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Journal : Journal of Disruptive Learning Innovation (JODLI)

“M-Auto” The Augmented Reality-Based (AR) Learning Media Application for the Finite-State Automata (FA) Reduction Subject of Language and Automata Theory Courses Fajar Ananda Saputra; F Ti Ayyu Sayyidul Laily; Dimas Prasetyo Buseri; Imro’aturrozaniyah Imro’aturrozaniyah; Kartika Candra Kirana
Journal of Disruptive Learning Innovation (JODLI) Vol 1, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (560.798 KB) | DOI: 10.17977/um072v1i22020p45-58

Abstract

AbstractA proper learning process should contain innovative, amusing, challenging, and motivating aspects. It should be able to provide an opportunity for the students to develop their creativity and independence based on their interests and talent. Less interesting and tedious classroom learning activity indicates the factor of the students’ learning interest degradation, for example as in the language and automata theory and finite-state automata reduction subject. The current research aims to aid language and automata theory in a learning activity to be easier to acquire. With the Augmented Reality-based learning media, the researcher hopes that the students can develop their understanding and their interest in a learning activity, especially for finite-state automata subjects. The subject of the current research is the Augmented Reality-based application as the learning media for language and automata theory and finite-state automata material. The researcher employs several research methodologies such as literature review, library research, and questionnaire to support the current research. The application is designed according to system development that consists of problem identification, appropriateness study, need analysis, concept designing, content designing, script designing, graphic designing, system production, and system examination. The result of the current research is the AR-based learning media application for the finite-state automata reduction subject of language and automata theory. Keywords: Learning Media, Finite-State Automata Reduction, Augmented Reality
Design and Development Augmented Reality Application to Introduce the Potential of Sudaji Village in Bali Using the Design Thinking Method Wahyu, Kartika; Ashar, Muhammad; Kirana, Kartika Candra; Rahmadya, Budi
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p1-10

Abstract

Indonesia is a country that has diversity, both in terms of ethnicity, customs, religion, and language. One of them is the island of Bali, the island of Bali is one of the parameters of Indonesian tourism. Data on the high number of tourist visits to Bali before the pandemic increased. This is what affects the economy in Bali. However, due to the COVID-19 pandemic, tourists visiting Bali have decreased. In an effort to increase the economy due to the pandemic in the tourism sector, the Province of Bali continues to develop villages in Bali into tourist villages. One of them is Sudaji Village, Sudaji Village is included in the top 50 Indonesian tourist villages, the current digitization in the form of websites, YouTube, Instagram, Tiktok, Facebook which is used to provide information about the potential that exists in the village. However, the digitization is still not enough to encourage tourists to know about Sudaji Village, especially domestic tourists. This is evidenced by the results of interviews with five domestic tourists, stating that they have never heard of tourism in Sudaji Village, Bali. In the development of digital villages in Sudaji Village, namely using Augmented Reality (AR). Augmented Reality (AR) is a technology that has a lot of potential to be developed in various fields. This study uses the design thinking method with 5 stages, namely empathize to find out about the problems of potential users, define to define problems from the data that has been obtained, ideate, which is to create solutions or ideas based on existing problems, prototypes make products from the results of the previous stages, and the fifth stage, namely testing carried out by 5 potential users to get an SUS score of 82 which is included in the A value with excellent information.
Development of Human Facial Expression Game for Autism Children Using Design Thinking Method Haq, Yaritza; Ashar, Muhammad; Kirana, Kartika Candra
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p11-23

Abstract

Facial expression is one of the important factors in interacting and communicating activities. People can know the emotions and feelings of the interlocutor through their facial expressions. However, this can be difficult while doing interactions with children with autism. These limitations become obstacles in socializing for children with autism because not everyone can understand their feelings. To overcome this problem, a study was proposed with the title "Development of a Game for Recognizing Human Facial Expressions for Children with Autism Using Design Thinking Methods". The existence of this research is expected to help children with autism to learn facial expressions according to the emotions they feel and can improve their social skills. The method used in this study is the Design Thinking method which consists of 5 stages, namely Empathize, Define, Ideate, Prototype, and Test.
Design and Development an Augmented Reality Pop-Up Earth Application Using the Design Thinking Method Sari, Nandha Mustika; Ashar, Muhammad; Kirana, Kartika Candra; Rahmadya, Budi
Journal of Disruptive Learning Innovation (JODLI) Vol 3, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v3i22022p125-133

Abstract

The importance of providing information about planet earth to users is one of the reasons for conducting this research, because humans are living beings who play an important role in protecting the earth so that various information and knowledge about planet earth are needed. To get this information, the smartphone is one of the tools used as a medium of information. Through the use of this technology, researchers convey information using an interactive pop-up application in the form of three dimensions. To realize the interactive application, researchers use markerless-based augmented reality technology, so that users can use it without any limitations of space and time.The development method used in this research is the design thinking method consisting of 5 stages, namely empathize, define, ideate, prototype, and test. The testing phase in this study uses blackbox testing, validation tests carried out by experts, and a usability scale system carried out by potential users to determine the level of satisfaction when using the application. The results of the Pop-Up Earth application test show that the application is in grade A or the excellent category with an average SUS score of 82.5% and can run well as expected. Experts state that this application is valid for use with an average value of 98.3% for the delivery of application media and 87.5% for the delivery of application information. It is hoped that the Pop-Up Earth application can provide various information about planet earth to users interactively and informatively. 
Co-Authors Abdulrahman, Salah Abdullah Khalil Achmad Hamdan Adam Achmad Rachmawan Ahmad Hamdan Akbar, Asna Isyarotul Andrian Rachmat Anik Nur Handayani Ashar, Muhammad Axel Gandy Arthayuda Azhar Ahmad Smaragdina Begananda, Hilham Bagus Budi Rahmadya Budi, Lalu Agung Purnama Cahya Bintang Wira Winata Cahyono, Gigih Prasetyo Choirul Anam Devita, Riri Nada Dimas Prasetyo Buseri Eko Tristyo Purwanto Ellvina Pramitadewi Wahyunigtyas Eva, Nur F Ti Ayyu Sayyidul Laily Fadhlullah, Aufar Faiq Fajar Ananda Saputra Fauzi, Kanzul Fikri Febri Liantoni Filsafalasafi, Alfi Firmansyah, Muhammad Ferdian Gigih Prasetyo Cahyono Gushardana, Raffi Taufiq Hanadayani, Nia Okta Handayani, Nia Okta Hani Ramadhan Haq, Yaritza Hary Suswanto Hermanto, Yon Ade Lose Heru Wahyu Herwanto Imro’aturrozaniyah Imro’aturrozaniyah Indri Astuti Ivan reynaldi Putra Krisma Anuarin Hidayat Lalu Agung Purnama Budi Latif, Rafika Mas’udah, Ajeng Ramadhani Lailul Michell Brella Tamarizta Mochammad Bagus Priyantono Mohamad Firzon Ainur Nadifah Adya Ilham Nandha Mustika Sari Nasharuddin Mas Nidhom, Ahmad Mursyidun Ningrum, Gres Dyah Kusuma Ningsih, Fitriyah Nur Hidayah Nur Hidayat, Wahyu Nurjihan Najma Zahera Perdana, Sigit Prasetya, Januari Adi Priyantono, Mochammad Bagus Purwanto, Eko Tristyo Rachmawan, Adam Achmad Raffi Taufiq Gushardana Sari, Nandha Mustika Sari, Rahajeng Kartika Shofiea, Maulida Siregar, Galih Carlos Putra Siregar, Sherly Allsa Slamet Wibawanto Sujito Sujito Sujito Sujito Syaad Patmanthara Syahputra, M. Firman Aji Thoriq Bachtiar Yusuf Ekananda Tri Hadiah Muliawati Ummi Kulsum Wahyu, Kartika Wulandari, Rizka Safitri yanti, vitri Yudhistira W.P, Yudhistira W.P Yusuf Ekananda, Thoriq Bachtiar Zahera, Nurjihan Najma