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Aplikasi Kustomisasi Desain Rumah 3D Menggunakan Teknologi Augmented Reality dengan Fitur Budgetting Sri Muliani Sianipar; Bayu Ramadhani Fajri; Yeka Hendriyani; Asrul Huda
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 3 (2023): Vol. 11, No 3, September 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i3.123921

Abstract

Memiliki rumah yang nyaman dan sesuai dengan impian adalah hal yang sangat diinginkan banyak orang. Oleh karena itu, penting untuk mempertimbangkan keputusan dalam pemilihan tipe, desain dan juga Rencanan anggaran Biaya. Saat ini, industri properti masih terus berkembang dikota-kota kecil maupun kota besar. Penggunaan gambar 2D dan miniatur Rumah yang biasa digunakan untuk menggambarkan desain bangunan dapat diganti dengan menggunakan model tiga dimensi (3D) sebuah rumah yang dilihat melalui perangkat seluler Android. Teknologi yang dikenal sebagai Augmented Reality (AR) memungkinkan penyisipan objek virtual 3D ke lingkungan nyata. Penelitian ini akan mengintegrasikan teknologi Augmented Reality ke dalam kustomisasi rumah yang menampilkan 3D rumah dan dapat mengkustom rumah sesuai dengan keinginan juga terdapat anggaran biaya yang diperlukan saat hendak membangun rumah sehingga ketika menggunakan objek 3D, proses kustomisasi rumah akan menjadi lebih realistis dan lebih mendetail. Aplikasi ini memberikan kemudahan dan pengalaman interaktif kepada konsumen, yang dapat meningkatkan keterlibatan dan minat konsumen dalam membangun rumah. Aplikasi ini telah menjalani uji validasi dari 3 ahli media. Hasil uji validitas menunjukkan bahwa ahli media mendapat skor 96% .Kata kunci : Rumah,  Augmented Reality, Kustomisasi, Rencana Anggaran Biaya, Android. Having a comfortable and dreamy home is what many people really want. Therefore, it is important to consider the decision in selecting the type, design and budget planning. Currently, the property industry is still growing in small towns and big cities. The use of 2D drawings and miniature houses that are commonly used to describe building designs can be replaced by using a three-dimensional (3D) model of a house viewed on an Android mobile device. The technology known as Augmented Reality (AR) allows the insertion of 3D virtual objects into real environments. This research will integrate Augmented Reality technology into home customization that displays 3D houses and can customize the house according to your wishes. There is also a budget needed when you want to build a house so that when using 3D objects, the home customization process will become more realistic and more detailed. This application provides convenience and interactive experience to consumers, which can increase consumer involvement and interest in building a house. This application has undergone validation tests from 3 media experts. The results of the validity test show that media experts score 96%. Keywords : House, Augmented reality, Customization, Budget Plan, Android.
Is It Practical Digital Learning Application For Learning 3D Graphic Design Based on Augmented Reality? Fitri Ayu; Ganefri Ganefri; Dedy Irfan; Asrul Huda; Des Suryani
Journal of Applied Engineering and Technological Science (JAETS) Vol. 5 No. 1 (2023): Journal of Applied Engineering and Technological Science (JAETS)
Publisher : Yayasan Riset dan Pengembangan Intelektual (YRPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37385/jaets.v5i1.1785

Abstract

Learning Graphic Design requires a high level of visualization, especially for design concepts or 3D interior design. If this material is only taught through guided practice in class, the learning outcomes will certainly not be optimal, especially for vocational graduates in the current digital era. The research aims to test the practicality of digital learning applications based on augmented reality technology as a learning medium for 3D interior graphic design. The type of research is Research and Development (R&D) with the Borg and Gall Method, data collection techniques using Likert scale questionnaires, applications built using Blender for modelling, Unity 3D for Augmented Reality Implementation, Android Studio for designing applications, Firebase for database storage, and Fiqma to design the interface design. This research produces a digital learning application that is used for learning 3D interior graphic design which is equipped with learning needs such as classrooms, and communication rooms and is based on Augmented Reality technology so that the resulting interior design objects can be displayed in real-time. Aiken's V formula is used to test the practicality of digital learning applications. The research results showed that the average Aiken's V score from lecturers was 85.22% in the practical category, and students in the small group test was 82.96% and students in the large group test was 83.04% in the practical category. So, it can be concluded that the use of the DiGi.AR application based on Augmented Reality is good and practical for learning 3D graphic design.
Pengembangan Media Pembelajaran Kerja Alat Sensor Berbasis Augmented Reality Kelas XI Teknik Elektronika Windiani Yuniar; Ahmaddul Hadi; Asrul Huda; Agariadne Dwinggo Samala
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 1 (2024): Vol. 12, No 1, Maret 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i1.125660

Abstract

Pada era Revolusi industri 4.0, perkembangan teknologi telah mengalami kemajuan signifikan diberbagai bidang, termasuk bidang pendidikan. Pemanfaatan teknologi dalam bidang pendidikan terutama melalui penggunaan media pembelajaran yang efektif dan interaktif. Efektivitas media pembelajaran menjadi faktor kunci dalam menentukan sejauh mana informasi pembelajaran dapat disampaikan kepada siswa secara baik. Media pembelajaran interaktif dapat mendorong siswa untuk belajar secara mandiri. Metode yang digunakan dalam pengembangan media interaktif ini adalah Multimedia Development Life Cycle (MDLC). Pengembangan multimedia terdiri dari 6 tahapan yaitu concept (pengonsepan), design (perancangan), material collecting (pengumpulan bahan), assembly (pembuatan), testing (pengujian) dan distribution (pendistribusian). Pengembangan media pembelajaran berbasis Augmented Reality (AR) yang interaktif sebagai alat bantu pembelajaran siswa dalam memahami dan mengenali cara kerja alat sensor. Dengan adanya aplikasi ini diharapkan dapat membantu guru dalam proses pembelajaran pada materi alat kerja sensor dan membantu siswa untuk lebih meningkatkan minat belajar siswa. Di samping itu aplikasi ini juga diharapkan bisa menjadi alat bantu untuk SMK yang kekurangan alat peraga untuk materi alat kerja sensor. Tersedianya media pembelajaran kerja alat sensor dengan menggunakan teknologi Augmented Reality yaitu aplikasi yang menggabungkan antara materi dan 3D modelling di dalamnya menggunakan software UnityKata kunci : Augmented Reality, Alat sensor, MDLC. In the era of the industrial revolution 4.0, technological developments have experienced significant progress in various fields, including the field of education. The use of technology in the field of education, especially through the use of effective and interactive learning media. The effectiveness of instructional media is a key factor in determining the extent to which learning information can be properly conveyed to students. Interactive learning media can encourage students to learn independently. The method used in the development of this interactive media is the Multimedia Development Life Cycle (MDLC). Multimedia development consists of 6 stages, namely concept, design, material collecting, assembly, testing and distribution. Development of interactive Augmented Reality (AR)-based learning media as a learning tool for students in understanding and recognizing how sensor tools work. With this application, it is hoped that it can help teachers in the learning process on sensor work tool material and help students to further increase student learning interest. Besides that, this application is also expected to be a tool for SMKs that lack teaching aids for sensor work tools. Availability of work learning media for sensor tools using Augmented Reality technology, namely an application that combines material and 3D modeling in it using Unity software.Keywords: Augmented Reality, sensor tools, MDLC.
AR-JarKom: Enhanced Mobility of Computer Network Learning Akrimullah Mubai; Elfi Tasrif; Asrul Huda; Naseh Ulwan; Yulia Mandasari; Kyaw Zay Ya
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 13, No 1 (2025): Voteteknika (Vocational Teknik Elektronika dan Informatika)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v13i1.133205

Abstract

The limited use of practicum tools in the laboratory is a problem in learning Computer Networks. In addition to the limited number, prices, and regulations also limit their use. Whereas Computer Network learning is very dependent on practicum tools. For this reason, this research aims to create an application that is able to present practicum tools whenever and wherever students want to learn Computer Networks. The application is called AR-JarKom which stands for Computer Network-based Augmented Reality in Indonesian. The AR-JarKom application is made using a waterfall model with the stages of needs analysis, design stages, development stages, testing stages, and maintenance stages. The result of this research is an AR-JarKom application that is able to display 3D objects and videos of practicum tools from Computer Network learning. Computer Network learning tools or videos can be displayed only by scanning images of tools in the printed or digital version of the labsheet. The AR-JarKom application can be run on Smartphone devices with the Android operating system. This makes student mobility to learn Computer Networks better without having to rely on practicum tools in the laboratory. Therefore, the results of this study are expected to be one of the qualified options in increasing the effectiveness of Computer Network learning. In the future, the AR-JarKom application will continue to be developed to improve its capabilities and existence.
Development of E-LKPD with Problem Based Learning (PBL) Learning Model in Informatics Subject at High School Fauzana Azizah; Asrul Huda; Yeka Hendriyani; Fadhilah
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.11404

Abstract

This study aims to develop and examine the validity and practicality of an Electronic Student Worksheet (E-LKPD) based on the Problem-Based Learning (PBL) model to enhance student engagement and understanding in Informatics at the secondary school level. The research employed a Research and Development (R&D) approach using the 4D model (Define, Design, Develop, Disseminate) proposed by Thiagarajan, Semmel, and Semmel. The E-LKPD was validated by material and media experts and tested for practicality by students and teachers. Validation results indicated an average score of 95.15% from material experts and 96.64% from media experts, both categorized as very high. Practicality tests yielded an average of 96.28% from students and 96.84% from teachers and students combined. These findings confirm that the developed E-LKPD is highly valid and practical for use in Informatics learning. Moreover, its implementation shows potential to foster student engagement and understanding, aligning with the intended objectives of the development.
A Simurelay-Supported Project-Based Jobsheet to Enhancing Learning Outcomes in Vocational Education Elia Gustri; Asrul Huda
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12082

Abstract

Vocational education plays a crucial role in preparing skilled graduates to meet workforce demands. However, SMKN 1 Pariaman faces challenges such as low student motivation, poor learning outcomes, and a mismatch between teaching approaches and students’ dominant kinesthetic learning style. This study aims to develop a project-based learning (PjBL) jobsheet supported by Simurelay to improve the learning process in the subject of Electromechanical and Electronic Control Systems. Simurelay is utilized to help students understand practical concepts through simulation. The research follows a 4D development model—Define, Design, Develop, and Disseminate. The product was evaluated for validity, practicality, and effectiveness. The results indicate that the developed jobsheet is valid, practical, and improves student learning outcomes. This study concludes that a PjBL-based jobsheet assisted by Simurelay can effectively support practical learning in vocational education.
Enhancing Motivation and Achievement through Gamified Learning in Vocational Electropneumatic Education Elvina; Fadhilah; Fahmi Rizal; Asrul Huda
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.12234

Abstract

This study investigates the influence of gamified learning using Quizizz on students’ motivation and academic achievement in Electropneumatic Control Systems at a vocational high school. The research was conducted in response to low student motivation and academic performance in complex technical subjects. A quasi-experimental design with a non-equivalent pretest-posttest control group was employed. The experimental group (n = 25) received gamified instruction via Quizizz, while the control group (n = 24) was taught using conventional methods. Data were collected using a validated motivation questionnaire (34 items) and a learning outcome test (38 items). Gain scores (posttest minus pretest) were analyzed using Independent Samples t-Test. Results revealed that the experimental group had significantly higher motivation scores (t = 4.396, p < 0.05) and better academic achievement (t = 3.275, p < 0.05) compared to the control group. These findings suggest that incorporating gamification strategies into technical instruction can effectively enhance both student motivation and academic outcomes.  
Development of Android-Based Network Service Technology Learning Media for Vocational Middle School Students Helmiza Helmiza; Dedy Irfan; Asrul Huda
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 4 No. 1 (2022): September 2022
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v4i1.4384

Abstract

Information and communication technology have developed along with globalization so that interaction and information delivery will quickly. One of the problems in education that is a priority to immediately find a solution is the problem of the quality of education, especially the quality of learning. From various existing conditions and potentials, efforts that can be made regarding quality improvement in schools are to develop a student-oriented learning system (children center) and facilitate students' needs for learning needs that are challenging, active, creative, innovative, practical, and fun with developing and implementing Information and Communication Technology-based learning This research is a Research and Development research with the media development model used referring to the type of Four-D development consisting of 4 stages, namely Define (defining), Design (design), Develop (development) and Disseminate (dissemination) which is carried out in Vocational High School class XI Computer and Network Engineering. The test subjects in this study were students of class XI Computer and Network Engineering SMK. The results of the three validators' overall assessment of the validator test assessment of Android-Based Learning Media is 94.28%, so the level of validity can be interpreted as Very Valid for use. Overall, the practicality assessment of Android-Based Learning Media as a learning resource is 88.46%, so the practicality level can be interpreted as Very Practical to use. As well as the assessment of the effectiveness of the Android-Based Learning Media of 90.86%, so that the level of effectiveness can be interpreted as very good for use.
Development of Desktop Application with Three Dimensional (3D) Pageflip Professional Based on Network Design and Construction Class XI TKJ Ayu Hidayati; Dedy Irfan; Asrul Huda
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 4 No. 1 (2022): September 2022
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v4i1.4396

Abstract

This research and development aims to produce products in the form of E-Modules or electronic modules based on three dimensions (3d) Pageflip Professional in NETWORK DESIGN AND BUILDING Subjects (RBJ) Class XI Computer and Network Engineering (TKJ) at SMK Negeri 2 Padang. After the validity test has been carried out by the experts, the overall assessment of the validator test on the E-Modul or electronic applicationbased on three dimensions (3d) Pageflip Professional in the NETWORK DESIGN AND BUILDING (RBJ) Subject is 89.94%, so that the level of validity can be interpreted as valid. . The results of the overall practicality test assessment of the E-applicationbased on 3d Pageflip Professional in the NETWORK DESIGN AND BUILDING (RBJ) Eye is 89.50%, so that the practicality level can be interpreted as very practical to use. The results of the overall effectiveness test assessment of the effectiveness of the 3d Pageflip Professional-based E-Modul in NETWORK DESIGN AND BUILDING (RBJ) subjects are 90.63%, so that the level of effectiveness can be interpreted as very effective to use.
Digital Transformation in Vocational Education: Development and Evaluation of a Project-Based E-Jobsheet for LAN Installation Integrated with Google Workspace T Rahmilia Agraini; Muhammad Adri; Muhammad Giatman; Asrul Huda
AL-ISHLAH: Jurnal Pendidikan Vol 18, No 1 (2026): MARCH 2026
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v18i1.8902

Abstract

Vocational education must equip students with practical competencies aligned with the digital and Fourth Industrial Revolution era. However, learning in vocational schools often faces limitations, including scarce digital media resources, weak integration of real-world projects, and minimal use of collaborative technologies.This study aimed to develop and evaluate a Project-Based E-Jobsheet for Local Area Network (LAN) installation integrated with Google Workspace to enhance learning in Computer and Network Engineering programs. The research employed the 4D development model: Define, Design, Develop, and Disseminate. Instrument validation was conducted using Aiken’s V, while practicality and effectiveness were assessed through user responses and learning outcome analysis.The E-Jobsheet demonstrated high validity in terms of media (0.836), content (0.809), and language (0.909). Practicality testing yielded a score of 85.36%, categorized as “very practical.” Effectiveness analysis showed a significant improvement in student learning outcomes (p = 0.003). Integration with Google Workspace tools (Docs, Sheets, and Forms) enabled efficient collaboration, structured feedback, and digital assessment.The findings indicate that the Project-Based E-Jobsheet is valid, practical, and effective in enhancing student engagement and learning outcomes. It supports constructivist learning through active, collaborative, and project-based approaches. Despite limitations such as single-site implementation and reliance on internet access, this study offers an adaptive digital solution to improve vocational education and better prepare students for technological advancements.