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UJI KELAYAKAN “ARBARU: APLIKASI AUGMENTED REALITY BANGUN DATAR DAN BANGUN RUANG” DALAM MENINGKATKAN MINAT BELAJAR MATEMATIKA DI SEKOLAH DASAR Clara Devi Anggraini, Cicilia; Wiradharma, Gunawan; Budiwati, Yulia; Aditya Prasetyo, Mario; Kristiana Dewi, Danar
SIBATIK JOURNAL: Jurnal Ilmiah Bidang Sosial, Ekonomi, Budaya, Teknologi, Dan Pendidikan Vol. 4 No. 5 (2025)
Publisher : Penerbit Lafadz Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/sibatik.v4i5.2677

Abstract

Students can understand the material and visualize the spatial form of mathematical objects through the use of augmented reality as an alternative learning media. The previous year the development of ARBARU was carried out: Augmented Reality Flat and Spatial Shapes applications that can be used in elementary school level math lessons. Before being used by the public, the application was tested through a questionnaire to 25 respondents from elementary school students and 15 students from the Open University PGSD Study Program. The assessment includes aspects of appropriateness of content, appropriateness of presentation, suitability of language, AR technology, usefulness, visual and audio appearance, ethnomathematics content, as well as software implementation and engineering. The empirical feasibility test is designed to evaluate the media's feasibility and ascertain the opinions of users of the mobile learning application that has been developed. The tested product is considered to meet very high standards and is suitable for use as a learning medium for space-building material, which can enhance spatial ability and comprehension of planar and space-shaped materials.
Wonderful Indonesia Campaign As Indonesia’s Nation Branding On Digital Media Rosadi, Raesita Rakhmawati; Wiradharma, Gunawan; Arisanty, Melisa
KOMUNIKA Vol 5 No 2 (2022): Accredited by Kemenristekdikti RI SK No.152/E/KPT/2023
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/komunika.v5i2.13514

Abstract

Social media’s influence on purchasing decisions is on the radar of a multitude of industries worldwide and the tourism industry is no exception. Social media today is become a tool for countries in the world to promote tourism in their countries. Nation branding is a method for countries to differentiate and distinguish themselves from other countries around the world through branding. This phenomenon allowing countries to compete with each other to attract tourist from all over the world. Thus, every country needs special identity and uniqueness that differ a country from another. Indonesia is one of many countries that have been started a nation branding campaign that called ‘Wonderful Indonesia’ in 2011. Head of Ministry of Tourism of Republic Indonesia Arief Yahya stated that, in 2020 Indonesia have targeted 20 million of foreign tourists to come to Indonesia with a projected foreign exchange earnings of 18.5 billion USD (kemenpar.go.id). This study found that Wonderful Indonesia Campaign has been communicated through digital media (Website, Facebook, Instagram, Twitter, and YouTube). This study describes the channels that were utilized to promote the campaign and gives inputs to optimize the technical and content used in the campaign media.
Karakteristik Budaya dan Estetika Tari Tradisional Aceh, Betawi, Bali, Kalimantan, Sulawesi, dan Papua Wiradharma, Gunawan; Sediyaningsih, Sri; Soewardjo, B. Kristiono; Aditya Prasetyo, Mario
Jurnal Locus Penelitian dan Pengabdian Vol. 4 No. 7 (2025): JURNAL LOCUS: Penelitian dan Pengabdian
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/locus.v4i7.4100

Abstract

Penelitian ini bertujuan untuk mengkaji karakteristik budaya pada tari tradisional Indonesia yang meliputi Aceh, Jawa, Kalimantan, Bali, Sulawesi, dan Papua. Rumusan masalah dalam penelitian ini adalah bagaimana karakteristik budaya pada tari tradisional yang ada di Indonesia, khususnya pada tari tradisional Aceh, Betawi, Bali, Kalimantan, Sulawesi, dan Papua. Jenis penelitian ini adalah kualitatif dengan menggunakan pendekatan deskriptif-analitis. Pengambilan data dalam penelitian ini dilakukan dengan wawancara kepada maestro tari, budayawan, koreografer, dan akademisi tari. Berdasarkan penelitian yang telah dilakukan dapat disimpulkan bahwa masing-masing daerah memiliki karakteristik tarian yang berbeda-beda baik dari segi gerak, tema, musik, busana, dan seluruh instrumen dalam sebuah pertunjukan tari sehingga karakteristik tersebut memiliki makna etis dan estetis.
Persuasi Pariwisata Jepang melalui Content Tourism Film Anime: Perspektif Komunikasi Massa Penggemar Anime Puspitasari, Anggun; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Rakasiwi, Agil
IDEA : Jurnal Studi Jepang Vol 7, No 1 (2025): Vol 7, No 1 (2025): Idea: Jurnal Studi Jepang
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33751/idea.v7i1.12030

Abstract

Penelitian ini bertujuan untuk menganalisis bagaimana anime, khususnya Your Name dan Detective Conan, berfungsi sebagai media persuasi dalam membentuk persepsi audiens terhadap destinasi wisata Jepang. Dengan pendekatan kualitatif deskriptif dan metode analisis isi model Mayring, penelitian ini mengeksplorasi elemen visual, naratif, dan emosional dalam kedua anime tersebut yang memengaruhi minat wisatawan. Hasil analisis menunjukkan bahwa Your Name secara signifikan mengandalkan kekuatan visual untuk menonjolkan daya tarik destinasi, sementara Detective Conan memanfaatkan kekuatan naratif serta ikon wisata untuk membangun keterikatan emosional dengan penonton. Representasi lokasi yang realistis dalam anime mampu menciptakan citra positif tentang Jepang dan mendorong keputusan wisatawan untuk melakukan kunjungan. Temuan ini menegaskan bahwa anime efektif sebagai agen soft power dalam strategi promosi pariwisata, serta membuka peluang penerapan model content tourism serupa di negara lain, termasuk Indonesia.
Efektivitas Gim Edukasi Berbasis Virtual Reality dengan Pendekatan Etnomatematika Luti Gendang Batam dalam Meningkatkan Motivasi Belajar Siswa SD Anam, Khaerul; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Suryani, Nining
Jurnal Pendidikan Matematika : Judika Education Vol. 8 No. 4 (2025): Jurnal Pendidikan Matematika:Judika Education
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/mx53f077

Abstract

This study aims to measure the effectiveness of a Virtual Reality (VR)-based educational game developed with an ethnomathematics approach to improving elementary school students' learning motivation. This approach is rooted in R&D following the ADDIE paradigm, with a focus on the implementation and evaluation stages. A one-group pretest-posttest research design was used for this study. The research subjects were 30 fifth-grade students at an elementary school, who participated in learning using SIVIRA: Social Arithmetic Virtual Reality Application media. Data were collected through a learning motivation questionnaire covering intrinsic and extrinsic aspects, and supplemented by learning observations. The analysis results showed a significant increase in students' learning motivation scores from pre-test (M = 2.94) to post-test (M = 3.79), with a t (29) value = 8.54 and p < 0.001. The effectiveness value based on Cohen's d was 1.56 (high category). Improvements occurred in both intrinsic and extrinsic motivation equally. In conclusion, this study shows that students' learning motivation can be significantly improved through the use of VR learning materials that incorporate local culture. This approach can be widely used to teach basic mathematics.   Keywords: Educational Games; Learning Motivation; Virtual Reality; Ethnomathematics; Social Arithmetic
Literasi Digital dalam Pendidikan Jarak Jauh: Studi Perilaku Pencarian Informasi Mahasiswa Berdasarkan Model Ellis Diana, Mustika; Wiradharma, Gunawan; Evriza, Eka; Prasetyo, Mario Aditya; Rachmaningsih, Dewi Maharani
JURNAL MANAJEMEN PENDIDIKAN DAN ILMU SOSIAL Vol. 6 No. 6 (2025): Jurnal Manajemen Pendidikan dan Ilmu Sosial (Oktober-November 2025)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jmpis.v6i6.6104

Abstract

Penelitian ini bertujuan untuk memetakan perilaku pencarian informasi mahasiswa Universitas Terbuka Palembang dalam menyusun karya ilmiah berdasarkan delapan tahapan model David Ellis. Kebutuhan literasi digital yang tinggi dalam konteks pendidikan terbuka dan jarak jauh membuat mahasiswa diharapkan mampu mengakses, mengevaluasi, dan menggunakan informasi secara mandiri. Pendekatan kuantitatif deskriptif digunakan dengan pengambilan sampel sebanyak 350 mahasiswa melalui teknik proportional random sampling. Instrumen berupa kuesioner Likert terdiri atas 22 item yang mewakili delapan tahapan model Ellis. Hasil menunjukkan bahwa seluruh tahapan perilaku pencarian informasi dilakukan oleh mahasiswa, dengan tahapan chaining (menelusuri referensi lanjutan) sebagai yang paling dominan (rata-rata = 4,37), dan monitoring (memantau informasi terbaru) sebagai yang paling lemah (rata-rata = 3,96). Temuan ini menunjukkan bahwa kebiasaan mengikuti perkembangan informasi secara berkala masih perlu diperkuat meskipun mahasiswa cukup aktif dalam proses pencarian dan verifikasi informasi. Hasil ini mengonfirmasi relevansi model Ellis dalam konteks pembelajaran jarak jauh, serta menyoroti pentingnya penguatan literasi digital dalam aspek current awareness. Hasil ini dapat dijadikan dasar bagi pengembangan program pelatihan literasi informasi di perguruan tinggi terbuka untuk mendukung proses akademik yang lebih mandiri, reflektif, dan kredibel.
Improving the Spatial Ability of Distance Learning Students on the Material of Three-Dimensional Shapes through Mobile Learning Applications Based on Augmented Reality Anam, Khaerul; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Suko, Imelda Paulina
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 7, No 4 (2023): October
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v7i4.16902

Abstract

This research develops a mobile learning application that produces a feasible and attractive product to be used as a learning resource. Then, the product was tested quantitatively on users to determine the product's readiness and its relationship to increasing the user's spatial abilities. This research is a continuing research that has been carried out previously regarding the development of ABRAR (Application of three-dimensional shapes with Augmented Reality) application (Anam et al., 2022). The product has been validated by content and media experts and has received positive feedback from student users. Data was collected in Nusa Tenggara: Regional Offices of UT Mataram and UT Kupang, involving 3.098 Elementary Education Study Program students. The sample size consisted of 310 respondents, determined using the Lemeshow formula. The product produced from this research is an augmented reality-based mobile learning application that serves as a learning resource. The results of the mobile learning media trial developed were interpreted as very positive. It shows that using mobile learning in geometry subjects provides a positive response and increases motivation in the learning process. In addition, the implementation of mobile learning in spatial ability has shown a 30% improvement in imagining the position of three-dimensional shapes. It indicates that mobile learning has influenced the respondents' spatial ability. Respondents can visualize three-dimensional shapes from a certain point of view by utilizing augmented reality (AR) technology. Furthermore, based on the feasibility test results, the resulting mobile learning meets the criteria of being excellent and feasible to use as a geometry learning medium. The result of the research is mobile learning application so that it can be applied for distance education with requirements has an Android application system and easy to connect the internet. Thus, the ABRAR application can support learning anytime and anywhere, improve understanding of the material, and improve students' spatial abilities.
Educational Game Design for Introduction to Traditional Indonesian Houses Based on Leap Motion for Elementary School Students Anggraini, Cicilia Clara Devi; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Dewi, Danar Kristiana; Fadloli, Fadloli
JISIP: Jurnal Ilmu Sosial dan Pendidikan Vol 9, No 4 (2025): JISIP (Jurnal Ilmu Sosial dan Pendidikan) (November)
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jisip.v9i4.9170

Abstract

Design of a Leap Motion-Based Educational Game on the Introduction of Indonesian Traditional Houses for Elementary School Students. This research aims to design a Leap Motion-based educational game as an innovative learning media in introducing Indonesian traditional houses to elementary school students. The background is based on the limited interactive learning media used in cultural education, especially on the material of traditional houses which have been taught with conventional approaches. Using Research and Development (R&D) approach with the ADDIE development model, the research focused on the needs analysis stage through interviews and distributing questionnaires to education experts, elementary school teachers, and students. The results of the analysis showed that learning about traditional houses is still static and uninteresting, so it is unable to build a contextualized learning experience. Both teachers and students showed high enthusiasm for the use of gesture-based media that allows visual and kinesthetic interaction. Leap Motion is considered to have high potential in realizing embodied learning that can increase student engagement and understanding. Experts recommended 3D visualization features, gesture-based navigation and cultural narrative in the game. These findings provide a conceptual and empirical foundation for the development of the ArchiLeap: Jelajah Rumah Adat Nusantara that bridges the richness of local culture with an adaptive, fun, and contextualized digital technology approach.
Revitalisasi Foto Produk pada Tampilan Media Sosial UMKM Fashion Nusantara di Desa Lulut Kabupaten Bogor Wiradharma, Gunawan; Prasetyo, Mario Aditya; Harsasi, Meirani; Koesanto, Stefani M. A. A.; Anam, Khaerul
Abdimas Mandalika Vol 4, No 2 (2025): Februari
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/am.v4i2.29424

Abstract

Abstract: In today's digital era, visual appeal plays a crucial role in product marketing strategies, particularly through social media. Fashion Nusantara MSMEs in Lulut Village, Bogor Regency, face challenges in presenting attractive and professional product photos on their digital platforms. Since high-quality visuals can enhance consumer interest, brand image, and sales conversion, addressing this issue is essential. This Community Service (PkM) activity aims to improve MSME product photography skills, enabling them to create more professional and engaging product visuals. The program was implemented in three stages: (1) providing educational materials on digital marketing, basic photography techniques, and social media optimization, (2) revitalizing product photos through hands-on practice using proper lighting and composition techniques, and (3) evaluating the effectiveness of the program by assessing photo quality before and after training and gathering participant feedback. The results indicated a significant improvement in the visual presentation of MSME products on social media. With enhanced visuals, MSMEs are expected to strengthen their market competitiveness, boost sales, and establish a stronger brand presence. Additionally, this program's outputs include mass media publications and scientific articles submitted to Senmaster and the UT PkM Result Degree 2024, ensuring broader academic and practical dissemination.Abstrak: Di era digitalisasi saat ini, visual yang menarik menjadi faktor utama dalam strategi pemasaran produk, terutama melalui media sosial. UMKM Fashion Nusantara di Desa Lulut, Kabupaten Bogor, menghadapi tantangan dalam menampilkan foto produk yang menarik dan profesional di platform digital mereka. Salah satu metode paling efektif untuk menarik perhatian calon pembeli adalah melalui daya tarik visual produk. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk meningkatkan keterampilan fotografi produk bagi pelaku UMKM, sehingga mereka dapat menghasilkan foto produk yang lebih profesional dan menarik. Pelaksanaan kegiatan dilakukan dalam tiga tahapan utama: (1) pemberian materi edukatif dalam pemasaran digital, teknik dasar fotografi, dan optimalisasi media sosial, (2) revitalisasi foto produk dengan praktik langsung, serta (3) evaluasi keberhasilan program melalui penilaian kualitas foto produk sebelum dan sesudah pelatihan serta umpan balik dari peserta. Hasil dari kegiatan ini menunjukkan adanya perubahan dalam tampilan foto produk pada media sosial UMKM Fashion Nusantara. Dengan tampilan visual yang lebih menarik, UMKM diharapkan dapat meningkatkan daya saingnya di pasar digital, meningkatkan penjualan, serta membangun branding yang lebih kuat di mata konsumen. Selain itu, luaran dari kegiatan ini mencakup publikasi artikel di media massa dan artikel ilmiah yang akan diikutsertakan dalam Senmaster dan Gelar Hasil PkM UT Tahun 2024.
Perilaku Penggemar terhadap Kelulusan Member Idolgroup dari Jepang JKT48: Studi Netnografi pada Akun Instagram @48time Rakasiwi, Agil; Prasetyo, Mario Aditya; Wiradharma, Gunawan
IDEA : Jurnal Studi Jepang Vol 6, No 1 (2024): Idea : Jurnal Studi Jepang
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33751/idea.v6i1.10096

Abstract

Penggemar adalah individu yang memiliki kesetiaan terhadap idolanya. Dalam dunia hiburan, seringkali karier seorang idola harus berakhir, baik karena alasan usia maupun keputusan pribadi untuk tidak lagi menjadi selebriti. JKT48, sebuah sistergroup dari idolgroup Jepang, dikenal dengan tradisi 'graduation' yang menandai akhir karier seorang anggota di grup tersebut. Penelitian ini berfokus pada reaksi penggemar terhadap pengumuman kelulusan seorang anggota terkenal, Shani Indira Natio, melalui analisis komentar di akun Instagram @48time. Dengan memanfaatkan pendekatan kualitatif melalui metode netnografi, studi ini bertujuan untuk memahami hubungan antara devotion penggemar dan reaksi emosional terhadap putusnya hubungan parasosial. Penelitian ini menunjukkan bahwa kelulusan member idolgroup bukan hanya peristiwa yang mempengaruhi idola yang bersangkutan, melainkan juga memiliki dampak luas terhadap emosi dan perilaku penggemarnya yang menggambarkan keterkaitan yang dalam antara idola dan penggemar dalam budaya populer kontemporer. Temuan studi ini dapat dimanfaatkan untuk pengembangan strategi pengelolaan komunitas penggemar yang lebih efektif.
Co-Authors Abdurrahman Rahim Thaha Ace Sriati Rachman Adamy, Zulham Aditya Prasetyo, Mario Afdol Tharik W S Agil Rakasiwi Akadira, Tora Alpin Herman Saputra Anjani, Afifah Annisa, Azizah Mujahidah Ardiasih, Lidwina Sri Ari Cahyo Nugroho Arifah Bintarti arina rubyasih, arina B. Kristiono Soewardjo Batti, Steviani Budiwati, Yulia Cicilia Clara Devi Anggraini Cicilia Clara Devi Anggraini, Cicilia Clara Devi Clara Devi Anggraini, Cicilia Dede Kurniyawan Dede Mahmudah Dede Mahmudah Dewi Maharani Rachmaningsih Dewi, Danar Kristiana Dhimas Setyo Nugroho Diana, Mustika Dina Dewita Bi’an DWI RAHMAWATI Dwi Rahmawati Dwi Suprabowo Edward Zubir Efraim Bavo Priyana eka evriza, eka Eka Novita Sari Enang Rusyana Eraskaita Ginting Esti Kurniawati Mahardika Fadli, Muhammad Rijal Fadloli, Fadloli Fatonah, Khusnul Fauzi, Luthfi Faishal Fiani, Isma Dwi Guntur Freddy Prisanto Hakim, Nong Ayu Triyanti Utami Hasim, Rahman Ida Royandiah Ida Royandiyah Imam Nuraryo Imelda Paulina Soko, Imelda Indah, Rosiana Nurwa Irwan Trinugroho, Irwan Isma Dwi Fiani Isma Fiani Karina Pramita Ningrum karunia, Erick Khaerul Anam Khoirul Anam Koesanto, Stefani M. A. A. Koesanto, Stefani Made Ayu Artharini Kristiana Dewi, Danar Kurnia Endah Riana Kurniawati Mahardika, Esti Kurniyawan, Dede Kuswanti, Eko Lukman Saleh Waluyo Mario Aditya Prasetyo Mario Aditya Prasetyo Mario Aditya Prasetyo Meirani Harsasi Melisa Arisanty Melisa Arisanty Melisa Arisanty Melisa Arisanty Miftahunnisa' Igiriza Mikaresti, Pamela Mujazi Muktia Pramitasari Niken Febrina Nila Kusuma Windrati Nining Suryani Nisa, Rochmatul Uma Khoerun Nong Ayu Triyanti Utami Hakim Nugroho, Dhimas Setyo Nurdiansyah, Aulia Nurmanita, Tiara Sevi Poppy Ruliana Pramitasari, Muktia Prasetyo, Mario Aditya Priono, Mochamad Priyana, Efraim Bavo Purwanto, Agus Joko Puspitasari, Anggun Rachmawati Windyaningrum Raden Sudarwo Raesita Rakhmawati Rosadi Rahmaddian Rahmat Budiman Rahmat Fadhli Rakasiwi, Agil Riady, Yasir Riana, Kurnia Endah Rita Herlina Robiansyah, Anton Rohmah, Dewi Wardah Mazidatur Rosadi, Raesita Rakhmawati Sari, Novitalia Ablinda Sayimer, Idil Sediyaningsih , Sri Sediyaningsih, Sri Sediyaningsih, Sri Selly Anastassia Amellia Kharis Simabur, Lisda Ariani Sopandi, Agus Tatang Sri Maulidia Permatasari Sri Maulidia Permatasari Stefani M. A. A. Koesanto Stefani Made Ayu Sudarwo, Raden Sukatmi, Sri Suko, Imelda Paulina Suparti Suparti Syinta, Irhamny Maya Unggul Utan Sufandi Valentino, Rahmat Alifin Valentino, Rahmat Alifin Vivi Indra Amelia Nasution Widiyanto Widiyanto Widiyanto Windi Baskoro Prihandoyo Yasir Riady Yasir Riady Yulia, Irla Yusari, Nur Indah Yusuf, Salaisyah Amalia Zul Fahmi Zul Fahmi Zul Fahmi