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All Journal Jurnal Pendidikan Teknologi dan Kejuruan Voteteknika (Vocational Teknik Elektronika dan Informatika) INFORMAL: Informatics Journal JOIV : International Journal on Informatics Visualization Sinkron : Jurnal dan Penelitian Teknik Informatika Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Jurnal Pemberdayaan Masyarakat Madani (JPMM) Jurnal Penelitian Pendidikan IPA (JPPIPA) JURNAL PENDIDIKAN TAMBUSAI Jurnal Cendekia : Jurnal Pendidikan Matematika Journal of Education Technology EDUKATIF : JURNAL ILMU PENDIDIKAN Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Jurnal Teknologi Informasi dan Pendidikan JOURNAL OF INFORMATION SYSTEM RESEARCH (JOSH) Journal of Computer System and Informatics (JoSYC) Suluah Bendang: Jurnal Ilmiah Pengabdian Kepada Masyarakat Jurnal Ecogen Journal of Innovation in Educational and Cultural Research GUYUB: Journal of Community Engagement Jurnal ABDIMAS (Pengabdian kepada Masyarakat) UBJ Lumbung Inovasi: Jurnal Pengabdian Kepada Masyarakat Jurnal Vokasi Informatika (JAVIT) Jurnal Teknoif Teknik Informatika Institut Teknologi Padang Journal of Community Service Tsaqofah: Jurnal Penelitian Guru Indonesia MASALIQ: Jurnal Pendidikan dan Sains CONSEN: Indonesian Journal of Community Services and Engagement Hexatech: Jurnal Ilmiah Teknik Journal of Artificial Intelligence and Digital Business Journal of Multidisciplinary Science: MIKAILALSYS J-CoSE: Journal of Community Service & Empowerment Jurnal Teknik Komputer dan Informatika (JTeKI) Journal of Hypermedia & Technology-Enhanced Learning Jurnal Informatika: Jurnal Pengembangan IT BATIK: Jurnal Pengembangan dan Pengabdian Masyarakat Multikultural Dedikasi: Jurnal Pengabdian Pendidikan dan Teknologi Masyarakat Journal of Innovative and Creativity Bigint Computing Journal Journal of Community Empowerment Journal of Authentic Research Jurnal Imiah Pengabdian Pada Masyarakat (JIPM) Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika Indonesia Bergerak: Jurnal Hasil Kegiatan Pengabdian Masyarakat Aksi Nyata : Jurnal Pengabdian Sosial dan Kemanusiaan Jurnal Pengabdian Nusantara Jejak digital: Jurnal Ilmiah Multidisiplin Jurnal Pendidikan Teknik Mesin Journal of Educational and Learning Studies International Journal of Educational Narratives
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Pengaruh Video Interaktif Edpuzzle Berorientasi Gamification terhadap Hasil Belajar Informatika: Studi Kuasi Eksperimen pada Materi Mail Merge di SMA Sahdia, Halimah Tun; Marta, Rizkayeni; Huda, Yasdinul; Dewi, Ika Parma
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/29padm51

Abstract

Rendahnya hasil belajar Informatika di sekolah menengah menunjukkan perlunya inovasi pembelajaran yang tidak hanya menarik, tetapi juga mampu menghasilkan jejak belajar yang dapat dianalisis guru. Penelitian ini bertujuan menguji pengaruh media pembelajaran gamification berbasis Edpuzzle terhadap hasil belajar kognitif siswa pada materi mail merge kelas X SMA Negeri 4 Payakumbuh. Penelitian menggunakan pendekatan kuantitatif dengan desain kuasi eksperimen nonequivalent control group. Sampel terdiri atas 72 siswa, yaitu 36 siswa kelas eksperimen yang belajar menggunakan video interaktif Edpuzzle dan 36 siswa kelas kontrol yang belajar melalui media konvensional. Instrumen berupa tes objektif yang telah melalui uji validitas, reliabilitas, tingkat kesukaran, dan daya pembeda. Data dianalisis menggunakan statistik deskriptif, uji Shapiro-Wilk, uji Levene, independent sample t-test, dan Cohen’s d. Hasil menunjukkan bahwa rerata posttest kelas eksperimen mencapai 85,56, lebih tinggi daripada kelas kontrol sebesar 80,00. Data berdistribusi normal dan homogen. Uji t menunjukkan perbedaan signifikan antara kedua kelas, dan effect size sebesar 0,801 mengindikasikan pengaruh besar. Temuan ini menegaskan bahwa Edpuzzle dapat memperkuat keterlibatan kognitif melalui tantangan, umpan balik langsung, dan pemantauan aktivitas belajar. Penelitian ini merekomendasikan integrasi Edpuzzle dengan analitik pembelajaran dan desain adaptif sebagai arah pembelajaran Informatika yang lebih personal, terukur, dan berkelanjutan. Low learning achievement in secondary-school Informatics indicates the need for instructional innovation that is engaging and able to generate analyzable learning traces for teachers. This study examined the effect of Edpuzzle-based gamification learning media on students’ cognitive learning outcomes in a mail merge topic for grade X students at SMA Negeri 4 Payakumbuh. A quantitative approach with a quasi-experimental nonequivalent control group design was employed. The sample comprised 72 students: 36 students in the experimental class learned through Edpuzzle interactive videos, while 36 students in the control class learned through conventional media. The instrument was an objective test that had been assessed for validity, reliability, item difficulty, and discrimination power. Data were analyzed using descriptive statistics, the Shapiro-Wilk test, Levene’s test, independent sample t-test, and Cohen’s d. The findings showed that the posttest mean of the experimental class reached 85.56, exceeding the control class mean of 80.00. The data were normally distributed and homogeneous. The t-test indicated a significant difference between the two classes, while an effect size of 0.801 indicated a large effect. These results suggest that Edpuzzle can strengthen cognitive engagement through challenges, immediate feedback, and learning activity monitoring. The study recommends integrating Edpuzzle with learning analytics and adaptive design to support more personalized, measurable, and sustainable Informatics learning.
Rancang Bangun Sistem Analisis Pendapatan dan Prediksi Tren Penjualan Berbasis Metode ARIMA pada CV. Anugrah Murni Sejati Rizky, Salman; Huda, Asrul Huda; Hadi, Ahmaddul; Dewi, Ika Parma
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/t17ppb46

Abstract

Penelitian ini bertujuan merancang sistem analisis pendapatan dan prediksi tren penjualan berbasis metode Autoregressive Integrated Moving Average (ARIMA) pada CV. Anugrah Murni Sejati, sebuah UMKM percetakan digital di Padang. Permasalahan utama yang dihadapi perusahaan adalah data transaksi dari sistem Point of Sale telah tersimpan secara digital, tetapi belum dimanfaatkan sebagai dasar analisis tren, proyeksi pendapatan, dan perencanaan pengadaan bahan baku. Penelitian menggunakan pendekatan rancang bangun dengan tahapan analisis kebutuhan, perancangan pipeline data, pemodelan ARIMA, perancangan arsitektur aplikasi web, perancangan basis data, dan perencanaan pengujian fungsional serta akurasi model. Data yang dirancang sebagai masukan adalah transaksi penjualan mingguan periode Januari 2024 sampai Januari 2026. Hasil perancangan menunjukkan bahwa sistem memiliki tujuh kebutuhan fungsional utama, meliputi otentikasi, manajemen transaksi, manajemen data master, modul prediksi ARIMA, dashboard visualisasi, pelaporan, dan pengelolaan produk POS. Pipeline data mengubah transaksi mentah menjadi deret waktu mingguan melalui proses ekstraksi, pembersihan, agregasi, pengindeksan waktu, pemodelan, dan pengiriman hasil prediksi ke dashboard. Rancangan ini memperlihatkan integrasi antara sistem operasional dan lapisan intelijen bisnis sehingga manajemen dapat membaca tren penjualan secara lebih proaktif. Sistem yang diusulkan diharapkan meningkatkan objektivitas keputusan, mengurangi ketergantungan pada intuisi, dan memperkuat pengelolaan persediaan berbasis data. This study aims to design an income analysis and sales trend forecasting system based on the Autoregressive Integrated Moving Average (ARIMA) method at CV. Anugrah Murni Sejati, a digital printing micro, small, and medium enterprise in Padang. The main problem is that transaction data generated by the Point of Sale system have been stored digitally but have not yet been transformed into analytical insight for trend analysis, income projection, and raw-material planning. This study applies a system development approach consisting of requirement analysis, data pipeline design, ARIMA modeling design, web-application architecture design, database design, and functional as well as forecasting-accuracy testing plans. The designed input consists of weekly sales transaction data from January 2024 to January 2026. The design results indicate seven major functional requirements: authentication, transaction management, master-data management, Point of Sale product management, ARIMA forecasting, dashboard visualization, and reporting. The proposed pipeline converts raw transaction records into weekly time-series data through extraction, cleaning, aggregation, time indexing, modeling, and prediction delivery to the dashboard. The design integrates operational data management with a business-intelligence layer, enabling managers to interpret future sales trends proactively. The proposed system is expected to improve decision objectivity, reduce reliance on intuition, and strengthen data-driven inventory planning.
Rancang Bangun Sistem Informasi Pemesanan Digital Printing Menggunakan Metode TOPSIS untuk Rekomendasi Spesifikasi Produk Aprilia, Mauliza; Huda, Asrul; Hadi, Ahmaddul; Dewi, Ika Parma
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/gx5qg888

Abstract

Proses pemesanan digital printing pada CV. Anugrah Murni Sejati masih menghadapi kendala karena komunikasi pesanan dilakukan melalui pesan instan, informasi spesifikasi produk belum terstandarisasi, pencatatan transaksi belum terintegrasi, dan verifikasi pembayaran masih manual. Kondisi tersebut ditunjukkan oleh data operasional 2024–2025, ketika rata-rata waktu konfirmasi meningkat dari 2,1 jam menjadi 5,5 jam dan tingkat revisi produk naik dari 18% menjadi 44%. Penelitian ini bertujuan merancang dan membangun sistem informasi pemesanan digital printing berbasis web dengan metode Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) untuk memberikan rekomendasi spesifikasi produk secara objektif. Penelitian menggunakan metode pengembangan prototyping melalui tahap communication, quick plan, modeling quick design, construction of prototype, serta deployment, delivery, and feedback. Sistem dikembangkan dengan Laravel, PHP, MySQL, dan integrasi payment gateway Midtrans. Hasil perhitungan TOPSIS pada alternatif banner menunjukkan Banner Flexi Korea 440gsm sebagai rekomendasi terbaik dengan nilai closeness coefficient 0,631. Pengujian black box menunjukkan seluruh modul utama, meliputi autentikasi, katalog, pemilihan spesifikasi, rekomendasi TOPSIS, pemesanan, pembayaran, dan riwayat transaksi, berjalan sesuai skenario. Sistem yang dibangun meningkatkan keteraturan alur pemesanan, mempercepat konfirmasi transaksi, dan membantu pelanggan memilih spesifikasi produk secara lebih tepat The ordering process at CV. Anugrah Murni Sejati still faces operational problems because orders are handled through instant messaging, product specification information is not standardized, transaction records are not integrated, and payment verification is performed manually. Company operational data from 2024 to 2025 indicate that the average confirmation time increased from 2.1 hours to 5.5 hours, while the product revision rate rose from 18% to 44%. This study aims to design and develop a web-based digital printing ordering information system using the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) method to provide objective product specification recommendations. The system was developed using the prototyping model, consisting of communication, quick planning, modeling quick design, prototype construction, and deployment, delivery, and feedback. The application was implemented with Laravel, PHP, MySQL, and Midtrans payment gateway integration. The TOPSIS calculation for banner alternatives identified Banner Flexi Korea 440gsm as the best recommendation with a closeness coefficient of 0.631. Black box testing showed that all major modules, including authentication, catalog, specification selection, TOPSIS recommendation, ordering, payment, and transaction history, operated according to the expected scenarios. The developed system improves ordering structure, accelerates transaction confirmation, and supports customers in selecting more appropriate product specifications.
TAMAN DASA WISMA (TOGA): EDUKASI PELESTARIAN TANAMAN OBAT MENDUKUNG SDGS 3 NAGARI TANJUNG KABUPATEN SIJUNJUNG Azizah Dayuni; Helya Amdan; Mutia Khairunnisa; Mutiara Rizky Putri Wahyuni; Mohammad Fauzan Pratama; Reva Febrianti; Ronaldi Lesmana; Wandha Rahma Hafizhah; Ika Parma Dewi
Journal of Community Empowerment Vol 4, No 2 (2025): September
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jce.v4i2.34213

Abstract

ABSTRAKTaman Dasa Wisma Tanaman Obat Keluarga (TOGA) merupakan salah satu bentuk usaha masyarakat dalam mendukung konservasi tanaman obat tradisional di tingkat nagari. Permasalahan yang dihadapi adalah mulai berkurangnya pengetahuan dan minat masyarakat terhadap pemanfaatan tanaman obat keluarga. Studi ini bertujuan untuk menjelaskan fungsi Taman Dasa Wisma (TOGA) dalam usaha pelestarian tanaman obat di Jorong Koto Tuo, Nagari Tanjung, Kabupaten Sijunjung. Metode yang digunakan adalah deskriptif kualitatif melalui observasi lapangan, wawancara dengan anggota dasa wisma dan perangkat nagari, serta dokumentasi kegiatan. Mitra kegiatan adalah kelompok Dasa Wisma di Jorong Koto Tuo yang terdiri atas 30 anggota aktif dan melibatkan partisipasi masyarakat sekitar. Hasil penelitian menunjukkan bahwa Taman Dasa Wisma TOGA berperan penting dalam melestarikan tanaman obat lokal, menjadi sarana pendidikan lingkungan dan kesehatan keluarga, meningkatkan keterampilan anggota dasa wisma, serta memperkuat nilai-nilai kearifan lokal dalam praktik pengobatan tradisional. Keberadaan taman ini turut mendorong kesadaran masyarakat akan pentingnya pelestarian tanaman obat sebagai bagian dari pembangunan yang berorientasi pada lingkungan dan kesehatan keluarga.Kata kunci: Taman TOGA; Dasa Wisma; Tanaman Obat; Pelestarian; Nagari Tanjung; Kearifan Lokal. ABSTRACTThe Family Medicinal Plant Garden (TOGA) is one of the community's efforts to support the conservation of traditional medicinal plants at the village level. The problem faced is the decline in community knowledge and interest in the use of family medicinal plants. This study aims to explain the function of the Dasa Wisma Garden (TOGA) in the preservation of medicinal plants in Jorong Koto Tuo, Nagari Tanjung, Sijunjung Regency. The method used was qualitative descriptive through field observations, interviews with members of the dasa wisma and village officials, and documentation of activities. The activity partners were the Dasa Wisma group in Jorong Koto Tuo, which consisted of 30 active members and involved the participation of the surrounding community. The results of the study show that the TOGA Dasa Wisma Garden plays an important role in preserving local medicinal plants, serving as a means of environmental and family health education, improving the skills of Dasa Wisma members, and strengthening local wisdom values in traditional medicine practices. The existence of this garden also encourages community awareness of the importance of preserving medicinal plants as part of development that is oriented towards the environment and family health.Keywords: TOGA Garden; Dasa Wisma; Medicinal Plants; Conservation; Tanjung Village; Local Wisdom.
Islamic New Year Celebration: Collaboration Between KKN Students and the Community in Torch Parade and Islamic Competitions in Jorong LumbaruPer: ingatan Tahun Baru Islam: Kolaborasi Mahasiswa KKN dan Masyarakat dalam Pawai Obor dan Lomba Islami di Jorong Lumbaru Ika Parma Dewi; Chelsea Defista; Ilmi Okcya Pratami; Aulia Adrinovra; Nabila Marsyanada; Muhammad Hanif; Rahma Fadhilah; Putri Wahyuni
CONSEN: Indonesian Journal of Community Services and Engagement Vol. 5 No. 2 (2025): Consen: Indonesian Journal of Community Services and Engagement
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/consen.v5i2.2244

Abstract

This community-based study highlights the collaboration between students of the Community Service Program (KKN) from Universitas Negeri Padang and the residents of Jorong Lumbaru in commemorating the Islamic New Year 1447 H. The program involved a torch parade and Islamic competitions, including adzan, tartil, and tilawah, with active participation from children, youth, and local leaders. Students were directly involved from planning to execution. Field observations and post-event interviews showed that this collaboration not only strengthened communal ties but also increased youth engagement in religious activities. The torch parade served as both a cultural expression and a platform for Islamic spiritual outreach, while the competitions contributed to building religious identity and character education among the younger generation. This activity illustrates the role of KKN in promoting social responsibility and empathy among students, while simultaneously preserving contextual Islamic traditions. Ultimately, this initiative serves as a strategic step toward fostering a harmonious, religiously-rooted community.
Interactive Multimedia Using Canva Application in Basic Electronics Subject for Grade X at SMK Negeri 1 Batipuh: A Development Study Sandi Azima Mailando; Ika Parma Dewi; Hanesman; Agariadne Dwinggo Samala
Journal of Hypermedia & Technology-Enhanced Learning Vol. 1 No. 3 (2023): Book Haven
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.v1i3.91

Abstract

This research is motivated by the low student learning outcomes due to the learning process still relying on printed books, the absence of interactive multimedia learning media, and the use of traditional methods. The main objective of this study is to evaluate the validity and practicality of interactive multimedia using the Canva application in the Basic Electronics subject for the 10th grade at SMK Negeri 1 Batipuh. To carry out this development, the 4D research model is employed, including the Define, Design, Development, and Disseminate steps. The results of material expert validation show an average score of 0.883, categorizing it as "Valid." The average score from the media expert verification is 0.914, also falling into the "valid" category. The practicality test of the Basic Electronics multimedia learning demonstrates that it is highly practical for use in the learning process, with an average percentage of 91%, falling into the "Very Practical" category.
Exploring the Impact of Tinkercad-Assisted Learning on Student Performance in Industrial Electronics Subject Asbendri BL; Sartika Anori; Ika Parma Dewi; Efrizon
Journal of Hypermedia & Technology-Enhanced Learning Vol. 2 No. 2 (2024): Meta World
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.v2i2.124

Abstract

This research explored the impact of implementing Tinkercad-assisted learning media on the learning outcomes of 11th-grade Electronics Engineering students at SMK Negeri 5 Padang, focusing on embedded system programming. Employing a quasi-experimental design with a Non-equivalent Control Group Design method, the study comprised an experimental group using Tinkercad and a control group undergoing traditional direct learning. The analysis of pretest and posttest data revealed a significant difference between the two groups, with the experimental group exhibiting an 11.5% improvement in learning outcomes. The hypothesis test, employing the t-test, yielded a t-value of 2.231, surpassing the critical t-value (1.708). Consequently, the null hypothesis (H0) was rejected, and the alternative hypothesis (H1) was accepted. The study concludes that the implementation of Tinkercad-assisted learning media had a significantly positive influence on the learning outcomes of Electronics Engineering students. These findings contribute to both practical and theoretical understanding regarding the effectiveness of Tinkercad in enhancing student learning outcomes in embedded system programming. It is recommended that further emphasis be placed on integrating Tinkercad into the curriculum to enrich students’ learning experiences and elevate the overall educational quality at SMK Negeri 5 Padang.
Augmented Reality to Enhance Informatics Learning Outcomes: A Quasi-Experimental Study in Vocational Education Silvani Ilhani Fahira; Ika Parma Dewi; Ahmad Samed Al-Adwan; Richelle C. Castro
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 2 (2025): Synergy Sphere
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.167

Abstract

This study examines the effect of Augmented Reality (AR)-based learning media on Informatics learning outcomes at SMK Negeri 1 Bukittinggi, a vocational school recognized as a Centre of Excellence. Using a quasi-experimental pretest-posttest control group design, the study involved 70 tenth-grade students, divided into an experimental group (receiving AR-based learning media) and a control group (receiving traditional methods). The AR-based learning media focused on abstract Informatics concepts, such as algorithms and computer hardware, through interactive and immersive experiences. Results showed a significant improvement in the experimental group, with a mean post-test score difference of 7.31 points (p < 0.001). Statistical tests confirmed that the data met the assumptions of normality and homogeneity. Grounded in the cognitive theory of multimedia learning, the study highlights AR’s potential to enhance engagement, comprehension, and knowledge retention by integrating theoretical and practical knowledge. Despite limitations, such as a focus on cognitive outcomes and reliance on technological infrastructure, the research highlights AR’s transformative role in vocational education. Future studies should explore AR’s scalability in under-resourced settings, its long-term effects, and its applicability across several disciplines.
Improving the Competence of MGMP Informatics Teachers in Preparing Gamification-Based IBT in the Era of Education 5.0 Ika Parma Dewi; Lativa Mursyida; Ari Suriani; Ryan Fikri; Randi Proska Sandra; Akrimullah Mubai; Rizkayeni Marta
GUYUB: Journal of Community Engagement Vol 6, No 1 (2025): Maret
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/guyub.v6i1.9906

Abstract

The primary issue in technology-based learning assessment is the limited ability of teachers to utilize and develop gamification methods. Most teachers still rely on manual, paper-based evaluation techniques, resulting in suboptimal integration of technology in the assessment process. This challenge necessitates further exploration by education practitioners regarding the implementation of information technology (IT) in learning, particularly for MGMP Informatics teachers. This community engagement program, titled "Development of Internet-Based Testing (IBT) Using Gamification Learning Methods", was conducted at SMPN 1 Tanah Datar. The objectives of this program were to: (1) enhance technological literacy in the education sector; (2) strengthen interest and skills in technology literacy among MGMP Informatics teachers at the junior high school level in Tanah Datar Regency; and (3) improve teachers' ability to design internet-based assessment instruments using a gamification approach. The program was implemented using a participatory approach, comprising training sessions, interactive workshops, and hands-on practice in developing internet-based assessment tools. Participants were introduced to various digital evaluation platforms, such as Google Forms, Quizizz, and Kahoot, and were trained on how to integrate gamification elements into learning assessments. The results indicated that 85% of participants showed an improvement in their understanding and skills in utilizing internet-based assessment technology. Additionally, teachers began adopting gamification methods in assessments, leading to increased student engagement in the learning process. This initiative is expected to encourage teachers to continuously develop innovative and interactive assessment methods aligned with technological advancements in education.
Design and Development of Android-Based Augmented Reality Educational Media on Computer Materials and Their Components at SMA Negeri 1 Rambatan Fadley Setiawan; Ika Parma Dewi
Journal of Multidisciplinary Science: MIKAILALSYS Vol 4 No 2 (2026): Journal of Multidisciplinary Science: MIKAILALSYS
Publisher : Darul Yasin Al Sys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/mikailalsys.v4i2.10093

Abstract

Digital technology has become increasingly important in Informatics learning; however, the development of Android-based Augmented Reality media for computer component materials remains limited. This study aims to design and develop Android-based Augmented Reality educational media for learning computer materials and components at SMA Negeri 1 Rambatan. A research and development approach was employed using the Multimedia Development Life Cycle model, comprising the stages of concept, design, material collecting, assembly, testing, and distribution. The study involved 60 students selected through purposive sampling, two media experts, and two material experts. Data were collected through observation, documentation, expert validation questionnaires, and User Acceptance Testing, then analyzed using descriptive quantitative analysis and Aiken’s V. The findings indicate that the ARCompt application successfully presents 14 three-dimensional computer component models grouped into input devices, output devices, storage devices, and processing units. The User Acceptance Testing result obtained a mean score of 3.10, categorized as very good. Media expert validation produced an Aiken’s V score of 0.85, categorized as very valid, while material expert validation produced a score of 0.73, categorized as fairly valid. The study concludes that ARCompt is feasible as an interactive learning medium to support Informatics learning on computer components. These findings contribute to the development of technology-enhanced educational media and provide practical implications for integrating Android-based Augmented Reality into Informatics learning. Further research is recommended to examine the effectiveness of ARCompt through experimental research.
Co-Authors -, Efrizon Abdul Habib Arrasyidi Desky Abdullah, MT, Dr. Rijal Abil Arqham Adrian Adrian Afif Fathur Rachman Afif Rahman Riyanda Agariadne Dwinggo Samala Agustia, Putri Lestari Ahmad Fadhel Haq Ahmad Samed Al-Adwan Ahmaddul Hadi, Ahmaddul Alfadly, Israd Muhammad Alghifari, Muhammad Dzaki Ali, Siti Khadijah Alimun, Fadhlya Hidayattul Ambiyar, Ambiyar Amelia Zahra Aminuyati An &#039;Amna Hafizhah Analismi, Wenti Julia Anggi Aprianto Anori, Sartika Anwar, Artesia Aprilia, Mauliza Aprilianda, Olga Aresta, Meysella Khanza Ari Suriani Aripianto , Natha Fahrezi Azra Armiati Arrahman, Mufhadil Arwizet Arwizet, Arwizet Asbendri BL Ashifa, Annisa Asmar Yulastri Asmara, Delvi Asna Mardin Asnal Effendi asril, Nurul Pratiwi Asril Aulia Adrinovra Ayu Eka Putri Aza Afrilia Azizah Dayuni Azizah Gusdelia Azmi, Arafil Azzahra, Fatma Bagindo, Muhammad Gilang Basriadi , Ali Budayawan, Khairi Bulkia Rahim Ceria, Putri Rio Chelsea Defista Cici Andriani Cindi Cenora Taileleu Dalifa, Mikola Dea Stivani Suherman Dedy Irfan Degi Andani Syaffutra Deha Mutrisa Ervita Delsina Faiza Dessi Susanti Devega, Army Trilidia Dinda Puspita Nilamsari Dodis Saufitro Dona, Fikhrenia Rima Dony Novaliendry Dwi Elvina Dwika Permata Edidas , Edidas Efrizon Efrizon Efrizon Efrizon, - Eko Indrawan Elfi Tasrif Erine, Yoan Fadhila Erni Marlina Binti Saari Fadhila, Dian Fadhli Ranuharja Fadilla, Reva Fadley Setiawan Fahmi Rizal Febby Dwi Al Indra Firdaus, Tommy Arjuna Firza, Fahira Utami Florence Johan Ganefri . Geovanne Farell Giatman Gusra, Laura Febriani Habi Akbar Hadi Kurnia Saputra Hadi Kurnia Saputra Hafifah, Nabila Hafizah, Anisa Hafizul Fahri Hanafi Hajidah Aisyah Iwanina Hana Sarlia Daulay Hanafi, Hafizul Fahri Hanesman Hanesman Hanifa, Raisa Hansi Effendi Hardiani, Elsa Putri Hasali, Ivan Hasan Maksum Hayatunnufus Hayatunnufus Helya Amdan Hendra Sahputra Batubara Hidayati Armi Huda, Asrul Huda, Asrul Huda Huda, Yasdinul Hufa Weno Artha Hutabarat, Dini Hidayah Hutagalung, Juli Elprida Ihsan, Muhammad Al Ikhwal Febriyo Pratama Ilham Dhani Joleanda Ilmi Okcya Pratami Indarta, Yose Irma Yulia Basri Irwandi Ismail, Mazeni Jasril Jasril Jenia Tamara Larisa Jonni Mardizal Kamil, Fadhil Muhammad Kasih Intan Sahira Kautsar, Muhamad Al-Kautsar Al- Kenedi, Ary Kiswanto Kurnia Sari Laila Najmi Lativa Mursyida Lativa Mursyida Liza Mahera Lubis, Arina Luthfini Mahesi Agni Zaus Marliza Deviana Marta, Rizkayeni Melinda, Sari Melva Zainil Mentari Ritonga Mir Atun Shalihah Mitra Lusiana Mohammad Fauzan Pratama Mubai, Akrimullah Muhammad Adri Muhammad Adri Muhammad Hanif Mukhaiyar, Riki Murni Astuti Mursyida, Lativa Musdalipa Mahyeandra Muslimah, Farhatun Mutia khairunnisa Mutiara Rizky Putri Wahyuni Nabila Marsyanada Nadila, Lativa Nahdia Latifah Najla Afifah Aprilia Naufal Naufal, Kms Muhammad Nelda Azhar Nenny Mahyuddin Nita Sofia Nizwadi Jalinus Nizwardi Jalinus Nofelia, Nofrianti Nopita, Levi Novi Hendri Adi Novita Sari Nur Azmi Alwi Nurcahyati Nurhafizah Nurhafizah Nurhasan Syah Nurul Husna Zakiyah Oktoria Oktoria Pranoto, Dzenata Achmad Prioga Desparo Purwanto, Wawan Putra Jaya Putra Ramadoni Sukma Putri Irma Delianti Putri Wahyuni Putri, Monica Rafi Aryatama Rahma Fadhilah Rahma Rahma Rahma, Yulia Azika RAHMI, ELVI Rahmiati Rahmiati Rahmiati Rara Cantika Refdinal, Refdinal Resmi Darni Resmidarni, Resmidarni Resti Rahmi Khairati Costa Reva Febrianti Reza, Bayu Rizky Alfa Richelle C. Castro Rinaldi, Daniel Rizkayeni Marta Rizky Ananda Rizky Ema Wulansari Rizky, Salman Ronaldi Lesmana Rose Rahmidani Ryan Fikri Ryan Fikri Sahdia, Halimah Tun Salsabila, Atira Balqis Sandi Azima Mailando Sandra, Randi Proska Sari, Adha Kurnia Sari, Erni Marlina Silvani Ilhani Fahira Silvina Arifah Simatupang, Wakhinuddin Siregar, Alfi Salimah Sisi, Mardiana Putri Siti Ainim Liusti Siti Maisyarah Arza Siti Nur Fajriahni Sitompul, Dina Lestari Sofya, Rani Sonali Arta Ully Sri Arita Sukardi Sukardi Sukardi, Sukardi Sultan Farhan Fadhlurrahman Sulthan Trianda Arisco Susanto, Risko Agus Syafitra, Kurniawan Syahril Syahrul Syahrul Syarif, Zamir Teza Agustina Titin Sriwahyuni Tuazmi, Noferli Vera Irma Delianti Vera Irma Delianti Vivi Kesuma Dewi Vivi Puspita Wahdi, Yera Wahda Wahyuni, Meisya Alifia Wakhinuddin Wakhinuddin, Wakhinuddin Wandha Rahma Hafizhah Waskito Waskito Waskito, Waskito Winda Agustiarmi Yandra, Sidik Rama Yanita, Merita Yasdinul Huda Yeka Hendriyani Yeni, Dhea Berliana Rahma Yeni, Nia Febrima Yera Wahda Wahdi Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yosi Fimala Yovi, Arsil Yuliana Yuliana Yulti, Aatifah Yuni Yuni Meinastria Yustiani Perbina Br Sitepu Zakhrifa Husna Zuhro, Kyranty Putri