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Perancangan Media Pembelajaran Interaktif Berbasis Teknologi Augmented Reality pada Mata Pelajaran Dasar Elektronika Fakhrur Rozi; Muhammad Anwar
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.v12i1.124683

Abstract

Media pembelajaran penting dalam belajar untuk mengatasi kesulitan dalam memahami materi abstrak, teoritis, dan umum. Contoh media pembelajaran yang dirancang untuk mata pelajaran Dasar Elektronika yaitu media pembelajaran interaktif berbasis teknologi Augmented Reality. Tujuan dari perancangan media pembelajaran yaitu membantu guru menciptakan pengalaman pembelajaran yang lebih menarik bagi siswa serta memfasilitasi pemahaman materi Dasar Elektronika. Dalam perancangan media belajar ini, digunakan metode Multimedia Development Life Cycle (MDLC) dengan tahapan Concept, Design, Material Collecting, Assembly, Testing, dan Distribution. Hasil penelitian dan perancangan media pembelajaran ini adalah aplikasi android sebagai media interaktif yang membantu proses pembelajaran berbasis teknologi Augmented Reality. Aplikasi ini mendapatkan penilaian kelayakan tinggi dari Ahli Media sebesar 93,6% dengan kategori "Sangat Layak," dan dari Ahli Materi dengan persentase 97% dengan kategori "Sangat Layak". Berdasarkan hasil perancangan dan validasi oleh Ahli Media dan Ahli Materi, dapat disimpulkan bahwa media pembelajaran interaktif berbasis teknologi Augmented Reality ini sangat layak untuk digunakan.Kata kunci : Media Pembelajaran, Augmented Reality, MDLC, Ahli Media, Ahli Materi. Learning media is important in education to address difficulties in comprehending abstract, theoretical, and general subjects. An example of learning media designed for the Basic Electronics subject is interactive learning media with Augmented Reality technology. The purpose of designing this learning media is to assist teachers in creating a more engaging learning experience for students and facilitating an understanding of Basic Electronics material. In the design of this learning media, the (MDLC) Multimedia Development Life Cycle method is employed, comprising stages such as Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The result of this research and the design of learning media is an Android application as an interactive medium that aids the learning process through Augmented Reality technology. This application received a high feasibility assessment from Media Experts, scoring 93.6% in the "Highly Feasible" category, and from Subject Matter Experts with a 97% score in the same category. Based on the design and validation results by both Media and Subject Matter Experts, it can be concluded that this interactive learning media based on Augmented Reality technology is highly suitable for use.Keywords: Learning Media, Augmented Reality, MDLC, Media Expert, Material Expert.
PROTOTYPE RICE DRYER UNTUK OPTIMALISASI PRODUKTIVITAS PASCAPANEN Tika Rukmana; Muhammad Anwar
Journal of Innovative and Creativity Vol. 5 No. 2 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i2.3059

Abstract

Drying is a critical stage in the post-harvest process of rice to maintain the quality and shelf life of the grain. In Indonesia, traditional sun-drying methods are still widely used, which are highly dependent on weather conditions and require significant time and labor. These limitations often lead to grain moisture levels exceeding the ideal range set by the Indonesian National Standard (SNI 6128:2020), which is 13–14%, thereby reducing the quality and market value of the rice. This study aims to design and implement a semi-automatic rice dryer system based on the Arduino Mega 2560 microcontroller to regulate temperature, humidity, and grain moisture levels automatically. The system utilizes DS18B20 sensors for temperature, DHT22 for humidity, and a grain moisture sensor, while controlling fans, heaters, and agitators through programmed logic. Test results show that the prototype can reduce grain moisture levels more efficiently and consistently than traditional methods, with sensor readings falling within acceptable accuracy tolerances. This tool is expected to provide an effective solution for improving rice drying quality and supporting overall farmer productivity
Implementasi Algoritma Fuzzy Tsukamoto Dalam Sistem Pendeteksi Gejala Social Anxiety Disorder Pada Mahasiswa Musfara Zahra Nadien; Muhammad Anwar; Dony Novaliendry; Randy Proska Sandra
Journal of Innovative and Creativity Vol. 5 No. 3 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i3.4578

Abstract

Social Anxiety Disorder (SAD) atau gangguan kecemasan sosial yang ditandai oleh rasa takut berlebihan dalam situasi sosial. Penelitian ini bertujuan untuk merancang dan mengimplementasikan sistem pendeteksi gejala Social Anxiety Disorder pada mahasiswa menggunakan algoritma Fuzzy Tsukamoto berbasis web. Sistem ini memanfaatkan data hasil kuesioner berdasarkan indikator gejala kecemasan sosial yang diadaptasi dari instrumen Hamilton Anxiety Rating Scale (HARS). Proses inferensi dilakukan melalui tahapan fuzzifikasi, pembentukan rule base, inferensi fuzzy, dan defuzzifikasi untuk menghasilkan nilai crisp yang menunjukkan tingkat kecemasan sosial. Metode pengembangan yang digunakan adalah Waterfall, yang meliputi tahap analisis kebutuhan, perancangan, implementasi, pengujian, dan pemeliharaan. Pengujian sistem dilakukan terhadap 20 responden mahasiswa. Hasil implementasi menunjukkan bahwa sistem mampu mengklasifikasikan tingkat kecemasan, yaitu tidak ada kecemasan, ringan, sedang, berat, dan sangat berat. Berdasarkan hasil validasi, diperoleh tingkat kesesuaian sebesar 90% antara hasil sistem dan hasil penilaian manual menggunakan metode HARS. Dengan demikian, sistem ini dapat digunakan sebagai alat bantu deteksi dini gangguan kecemasan sosial pada mahasiswa secara mandiri serta sebagai media pendukung pemantauan kesehatan mental di lingkungan kampus.
Effectiveness of STEM-Oriented Project-Based Learning Modules in Visual Communication Design to Support Science and Technology Skills in Vocational Education Deliana; Muhammad Anwar
Jurnal Penelitian Pendidikan IPA Vol 11 No 4 (2025): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i4.10542

Abstract

This study aims to develop and evaluate the effectiveness of a STEM-oriented entrepreneurship-based learning module using a Project-Based Learning (PjBL) model in the Basic Principles of Design and Visual Communication subject at SMK Negeri 2 Guguak. The research used the Research and Development (R&D) method with the 4D model (Define, Design, Develop, Disseminate). Data were collected through observations, expert validations, and pretest-posttest experiments involving teachers and students. The module received high feasibility ratings from media experts (4.87) and material experts (4.89). Practicality tests showed very practical results from both teachers (97.38) and students (87.11). Effectiveness was confirmed through a Paired Samples Test with significant improvements in student learning outcomes (Sig < 0.005; t-value > t-table). In conclusion, the developed module is valid, practical, and effective in improving learning outcomes and integrating STEM-based competencies in vocational education.