Asep Mahpudin
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Penerapan Permainan Interaktif Geocaching Untuk Meningkatkan Motivasi Siswa Dalam Belajar Sebagai Inovasi Baru Pembelajaran Matematika casnan casnan; Asep Mahpudin; Evan Farhan Wahyu Puadi
UNION: Jurnal Ilmiah Pendidikan Matematika Vol 6 No 1 (2018)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (377.371 KB) | DOI: 10.30738/.v6i1.2028

Abstract

Permainan interaktif “Geocaching” adalah media pembelajaran inovatif yang dapat digunakan untuk meningkatkan motivasi belajar Matematika di tingkat SMA. Untuk menguji hal tersebut, penelitian ini dilakukan dalam bentuk penelitian kuasi eksperimen dengan desain pretest-posttest one group design. Subjek dalam penelitian ini adalah siswa SMA di lingkungan kota, terbiasa menggunakan teknologi dan memiliki kemampuan kognisi dari rentang sedang hingga tinggi. Instrumen yang digunakan dalam penelitian ini adalah angket motivasi belajar matematika siswa.  Hasil analisis data menggunakan uji – t untuk sampel berpasangan diperoleh Sig.     (2-tailed) = 0,000 < α = 0,05, hal ini menunjukan bahwa media pembelajaran Geocaching dapat meningkatkan motivasi belajar siswa pada pelajaran matematika.
RANCANG BANGUN AUGMENTED REALITY (AR) BERBASIS ANDROID UNTUK PENGEMBANGAN MEDIA PEMBELAJARAN FISIKA Asep Mahpudin; Evan Farhan Wahyu Puadi
PROSIDING SEMINAR NASIONAL & INTERNASIONAL 2018: SEMINAR NASIONAL PENDIDIKAN SAINS DAN TEKNOLOGI
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (387.746 KB)

Abstract

This research has stages of research (1) Making Concepts Preparing Physics lesson material that will be developed through the implementation of Androidbased Augmented Reality (AR) technology, (2) Designing an Android-based Augmented Reality (AR) technology for developing Physics learning media, (3 ) Product Design of Android-based Augmented Reality (AR) Technology for the Development and Innovation of Physics Learning Media, (4) Product Validation, (5) Revision of Android-Based Augmented Reality (AR) Technology, (6) Trial of Augmented Reality Technology Products (AR ) Based on Android for theDevelopment and Innovation of Physics Learning Media, (7) Android-Based Augmented Reality (AR) Application for Physics Learning Media Development and Innovation. The subject of this research is the development of innovative physics learning media through the implementation of Android-based Augmented Reality technology, and the object of research is the students of SMAN 1 Jalaksana. The development of innovative physics learning media aims to providebetter understanding of physical concepts. From the results of non-parametric trials using Wilcoxon, the results for the experimental and control classes concluded that α> p-value. The experimental class obtained a p-value of 0.002 with α = 0.05, while the control class obtained a p-value of 0.002. So that from the results of these tests after learning is carried out experimental class is better than the control class significantly, meaning that learning by using media influences students' understanding ability Keywords: Technology Augmented Reality (AR), Android, Physics Learning
Implementation of Video Feedback (FVB) Technology in Supporting Futsal Playing Skills Oman Hadiana; Ribut Wahidi; Asep Mahpudin; Muhammad Rama Sanjaya; Ramanda Aditya Maulandani; Deliya Anitiara Rufikah
Jurnal Pengabdian Kepada Masyarakat MEMBANGUN NEGERI Vol. 8 No. 2 (2024): Jurnal Pengabdian Kepada Masyarakat MEMBANGUN NEGERI
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35326/pkm.v8i2.6683

Abstract

Futsal is a sport that is growing rapidly in various countries, including Indonesia. However, in the midst of the hegemony of the very dynamic development of futsal, in reality the achievements of futsal clubs that are members of the Kuningan Regency Futsal Association (AFKab Kuningan) have not been able to compete at the regional level. The partner problems that we found include the futsal playing skills of AFKab Kuningan member players still need to be improved, this is the result of observations during training and during matches. The purpose of community service activities is to implement Video Feedback (VFB) in every futsal training process to support player playing skills. The method of implementing community service activities that we carry out consists of five stages, namely socialization, training, application of technology, mentoring and evaluation, and program sustainability. Community service activities have succeeded in improving the futsal playing skills of futsal club players in the Kuningan Regency Futsal Association. The use of Video Feedback (VFB) technology has proven effective in helping players and coaches conduct direct evaluations of the game, thus facilitating improvements in technique, tactics, and overall team coordination. Through VFB, coaches can provide more specific feedback, while players can better understand their weaknesses and potential.