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Designing Interactive Multimedia-Based Learning Media Using Augmented Reality in Basic Computer and Networking Subjects Computer and Basic Networking for School Expertise Package Vocational High School Yandi, Zidan Fitri; Munir, M; Rasim, R
Jurnal Guru Komputer Vol 2, No 2 (2021): JGrKom: September 2021
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v2i2.63971

Abstract

Learning infrastructure is one of the supporting factors for vocational high school learning activities for the Computer and Informatics Engineering expertise program. Less effective learning media used by teachers as well as understanding and activeness of students in the learning process of this research background. The main objective of this research is to design and implement interactive multimedia based on Augmented reality with Auditory, Intellectually, and Repetition (AIR) learning models to determine the cognitive enhancement of students in learning network topology on basic computer and network subjects. Augmented reality-based interactive multimedia uses a comprehensive life cycle development model (SHM) and the research method used is quantitative with a sample of class X (ten) Multimedia students of SMK Negeri 1 Cipatat. From this research, the results obtained: (1) interactive multimedia is good and suitable for use. Obtained media value of 82% and material of 90.74% which is very well interpreted by media experts and subject teachers. (2) Interactive multimedia can improve students' cognitive with the acquisition of an average value of 0.697 with criteria that have "medium" criteria. (3) the students responded to the interactive multimedia learning media based on Augmented Reality, which was quite good, with a value of 80.24% and included in the “very good” category.
Seminar on Future Trends and Research in the Field of Study Smart Learning Environment Erlangga, Erlangga; Rahman, Eka Fitrajaya; Putro, Budi Laksono; Junaeti, Enjun; Piantari, Erna; Judie, Rizky Rachman; Rasim, Rasim
Jurnal Guru Komputer Vol 4, No 2 (2023): JGrKom: September 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i2.45496

Abstract

The field of education has advanced thanks to technological developments in the 21st century. Teaching and learning activities have pointed towards a smart learning environment (SLE). Many research efforts have attempted to define SLE as well as identify key features for creating an intelligent learning environment. SLE is a development of digital learning environments (DLEs). Both SLE and DLEs have the same goal, which is to provide an effective, efficient and attractive learning environment for learners. The purpose of this community service is to introduce SLE research and studies, provide insight to academics, practitioners and students regarding SLE research trends, find out the extent of implementation, needs and opportunities for SLE implementation in institutions. The method used is the direct communication counseling method by holding webinars (online seminars) regarding SLE research trends targeting academics, practitioners and students at both undergraduate and postgraduate levels. At the end of the activity, a question-and-answer session was carried out, and the participants filled out a questionnaire as a form of evaluation. After attending this seminar, it is expected that the participants can understand trends future research regarding the field of SLE studies.
Development of Reciprocal Teaching-Based Interactive Multimedia to Enhance Students' Learning Outcomes of Database Fundamentals Subarna, Bambang; Rohendi, Dedi; Rasim, R
Jurnal Guru Komputer Vol 3, No 1 (2022): JGrKom: July 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v3i1.63999

Abstract

Database subjects are one of the basic compulsory subjects for the Computer Engineering and Informatics program. For Software Engineering students, topics such as Data Definition Language (DDL) and Data Manipulation Language (DML) are crucial for understanding advanced lessons. However, learning outcomes have been low due to factors such as suboptimal media, methods, models, and teaching processes. This research aims to design reciprocal teaching-based interactive multimedia to enhance student learning outcomes in DDL and DML materials. The research method used is adapted from the Comprehensive Life Cycle model, with a sample of students from class X-RPL-1 at Bina Wisata Lembang Vocational High School.The results of this study are as follows: 1) An average percentage of 80% was obtained from media experts and 80% from subject matter experts, both categorized as “Very Good”. 2) The use of multimedia improved student learning outcomes, demonstrated by an average score increase from 34 to 73. Furthermore, based on the pretest and posttest results, an average normalized gain (n-gain) of 0.59 was obtained with a criteria of 'Moderate' effectiveness. 3) Students responses to the created multimedia resulted in an average percentage score of 86.41%, categorized as “Very Good”.
Sentiment Analysis of Indonesian Presidential Candidate Before and After the Election Sofyan, Muhammad Hilmy Rasyad; Zulkifli, Akmal; Rasim, Rasim
ULTIMA InfoSys Vol 15 No 2 (2024): Ultima Infosys: Jurnal Ilmu Sistem Informasi
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/si.v15i2.3689

Abstract

As one of the world's democratic countries, Indonesia has just held a general election to choose its next president. The development of the times encourages presidential candidates to make a new breakthrough, such as the use of social media as campaign media. Currently, X is a popular social media used as a campaign medium. On X, users are given the freedom to share their opinions. Various opinions related to one of the presidential candidates were used by the researchers to collect data using the data crawling method. The results of the data crawling are first processed with different methods in the pre-process to make the data ready for use. Some of the steps that need to be taken in the pre-process are such as cleaning, normalisation, stopword, tokenisation, stemming and translation processes. All the processes carried out in the pre-process stage will produce mature or usable data. The mature data is then classified into positive, negative and neutral using the Naïve Bayes classification method. Once the classification is complete, the results are evaluated in terms of sentiment towards one of the presidential candidates. The results of a total of 2117 data collected from 01 February 2024 to 20 May 2024, there are 390 data used for the pre-presidential election sentiment analysis and 1618 data used for the post-presidential election sentiment analysis. Both before and after the presidential election was held, this presidential candidate had more positive sentiments than the negative and neutral sentiments he received from the public.
Meningkatkan Berpikir Komputasi Siswa Melalui Aktivitas Unplugged: Studi Action Research pada Binary Search Trees Andy Agustian; Elisa Rosa; Rangga Destian; Lala Septem Riza; Muhammad Nursalman; Rasim Rasim; Rani Megasari; W. Wahyudin
Jurnal Sains dan Ilmu Terapan Vol. 7 No. 2 (2024): Jurnal Sains dan Ilmu Terapan
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jsit.v7i2.916

Abstract

Computational thinking is an essential skill in the digital age that includes problem solving, data analysis, and understanding algorithms. Unplugged activities, which introduce the concept of computing without electronic devices, are an effective and inclusive alternative in education, especially in environments with limited access to technology. This study aims to investigate the improvement of students' computational thinking through unplugged activities focusing on Binary Search Trees (BST). The method used is action research with the Kurt Lewin model, involving 42 6th grade elementary school students. The ISTE instrument was used to measure computational thinking skills. The results showed an increase in computational thinking skills, with 14.29% of students still not developing, 83.33% of students starting to develop, and 2.38% of students developing as expected. In conclusion, unplugged activities focusing on BST can significantly improve students' computational thinking skills, offering an innovative teaching method that can be applied in various educational contexts.
Designing User Experience Website for Culinary MSMEs Using Participatory Design Method Julianti, Sukma; Siregar, Herbert; Anisyah, Ani; Rasim, Rasim
Brilliance: Research of Artificial Intelligence Vol. 4 No. 2 (2024): Brilliance: Research of Artificial Intelligence, Article Research November 2024
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v4i2.5313

Abstract

The advancement of digital technology serves as a pivotal driver of business transformation across various sectors, including Micro, Small, and Medium Enterprises (MSMEs). This technology provides innovative solutions to enhance operational efficiency, broaden market reach, and improve customer experiences. However, the adoption of digital technology remains inconsistent among MSMEs, as evidenced by the case of Baso Jewol Gandasari. This research aims to develop a dedicated website tailored to this MSME to facilitate digitalization, simplify order management, and expand market share. The study employs a User Experience (UX)-driven design methodology utilizing Participatory Design, which actively involves business owners and customers in the feedback collection process to ensure that the developed features align with user needs. The evaluation process was conducted using the User Experience Questionnaire (UEQ) and the System Usability Scale (SUS), engaging 30 respondents for UEQ and 29 respondents for SUS. The findings reveal UEQ scores of 2.33 for attractiveness, 2.40 for perspicuity, 2.30 for efficiency, 1.96 for dependability, 2.16 for stimulation, and 1.88 for novelty. Additionally, the average SUS score of 83 is categorized as “Excellent”, signifying a high level of user satisfaction with the website. This research makes a significant contribution by offering digitalization solutions for MSMEs, enhancing operational efficiency, and fostering positive user experiences. Future studies are recommended to incorporate additional features, such as marketing analytics and personalization, to comprehensively address the evolving needs of MSMEs.
Pengaruh Digital Game-Based Learning terhadap Kemampuan Computational Thinking di Sekolah Kejuruan Shafarin, Anti Nuraulia; Rosa, Elisa; Nursalman, Muhammad; Rasim, Rasim; Munir, Munir; Putro, Budi Laksono
Jurnal Pendidikan Tambusai Vol. 9 No. 1 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i1.25878

Abstract

Digital Game-Based Learning (DGBL) merupakan metode pembelajaran yang memanfaatkan permainan digital untuk meningkatkan keterlibatan dan motivasi siswa. DGBL menawarkan lingkungan belajar yang interaktif dan menyenangkan, memungkinkan siswa untuk belajar secara lebih aktif. Di sekolah kejuruan, DGBL bertujuan meningkatkan pemahaman materi dan keterampilan yang relevan dengan industri, khususnya dalam pengembangan kemampuan berpikir komputasional. Kemampuan ini mencakup pemecahan masalah sistematis, pengenalan pola, pembuatan algoritma, dan berpikir logis. Melalui DGBL, siswa diharapkan dapat mengasah kemampuan ini.Beberapa penelitian sebelumnya telah mengeksplorasi pengaruh DGBL terhadap kemampuan berpikir komputasional siswa. Meskipun demikian, masih terdapat kesenjangan dalam pemahaman menyeluruh mengenai kolaborasi penulis, jurnal penerbit, dan tren publikasi di bidang ini. Studi ini bertujuan mengatasi kesenjangan tersebut melalui analisis bibliometrik yang mendalam, menggunakan R Studio untuk analisis dataset besar dan VOSviewer untuk visualisasi pemetaan bibliometrik. Hasil penelitian menunjukkan bahwa DGBL memiliki dampak signifikan terhadap kemampuan berpikir komputasional siswa, namun penelitian terkait DGBL dan berpikir komputasional di pendidikan kejuruan masih jarang dibahas, sehingga memberikan peluang untuk penelitian lebih lanjut di masa depan.
Analisis Bibliometrik: Digital Game-Based Learning dalam Pengembangan Computational Thinking di Sekolah Kejuruan Shafarin, Anti Nuraulia; Rosa, Elisa; Munir, Munir; Nursalman, Muhammad; Rasim, Rasim; Putro, Budi Laksono
Jurnal Pendidikan Vokasi Raflesia Vol 5 No 1 (2025): Jurnal Pendidikan Vokasi Raflesia
Publisher : LPPM Politeknik Raflesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53494/jpvr.v5i2.740

Abstract

Digital Game-Based Learning (DGBL) merupakan metode pembelajaran yang memanfaatkan permainan digital untuk meningkatkan keterlibatan dan motivasi siswa. DGBL menawarkan lingkungan belajar yang interaktif dan menyenangkan, memungkinkan siswa untuk belajar secara lebih aktif. Di sekolah kejuruan, DGBL bertujuan meningkatkan pemahaman materi dan keterampilan yang relevan dengan industri, khususnya dalam pengembangan kemampuan berpikir komputasional. Kemampuan ini mencakup pemecahan masalah sistematis, pengenalan pola, pembuatan algoritma, dan berpikir logis. Melalui DGBL, siswa diharapkan dapat mengasah kemampuan ini.Beberapa penelitian sebelumnya telah mengeksplorasi pengaruh DGBL terhadap kemampuan berpikir komputasional siswa. Meskipun demikian, masih terdapat kesenjangan dalam pemahaman menyeluruh mengenai kolaborasi penulis, jurnal penerbit, dan tren publikasi di bidang ini. Studi ini bertujuan mengatasi kesenjangan tersebut melalui analisis bibliometrik yang mendalam, menggunakan R Studio untuk analisis dataset besar dan VOSviewer untuk visualisasi pemetaan bibliometrik. Hasil penelitian menunjukkan bahwa DGBL memiliki dampak signifikan terhadap kemampuan berpikir komputasional siswa, namun penelitian terkait DGBL dan berpikir komputasional di pendidikan kejuruan masih jarang dibahas, sehingga memberikan peluang untuk penelitian lebih lanjut di masa depan.
Improving Employee Performance through IT Engagement: The Roles of Individual Experience and Management Support Lavianti, Desi; Munir, Munir; Dirgantari, Puspo Dewi; Rasim, Rasim; Mahphoth, Mohd Halim bin
Jurnal Manajemen Bisnis Vol. 16 No. 2: September 2025
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/mb.v16i2.26069

Abstract

Research aims: Employee IT engagement is a critical component in the successful implementation of digital transformation. Both prior IT experience and support from upper management significantly influence the extent of employee involvement in IT. This study aims to explore the relationship between employee IT engagement, management's support, and understanding of employees' IT experiences, and how these factors impact employee performance.Design/Methodology/Approach: A quantitative method was employed through a survey involving 227 employees of PTNBH, examining the relationships between Individual IT Experience, Management Support, Employee IT Engagement, and Employee Performance. Research findings: The analysis reveals a strong correlation between management support, employee IT engagement and experience; all of which positively influence employee performance. Employee performance is enhanced through both direct and indirect effects of management support and individual’s experiences on IT engagement. The correlation between employees’ IT involvement and performance is statistically significant. Furthermore, the study underscores the critical role of management in promoting IT utilization for optimal performance outcomes and highlights the substantial impact of employees' individual IT experiences on their performance.Theoretical Contribution/Originality: This study contributes theoretically by presenting an integrative model and practically by providing recommendations for PTNBH managers to accelerate digital transformation success.Practitioners/Policy Implications: The practical implications include recommendations for PTNBH managers to drive digital transformation successfully.Research Limitations/Implications: The research is limited to personnel at legal entity universities. Future studies should expand the sample to include employees from universities, whether academic institutions or government agencies.
Designing User Experience Website for Culinary MSMEs Using Participatory Design Method Julianti, Sukma; Siregar, Herbert; Anisyah, Ani; Rasim, Rasim
Brilliance: Research of Artificial Intelligence Vol. 4 No. 2 (2024): Brilliance: Research of Artificial Intelligence, Article Research November 2024
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v4i2.5313

Abstract

The advancement of digital technology serves as a pivotal driver of business transformation across various sectors, including Micro, Small, and Medium Enterprises (MSMEs). This technology provides innovative solutions to enhance operational efficiency, broaden market reach, and improve customer experiences. However, the adoption of digital technology remains inconsistent among MSMEs, as evidenced by the case of Baso Jewol Gandasari. This research aims to develop a dedicated website tailored to this MSME to facilitate digitalization, simplify order management, and expand market share. The study employs a User Experience (UX)-driven design methodology utilizing Participatory Design, which actively involves business owners and customers in the feedback collection process to ensure that the developed features align with user needs. The evaluation process was conducted using the User Experience Questionnaire (UEQ) and the System Usability Scale (SUS), engaging 30 respondents for UEQ and 29 respondents for SUS. The findings reveal UEQ scores of 2.33 for attractiveness, 2.40 for perspicuity, 2.30 for efficiency, 1.96 for dependability, 2.16 for stimulation, and 1.88 for novelty. Additionally, the average SUS score of 83 is categorized as “Excellent”, signifying a high level of user satisfaction with the website. This research makes a significant contribution by offering digitalization solutions for MSMEs, enhancing operational efficiency, and fostering positive user experiences. Future studies are recommended to incorporate additional features, such as marketing analytics and personalization, to comprehensively address the evolving needs of MSMEs.