Sekolah Dasar Jayanti, Dwi; Septiani, Jelita Intan; Sayekti, Ika Candra; Prasojo, Ipin; Yuliana, Irma
Buletin KKN Pendidikan Vol. 3, No. 2, Desember 2021
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/bkkndik.v3i2.15735

Abstract

Setiap siswa di setiap sekolah memiliki kesempatan untuk belajar ilmu komputer, seperti halnya belajar subjek yang lain. Hal ini juga menun-jang upaya peningkatan literasi digital sekaligus membentuk kultur pem-belajaran digital pada siswa. Tulisan berikut mendeskripsikan penguatan literasi digital melalui ilmu komputer dengan media game edukasi me-lalui code.org, sehingga mampu membawa atmosfer digital-learning cul-ture. Lingkungan baru ini dihantarkan dalam proses pembelajaran oleh guru pada kelas IV dan VI SD Negeri Plosorejo 2 tahun pelajaran 2020/2021. Metode pengabdian ini yang digunakan didalam kegiatan ini adalah pendekatan kualitatif dengan rulal opperaisel. Data diperoleh dari hasil kuesioner melalui google form yang sudah dibagikan dalam bentuk link kepada peserta didik kelas IV dan VI. Hasil pengabdian ini menun-jukkan bahwa peserta didik menunjukkan antusiasme dalam pembelaja-ran ilmu komputer melalui game edukasi dalam code.org. Hampir seluruh peserta didik tertarik untuk mempelajari tentang ilmu komputer atau informatika. Sesuai dengan karakteristik generasi alpha, digital-learning culture dengan tema informatika memberikan kesempatan pada siswa untuk lebih memberdayakan perangkat dan aplikasi yang dimiliki men-jadi wahana untuk pembelajaran.
How Does ARBook Promotional Media For MSME Crafts Using Augmented Reality Marker Tracking Works? Hermawan, Hardika Dwi; Noor, Zakky Muhammad; Ulfatun, Titik; Nonalisa, Septiarida; Saputri, Agatha; Yuliana, Irma
Bina Bangsa International Journal of Business and Management Vol. 1 No. 2 (2021): Bina Bangsa International Journal of Business and Management
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/bbijbm.v1i2.10

Abstract

The present study aimed to develop a virtual book displaying Jogja craftwork using Augmented Reality (AR) technology as an interactive promotional media to advertise handicraft products originated from the Special Region of Yogyakarta. "Buku Kerajinan Jogja" (Jogja Handicraft Book) application under this research was developed through Research and Development (R&D). The first stage of its Development was needs analysis and literature study, followed by designing the application using Use Case driven object modeling. The next was the development stage of the application and its functional testing by two media experts. In the fourth stage, two-steps software testing was carried out, namely (1) verification and validation test, and (2) quality and feasibility testing to examine its functionality, usability, portability,  efficiency,  maintainability,  and reliability  (ISO  9126-1).  The findings suggest that (1) the Development of the product, Buku Kerajinan Jogja,  might have gone through a  series of proper software engineering processes from design to testing consistent with the desired specifications. Secondly, (2) the overall performance of Buku Kerajinan Jogja seems to be "Good" with test results of 82.98%, 82.5%, 83.3%, 85.0%, 75.0%, 75.0% consecutively for usability, functionality, reliability, portability, maintainability, and efficiency (ISO 9126-1)
A Comparison of Community Clustering Techniques: Fruchterman-Reingold and Wakita-Tsurumi Yuliana, Irma; Sukirman, S; Sujalwo, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2017: Proceeding ISETH (International Conference on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/iseth.2318

Abstract

The study of social network analysis depends on the relationships of people and online community. The relationships define who they are and how they act. Personality, educational background, race, and ethnicity, all of these interact with the patterns of relationship. Thus, by observing and analyzing such patterns, people can reveal and answer many questions about society. The relationship can be visualized in many ways, e.g. online community. Fruchterman-Reingold is a standard method force-directed algorithm or spring embedders place vertices by assigning forces according to the edges connecting the vertices. Meanwhile, Wakita-Tsurumi is a clustering algorithm used for cluster detection. It uses the metric of modularity (Q) as a quality measure of division in a network, based on the idea that networks with inherent community structure deviate from random networks and that networks with high modularity have denser connections inside a community, but fewer connections between nodes of different communities. The comparison shows the ability of both techniques to recognize the community based on sociometric and its contents. Both of the graph detected the same number of vertices (363), edges (5814) and density (0.02975511).
Development of Educational Mobile Game for Interactive Learning Media Sukirman, S; Yuliana, Irma; Sujalwo, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2017: Proceeding ISETH (International Conference on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/iseth.2327

Abstract

Numerous games are developed today, it leads people to easily obtain many kind of games, for example from online application store such us Google Play and Apple store. This paper reports the development of mobile game application containing educational content for primary school students who study mathematics. The game is called JarMat. The students can learn about addition, subtraction, multiplication, and division by doing tasks that are interactively provided by the game. The tasks are randomly generated by the game system, and players should finish it within a limited time. The game will be over when they fail three times, then the score will be accumulated and stored. Reward will be given if they finish the task before the end of time limit and get a higher score. The difficulty level of the task is determined by the ability of players which depends on experience and time to finish the task. The research of this game development is conducted through reference studies and similar educational games. The game is expected to provide another apps that contains educational content, can be used further for student learning media, mainly 2nd grade of primary school who learn mathematics.
Infusing Unplugged Computational Thinking into a Probability Worksheet for Students’ Mathematical Literacy Sari, Christina Kartika; Murtiyasa, Budi; Machromah, Isnaeni Umi; Ramadhani, Noti Armyta; Rejeki, Sri; Palupi, Retno; Yuliana, Irma
IJORER : International Journal of Recent Educational Research Vol. 6 No. 6 (2025): November
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v6i6.1026

Abstract

Objective: This research aims to: 1) develop a worksheet that incorporates unplugged computational thinking (CT) to support the strengthening of mathematical literacy; 2) test the validity, practicality, and effectiveness of the worksheet. Method: This study employed a development research design involving teachers, students, and experts. Data collection was conducted through literature review, observation, questionnaires, documentation, and a mathematical literacy test. Data analysis was conducted using qualitative and quantitative methods. Results: Based on the research results, the following results were obtained: 1) The CT-infused worksheet was designed to support the achievement of three learning objectives: students can determine sample points, determine probability values, and use these concepts in problem-solving; the worksheet contains learning activities that integrate CT and learning activities that support mathematical literacy; 2) The content validity index was 1, thus the worksheet is valid; Practicality tests by teachers and students yielded scores of 3.95 and 3.58, respectively, indicating that the worksheet is suitable for use as a support for mathematics learning. The trial results also demonstrated that these CT-infused worksheet is effective in improving students' mathematical literacy. Novelty: In contrast to earlier studies that focused on literature review, analysed students' CT abilities, or integrated CT into mathematics learning to improve CT abilities, this study integrates unplugged CT into a worksheet to improve junior high school students' mathematical literacy. This CT-infused worksheet has been proven valid, practical and effective as a probability teaching material to support the development of mathematical literacy.
Adapting the Bebras Challenge into an Educational Game for Learning Computational Thinking and Assessing Its Usability Sukirman, Sukirman; Yuliana, Irma; Ramadhan, Fakhri Aulia Wildan
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 11 No. 1 (2026): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v11i1.15373

Abstract

Computational thinking (CT) has become an essential component of secondary education, with several countries, including Indonesia, integrating CT tasks, such as those from the Bebras Challenge, into the national informatics curriculum. However, these tasks are often presented in static and text-based formats, limiting their potential to engage learners in interactive and meaningful ways. This study aimed to develop and evaluate the usability of an educational game adapted from a Bebras Challenge problem, "Magic Potion". It was designed to be aligned with the Grade 8 Informatics curriculum in Indonesia. The game engages students in CT through experimentation-based gameplay, where players mix potions to observe the effects on digital flowers and deduce which potion contains water. Using a Design and Development Research (DDR) framework, the game was tested with 55 junior high school students, who then completed the System Usability Scale (SUS) and open-ended feedback questions. The results yielded a mean SUS score of 75.3, indicating good usability. Qualitative feedback highlighted the game’s visual appeal, interactivity, and cognitive engagement. These findings suggest that curriculum-based CT tasks can be effectively transformed into engaging game-based learning tools, offering accessible entry points for introducing CT in formal educational contexts.
Pemberdayaan Pesantren untuk Penerapan Hidup Bersih dan Sehat Santri melalui Inovasi Poskestren Berbasis Digital Ayu Khoirotul Umaroh; Irma Yuliana; Siska Ningtyas Prabasari; Bethari Mukti Kusumaningtyas; Qisty Dzakiyyatu Husna; Fassha Rahmadina Mauliza Sihar; Arya Veda Setyanindito; Dini Amalia Putri; Zalfa Nur Eka Safira; Shandy Yusril Fadlullah
Jurnal SOLMA Vol. 15 No. 1 (2026)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v15i1.21855

Abstract

Background: Pesantren sebagai institusi pendidikan dengan sistem asrama memiliki risiko tinggi terhadap masalah kesehatan akibat keterbatasan fasilitas kesehatan dan belum optimalnya penerapan Perilaku Hidup Bersih dan Sehat (PHBS). Program ini bertujuan membangun Pos Kesehatan Pesantren (Poskestren) berbasis digital dan meningkatkan kapasitas pengurus serta santri dalam manajemen kesehatan dan penerapan PHBS. Kegiatan dilaksanakan di Ponpes Mambaul Ulum Andong dengan jumlah peserta 10 ustadz/ustadzah dan 26 santri. Hasil: Sosialisasi kepada ustadz/ustadzah meningkatkan pengetahuan tentang Poskestren sebesar 80%. Pengetahuan santri terkait potensi penyakit meningkat 34,6%, dan pengetahuan PHBS meningkat 38,5%. Implementasi Poskestren Digital mencakup penggunaan sistem pencatatan kesehatan, leaderboard gamifikasi PHBS, dan monitoring kesehatan santri. Tantangan PHBS selama tiga minggu menunjukkan peningkatan rerata skor PHBS dari 66,07 menjadi 80,56. Pengurus pesantren juga berhasil menyusun struktur organisasi kesehatan dan melaksanakan penyuluhan lanjutan secara mandiri. Kesimpulan: Digitalisasi terbukti efektif mendukung pencatatan kesehatan, monitoring perilaku, dan pembiasaan hidup sehat. Program ini direkomendasikan untuk diperluas dengan integrasi layanan konsultasi rutin dan kolaborasi berkelanjutan dengan fasilitas kesehatan setempat.