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PENGEMBANGAN MEDIA INTERAKTIF MAGICBOOK BERBASIS AUGMENTED REALITY ANDROID PADA MATA DIKLAT MENERAPKAN FUNGSI PERIFERAL DAN INSTALASI PC Reni Kurnia; Asrul Huda; Nurindah Dwiyani
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 3, No 1 (2015): Januari - Juni 2015
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v3i1.5166

Abstract

The problem in this final project is an internal problem of the school is the availability of school facilities and infrastructures are affected to the students’ knowledge of X TKJ in identifying the type of devices peripheral and its functions. Other causes are the teaching methods and learning medias which used not various, it makes learning become less enjoyable. To overcome these problems, then designed a technology-based Learning Media MagicBook Augmented Reality using Android mobile devices. Besides being able to combine the virtual objects with the reality environtment, Augmented Reality technology enables users to perform three-dimensional direct interaction thus better able to give the impression for students. Magicbook Learning Media is designed like a regular book, but in inside the Magicbook is inserted a marker as a link between the real world and the virtual objects, then added with animation and video tutorials use the application. This media is created using Vuforia Library, Unity Free and Mono Development, Autodesk 3D Studio Max as animation maker software. This media is designed to assist students in understanding the concept of training courses of Apply the Function of Instalation PC and Peripherals and assist teachers in explaining the material. Keywords         :Interactive Media, Magicbook, Augmented Reality, Marker.
GAMBARAN TINGKAT KECEMASAN MAHASISWA DALAM MENGHADAPI UJIAN PRAKTIKUM PADA MAHASISWA FAKULTAS FARMASI DAN ILMU KESEHATAN UNIVERSITAS ABDURRAB TAHUN 2023 Lora Marlita; Yulia Febri anita; Reni Kurnia
Jurnal Keperawatan Abdurrab Vol 7 No 1 (2023): Volume 7 No 1 Juli 2023
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/jka.v7i1.3582

Abstract

Anxiety is a body's response to conflict. Anxiety arises when negative emotions are present due to fears of impending danger. The way to deal with anxiety is by self-control, asking for support from family and friends, exercising, and preparing yourself earlier before facing a practicum exam. The purpose of this study was to describe the level of student anxiety in facing practicum exams for students of the Faculty of Pharmacy and Health Sciences, Abdurrab University in 2023. This research used a quantitative descriptive research type. Total population of 1519 respondents. The sampling technique used in this study was cluster sampling. Total sample 304 respondents. The instrument used for this study was a questionnaire in the form of a google form consisting of 20 questions. Data analysis using univariate analysis. It is known from the research results that the majority of anxiety levels based on majors are mild anxiety with a total of 100 people (32.8%), based on gender experiencing anxiety as many as 155 people (64%), based on age experiencing anxiety as many as 147 people (68%). It is hoped that students who experience anxiety can overcome anxiety both pharmacologically and non-pharmacologically.
PENGARUH MEDIA AUDIOVISUAL TERHADAP KREATIVITAS BERPIKIR SISWA PADA MATA PELAJARAN INFORMATIKA KELAS VII DI SMPN 1 X KOTO DIATAS Siti Nabilah Raisah AR; Novrianti; Mutiara Felicita Amsal; Reni Kurnia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48378

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kreativitas berpikir siswa dalam pembelajaran Informatika akibat dominannya metode pembelajaran konvensional dan minimnya penggunaan media pembelajaran interaktif. Siswa cenderung hanya mencatat materi dan kurang aktif selama proses pembelajaran berlangsung. Oleh karena itu, penelitian ini bertujuan untuk mengetahui pengaruh media audiovisual terhadap kreativitas berpikir siswa pada materi Sistem Komputer kelas VII SMPN 1 X Koto Diatas. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen. Partisipan penelitian berjumlah 41 siswa yang dibagi menjadi dua kelompok, yaitu kelas eksperimen yang menggunakan media audiovisual dan kelas kontrol yang menggunakan media PowerPoint. Pengumpulan data dilakukan melalui angket kreativitas berpikir yang telah diuji validitas dan reliabilitasnya. Penelitian dilaksanakan pada tahun ajaran 2024/2025. Teknik analisis data menggunakan statistik deskriptif dan uji prasyarat analisis untuk mengetahui perbedaan hasil kedua kelas. Hasil penelitian menunjukkan bahwa kelas eksperimen memperoleh skor kreativitas berpikir lebih tinggi dibandingkan kelas kontrol. Kelas eksperimen memperoleh rata-rata 145,95 dengan skor tertinggi 181 dan skor terendah 106, sedangkan kelas kontrol memperoleh rata-rata 138,14 dengan skor tertinggi 160 dan skor terendah 98. Kesimpulan penelitian menunjukkan bahwa media audiovisual berpengaruh signifikan dalam meningkatkan kreativitas berpikir siswa pada pembelajaran Informatika. Implikasi penelitian ini adalah media audiovisual dapat digunakan sebagai media pembelajaran yang efektif, interaktif, dan inovatif untuk meningkatkan partisipasi, pemahaman, dan kualitas belajar siswa.