Claim Missing Document
Check
Articles

Found 12 Documents
Search

Penggunaan Augmented Reality Untuk Meningkatkan Penguasaan Kosa Kata dan Hasil Belajar Dian Syafitri Chani Saputri
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 6, No 1: April 2017
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (821.406 KB) | DOI: 10.35889/jutisi.v6i1.230

Abstract

AbstrakAugmented Reality merupakan salah satu teknologi rich interface yang sedang berkembang dan telah diimplementasikan di banyak bidang. Penelitian yang mendalam terhadap pembelajaran berbasis Augmented Reality untuk pendidikan anak usia dini belum banyak dilakukan, padahal potensi pemanfaatan Augmented Reality untuk pendidikan sangat besar dan memiliki peluang yang tidak terbatas. Tujuan makalah ini adalah untuk mengetahui pengaruh augmented reality pada pendidikan berdasarkan kajian literatur hasil penelitian di bidang tersebut  dan untuk mengetahui potensi pemanfaatan teknologi tersebut sebagai media pembelajaran Bahasa Inggris untuk meningkatkan penguasaan kosa kata dan hasil belajar siswa.Keyword: Augmented Reality, Media Pembelajaran, Bahasa Inggris AbstractAugmented Reality is one of the rich interface that is growing and has been implemented in many fields. In-depth study of Augmented Reality-based learning for early childhood education has not been widely implemented, the potential for Augmented Reality utilization for education is very large and has unlimited opportunities. The purpose of this paper is to know the effect of augmented reality on education based on literature review of research results in this field and to know the potential use of such technology as a medium of learning English to improve vocabulary mastery and student learning outcomes.Keywords: Augmented Reality, Instructional Media, English
Media Informasi Ragam Jenis Makanan Tradisional Khas Lombok Berbasis Mobile Rezky Ramdhaningsih; Dian Syafitri Chani Saputri; Syahroni Hidayat; Abdurahim Abdurahim
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 1 No 1 (2019): May
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v1i1.14

Abstract

Lombok has a variety of traditional Lombok foods that must be preserved. Traditional Lombok foods are one of the characteristics and treasures of culture owned by Indonesia, not only in terms of taste, form, and variety, but also from diverse colors. Lombok has considerable tourism potential, as one of the centers of culinary tourism destinations. However, promotional media and information are still limited, so this research want to introduce or promote traditional Lombok foods with easily and quickly by utilizing mobile-based technology. Making information media on various of traditional foods of Lombok with 2 languages, Indonesian and English. While the method used in multimedia development was Luther Sutopo. The steps are Concept, Design, Material Collecting, Assembly, Testing, Distribution. The tools used in making these mobile applications are Adobe flash and Adobe Photoshop. The results of this research is a Media Application for Variety of Traditional Foods of Lombok
PEMANFAATAN AUGMENTED REALITY DALAM PEMBUATAN BROSUR INTERAKTIF Syaiful Mukhlisin Akbar MZ; Dian Syafitri
Jurnal Bumigora Information Technology (BITe) Vol 1 No 1 (2019)
Publisher : Prodi Ilmu Komputer Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (503.309 KB) | DOI: 10.30812/bite.v1i1.425

Abstract

ABSTRAK Perguruan Tinggi merupakan salah satu tahapan dalam dunia pendidikan yang memiliki peran besar dalam pengembangan kualitas sumber daya yang berkualitas di berbagai tatanan kehidupan. Jumlah Perguruan Tinggi yang ada di Indonesia pada tahun 2015 sebanyak 4.326 yang terdiri dari 371 Perguruan Tinggi Negeri dan 3.955 Perguruan Tinggi Swasta. Dengan banyaknya jumlah perguruan tinggi yang ada di Indonesia dapat menimbulkan permasalahan yang berkaitan dengan persaingan antar Perguruan Tinggi dalam upaya penjaringan calon mahasiswa baru. Sebagai salah satu Perguruan Tinggi yang ada di Indonesia, STMIK Bumigora Mataram mengupayakan beberapa hal terkait dengan permasalahan diatas diantaranya dengan menggunakan berbagai media dalam proses promosi penjaringan calon mahasiswa baru seperti website, brosur, media sosial, dan lain-lain. Menurut data yang ada calon mahasiswa baru mendapatkan informasi terbanyak melalui media brosur dengan jumlah mencapai 1184 orang dalam waktu 4 tahun terakhir (2011-2014). Namun dalam penerapannya penggunaan brosur memiliki beberapa kekurangan seperti informasi yang diberikan sifatnya terbatas yaitu hanya berupa teks dan gambar. Dalam penelitian ini penulis membuat solusi alternatif dari masalah yang ada, yaitu berupa brosur interaktif dengan memanfaatkan teknologi Augmented Realiti yang memiliki kemampuan memberikan informasi yang berkaitan dengan informasi pendaftaran yang bersifat lebih dinamis dengan dapat menampilkan informasi berupa video profil serta desain 3 dimensi fasilitas bangunan yang ada di STMIK Bumigora Mataram. Perancangan dan pembuatan brosur interaktif dengan memanfaatkan teknologi Augmented Reality ini menggunakan metode pengembangan multimedia menurut Luther Sutopo yang terdiri dari 6 tahap yaitu menyusun konsep, desain, material colleting, assembly, testing dan distribution.
Augmented Reality in Indonesia's Primary School: Systematic Mapping Study Dian Syafitri Chani Saputri; Dyah Susilowati
International Journal of Engineering and Computer Science Applications (IJECSA) Vol 1 No 1 (2022): March 2022
Publisher : Universitas Bumigora Mataram-Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (308.319 KB) | DOI: 10.30812/ijecsa.v1i1.1817

Abstract

Augmented reality is an increase trending technology in education. Research in the field of AR for Education is increasing every year. A large number of research reviews have focused on the use of AR in education worldwide and at all levels of education, but there have not been many reviews of the use of AR at the elementary school level in Indonesia. This study aims to determine the trends of using AR in elementary school in Indonesia. This research used a Systematic Mapping Study approach, which consists of the stages of definition research question, conduct research, screening papers, keywording using abstract, and data extraction and mapping process. Subjects of elementary education, grade, type of AR application, and research method and facets, have been used in classifying AR. Inclusion and exclusion criteria were used in determining the relevant papers. This study examining 42 articles containing “augmented reality”, “elementary school” and “Indonesia” in their titles, abstracts, and keywords. Articles were published between 2017 and 2021. The results have shown that science learning is the most subject to be the object of AR research, followed by mathematics, language, and culture. Most of the AR implementations are implemented in class IV, V and VI. The most widely used type of AR application is marker-based AR. The most widely used research method is R&D which focuses on developing AR products.
ANALISIS TINGKAT KECANDUAN GAME ONLINE TERHADAP MANAJEMEN WAKTU DENGAN MENGGUNAKAN METODE CERTAINTY FACTOR DAN ALGORITMA K-NEAREST NEIGHBOR LOMBOK TENGAH Kartarina Kartarina; Melati Rosanensi; Muhammad Jayadi; Dian Syafitri
JISAMAR (Journal of Information System, Applied, Management, Accounting and Research) Vol 7 No 2 (2023): JISAMAR : May 2023
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisamar.v7i2.1040

Abstract

Saat ini bermain game online sangatlah popular dikalangan masyarakat baik itu anak-anak, remaja maupun orang dewasa. Game online pada aplikasi mobile biasanya berbasis android, mudah dimainkan, hanya menggunakan smartphone saja. dapat dijadikan hiburan atau untuk mengisi waktu luang namun sering disalah artikan dikalangan anak-anak, game online seringkali membuat mereka lupa waktu. Penelitian ini menggunakan kombinasi dua metode yaitu Certainty Factor dan Algoritma K-Nearest Neighbor, data-data yang dibutuhkan pada penelitian ini diantaranya adalah data gejala, dan data sampel hasil diagnosa. Data gejala didapatkan dari ahli pakar psikologi. Dataset yang digunakan adalah 100 data, dimana 70% sebagai data training dan 30% sebagai data testing. Dari semua dataset tersebut didaptkan 25 anak mengalami tingkat kecanduan Rendah, 34 anak mengalami tingkat kecanduan sedang dan 41 anak mengalami tingkat kecanduan Parah. Dari hasil penelitian ini didapatkan tingkat akurasi yang diuji menggunakan Rapidminer yaitu sebesar 80%. Pada Penelitian ini akan diaplikasikan dalam bentuk web yaitu menggunakan Laravel
Do Computational Thinking and Self Regulated Learning Affect Computer Programming Problem Solving Skills? : An Experimental Study Dyah Susilowati; Abdul Rahim; Gede Pramudya Ananta; Dian Syafitri Chani Saputri; Uswatun Hasanah; Reny Refitaningsih Peby Ria
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 10, No 3 (2024): September
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i3.12415

Abstract

This study aims to analyze the effect of computational thinking and self regulated learning on computer programming problem-solving skills. The research used a quasi-experiment with a factorial design. Research sampling using a purposive sampling technique. The sampling of this study used a purposive sampling technique, namely students of Bumigora University, Indonesia. The data collected were in the form of tests with data analysis techniques using inferential statistics. The results showed the fulfillment of the prerequisite tests of normality and homogeneity with each Sig value obtained > 0,05. The paired sample t-test test in the control and experimental groups obtained each Sig value < 0.05, so it can be concluded that there is a significant difference in student learning outcomes in each control group and experimental group. The independent sample t-test test obtained a Sig value < 0.05, so it can be concluded that there is a significant difference between the computational thinking method and the conventional learning method. The independent sample t-test test obtained a Sig value < 0.05, so it can be concluded that there is a significant difference between high and low self-regulated learning. Factorial ANOVA test obtained Sig value <0.05, so it can be concluded that the interaction between learning methods and self-regulated learning makes a significant difference in the ability to solve computer programming problems. The implications of applying computational thinking methods and developing self-regulated learning skills significantly improved problem-solving skills in computer programming, thus supporting the need to integrate this approach into curricula and teaching strategies.
Development of Augmented Reality Learning Media to Introduce Musical Instruments for Deaf Elementary School Student Dian Syafitri Chani Saputri; Anthony Anggrawan; Dyah Susilowati; Rahmat Maulana
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 10, No 3 (2024): September
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i3.12034

Abstract

This research aims to develop Augmented Reality learning media for deaf children at the elementary school level in recognizing musical instruments and measuring their effectiveness on learning outcomes. The research method used is research and development (R&D) and uses the Multimedia Development Life Cycle development method. The effectiveness of the media was tested using pretest-posttest. Data analysis techniques use the parametric statistical test. The results of testing by media and content experts concluded that the application was declared suitable for use as a learning medium. From the beta test, it was discovered by 33 deaf students that Augmented Reality learning media was well received. The t-test comparison test shows that there is a difference, which means that the use of Augmented Reality learning media as a medium for introducing musical instruments to deaf students has a positive impact on learning outcomes.
Penerapan Aplikasi Pelayanan Samsat Keliling pada UPTB-UPPD Gerung Adil, Ahmat; Triwijoyo, Bambang Krismono; Pribadi, Agus; Saputri, Dian Syafitri Chani; Fahly, Moh. Rizky
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 4 No 1 (2023): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v4i1.2871

Abstract

Public service is an activity or a series of activities in the context of fulfilling service needs in accordance with statutory regulations. One form of public service that is carried out is the vehicle tax service known as Sistem Administrasi Manunggal Satu Atap (SAMSAT) service. The method used in implementing this application uses 2 stages, namely implementation, and evaluation. At the discussion stage, it contains an explanation as implementation material for the application used. This section contains interfaces in the form of input and output applications. These interfaces are the material for socialization to participants. Besides the interface, this section also discusses the database used. Based on the results of the socialization and evaluation that has been carried out, it is concluded that the implementation of the application is very helpful for officers in carrying out their work.
Bibliometric Analysis of Artificial Intelligent Studies in Education and Pedagogy Susilowati, Dyah; Saputri, Dian Syafitri Chani; Ria, Reny Refitaningsih Peby; Hidjah, Khasnur
Nusantara: Jurnal Pendidikan Indonesia Vol. 4 No. 3 (2024)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/njpi.2024.v4i3-1

Abstract

Purpose – Artificial Intelligent (AI) is a technology that is currently developing rapidly. The application of AI in Education (AIEd) is a study that is starting to be of interest to researchers in the field of AI and Education. The purpose of this research is to summarize studies on AIEd from 2018 to 2023 through bibliometric analysis and analyze current study progress, key points, and trends in AIEd related to pedagogy.Method – This research is a bibliometric analysis method. The data were collected from the Scopus database using R Studio software with search keywords of “Artificial Intelligence, Education, and Pedagogy”. A total of 94 articles were reviewed in this study.Findings – The results of the study show that combining the more frequently researched AI and Pedagogy topics with the less researched AIED topics can produce innovative updates and make important contributions in the field of artificial intelligence and education. Research Implications – The impact of this research can open opportunities for researchers to further explore the combination of AIED, AI, and pedagogy topics so as to enrich and expand the scope of research and encourage progress in related disciplines.
Development of Augmented Reality Learning Media to Introduce Musical Instruments for Deaf Elementary School Student Saputri, Dian Syafitri Chani; Anggrawan, Anthony; Susilowati, Dyah; Maulana, Rahmat
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 10 No. 3 (2024): September
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i3.12034

Abstract

This research aims to develop Augmented Reality learning media for deaf children at the elementary school level in recognizing musical instruments and measuring their effectiveness on learning outcomes. The research method used is research and development (R&D) and uses the Multimedia Development Life Cycle development method. The effectiveness of the media was tested using pretest-posttest. Data analysis techniques use the parametric statistical test. The results of testing by media and content experts concluded that the application was declared suitable for use as a learning medium. From the beta test, it was discovered by 33 deaf students that Augmented Reality learning media was well received. The t-test comparison test shows that there is a difference, which means that the use of Augmented Reality learning media as a medium for introducing musical instruments to deaf students has a positive impact on learning outcomes.