Claim Missing Document
Check
Articles

Found 13 Documents
Search

RANCANG BANGUN APLIKASI VIRTUAL TOUR HAJI DAN UMROH MENGGUNAKAN MIT APP INVENTOR BERBASIS ANDROID Indria Muliyawati; Sudargo Sudargo; Arif Wibisono
JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer Vol 2, No 1 (2021): JIPETIK: Jurnal Ilmiah Pendidikan Teknologi Informasi & Komputer
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Dalam rangka membantu calon jama’ah haji dan umroh untuk mengetahui lokasi dan tuntunan beribadah haji dan umroh, telah dibuat aplikasi virtual tour haji dan umroh yang diberi nama “VITOHAROH” dan dapat diakses menggunakan Android. Virtual tour merupakan inovasi pengembangan teknologi gambar panorama 360 derajatuntuk memperkenalkan 9 lokasi yang wajib dikunjungi saat beribadah haji dan umroh di Mekah dan Madinah, serta gambar 360 derajat replika Mekah dan Madinah di Firdaus Fatimah Zahra sebagai tempat manasik haji yang berada di Semarang. Terdapat juga tuntunan beribadah haji dan umroh yang disajikan dalam bentuk video panduan tour di dalam aplikasi “VITOHAROH”. Pembuatan aplikasi  virtual tour haji dan umroh menggunakan MIT App Inventor yang menyajikan layanan untuk merancang dan membangun aplikasi mobile. Tujuan dilakukannya penelitian ini adalah untuk merancang dan membangun aplikasi virtual tour haji dan umroh menggunakan MIT App Inventor  berbasis Android. Metode yang digunakan dalam penelitian ini adalah Research and Development, metode ini digunakan untuk menghasilkan produk aplikasi “VITOHAROH” yang telah diuji kelayakannya melalui uji validasi ahli dan uji coba terbatas oleh responden. Dari uji validasi ahli menghasilkan presentase kelayakan 93,3% dan dari uji coba terbatas menghasilkan presentase 94,5% yang artinya aplikasi sudah layak digunakan.
Hypothetical Learning Trajectory for Seventh Graders' Understanding of Square through Techno-Ethno-Realistic Mathematics Education Farida Nursyahidah; Maya Rini Rubowo; Arif Wibisono; Khoiriya Latifah; Windia Hadi
SJME (Supremum Journal of Mathematics Education) Vol 10 No 2 (2026): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v10i2.13478

Abstract

The concept of squares is a fundamental topic in junior high school geometry, serving as a foundation for understanding quadrilaterals and more advanced geometric concepts. However, many seventh-grade students struggle to learn the material. distinguishing the properties of squares from other quadrilaterals and often rely on procedural understanding rather than conceptual reasoning. To address this challenge, this study aims to develop a Hypothetical Learning Trajectory (HLT) for seventh-grade students' understanding of squares through Techno-Ethno-Realistic Mathematics Education (TE-RME). This study uses a design research methodology consisting of three stages: preliminary design, teaching experiments, and retrospective analysis. This study involved seventh-grade students at a junior high school in Semarang. The focus of this article is on the initial design stage, namely the development of a hypothetical learning trajectory that includes four main activities: (1) observing the context video; (2) finding the perimeter of a square using rods and GeoGebra; (3) finding the area of ​​a square using rods, origami paper, and GeoGebra. The series of activities in this learning path is designed to help students build a deeper understanding of the square concept, while fostering an appreciation of local culture and diversity in mathematical thinking. This hypothetical learning trajectory is designed to be implemented in an experimental classroom and research-based teaching using TE-RME.
Peningkatan Kompetensi Guru dalam Mengembangkan Media Pembelajaran Matematika Berbasis AR/VR Menggunakan WebAR Melalui Pendekatan Techno-Ethno-RME Farida Nursyahidah; Arif Wibisono; Maya Rini Rubowo
Pelita: Jurnal Pengabdian kepada Masyarakat Vol. 6 No. 3 (2026): Pelita: Jurnal Pengabdian kepada Masyarakat
Publisher : Perkumpulan Kualitama Edukatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51651/pjpm.v6i3.582

Abstract

The development of digital technology is driving the transformation of mathematics learning towards a more interactive, contextual, and learner-centered approach. However, teacher competency in developing immersive technology-based learning media, such as Augmented Reality (AR) and Virtual Reality (VR), is still limited. Furthermore, the integration of local cultural elements into mathematics learning is not yet optimal. This community service activity aims to improve teacher competency in designing and developing Web Augmented Reality (WebAR)-based mathematics learning media through the Techno-Ethno-Realistic Mathematics Education (TE-RME) approach. The activity was carried out through the stages of needs analysis, preparation of training materials, workshop implementation, practical mentoring, and evaluation of training results. Participants were mathematics teachers who were members of the Mathematics MGMP who were given training on basic AR/VR concepts, utilization of the WebAR platform, integration of ethnomathematics elements, and application of Realistic Mathematics Education (RME) principles in developing learning media. Evaluation was conducted using pretest and posttest instruments, participant response questionnaires, and assessment of the resulting media products. The results of the activity showed an increase in participants' understanding and skills in developing WebAR-based mathematics learning media. Participants were able to produce AR/VR media prototypes that integrated local cultural contexts and mathematical concepts contextually. Participants' responses to the training were very good, particularly regarding the ease of use of the technology, the relevance of the material, and the potential for implementation in learning. Thus, this training was effective in improving teachers' digital competencies and supporting the development of innovative, contextual, and culturally based mathematics learning.