Fitria Lestari
(Scopus ID: 57208426163) Universitas Muhammadiyah Lampung

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Auto-Play Media Studio 8 based on Blended Learning: An Effort to Optimization of Teacher Competency Fitria Lestari; Noprisa Noprisa; Dwi Desmayanasari; Desrina Hardianti; Deni Efendi; Andika Eko Prasetiyo
Smart Society Vol. 1 No. 2 (2021): Smart Society
Publisher : FOUNDAE (Foundation of Advanced Education)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1111.312 KB) | DOI: 10.58524/smartsociety.v1i2.66

Abstract

Advances in science and technology have brought enormous changes to the advancement of education, especially for teachers to improve pedagogical competence. Therefore, teachers must be able to design learning that can transfer knowledge and information well to students. This service program was carried out at SMP N 7 Pesawaran with the aim of providing assistance to teachers in the interactive learning of Auto Play Media Studio 8 (AMS) based on blended learning. The methods used in this training include training on AMS 8 applications that produce products made by participants using the ADDIE development. The results of this service (1) increase teacher knowledge and skills by 92,9% of the 44 participants, 85,3% of teachers on average are able to implement blended learning-based Auto Play Media Studio 8 (AMS) learning media (2) help answer learning at this time, especially in the Covid-19 pandemic conditions which causes students to not be able to learn directly by coming to school so that teachers can apply innovative learning to increase student motivation in learning.
Utilization of Chicken Harvest as a Community Economic Improvement in the Covid-19 Pandemic Desrina Hardianti; Noprisa Noprisa; Fitria Lestari; Dwi Desmayanasari; Suryatul Aini Asyhara; Retno Dumila; Triyana Dara; Wahyu Alfurosi
Smart Society Vol. 2 No. 2 (2022): Smart Society
Publisher : FOUNDAE (Foundation of Advanced Education)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/smartsociety.v2i2.114

Abstract

 The COVID-19 pandemic has impacted various aspects of people's lives, including the economic sector that occurred in Tanjung Waras Hamlet, Merak Batin Village, RT 15, South Lampung. The observations show the residents' lack of knowledge and creativity in managing the harvest of chicken livestock to improve the creative economy of the residents. Therefore, to maximize this potential, our community service team from the University of Muhammadiyah Lampung assists the community by utilizing chicken harvest to improve the economy. The research method used is qualitative, with activities consisting of preparation, assistance, implementation, evaluation, and monitoring. Data is collected using observation techniques, questionnaires, interviews, and group discussion forums (FGD). This activity was carried out on 6-12 July 2021 in Tanjung Waras Hamlet, Merak Batin Village, RT 15 participants with 20 participants. The results of this activity show that: 1) 90% of respondents succeeded in making frozen food products made from chicken. 2) sales results after being processed into frozen food products provide profits of up to more than 75%. This also makes residents more creative in processing raw chicken pieces into processed products that can provide income and help residents overcome economic problems during the COVID-19 pandemic. Marketing of processed products is carried out by residents from home and also through social media.  
IMPLEMENTASI MEDIA AR BERMUATAN KEARIFAN LOKAL LAMPUNG PADA MATERI GEOMETRI: PENINGKATAN KEMAMPUAN KOMUNIKASI MATEMATIS SISWA Jeshinta Dwi Cahyani; Fitria Lestari; Noprisa Noprisa
Mandalika Mathematics and Educations Journal Vol 8 No 2 (2026): Edisi Juni
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v8i2.12026

Abstract

The development of digital technology encourages the use of innovative learning media such as Augmented Reality (AR) to transform abstract Mathematics concepts into more concrete and contextual. This study aims to measure the improvement of students' mathematical communication skills through the implementation of AR media based on Lampung local wisdom on limas and prism materials. This study uses a quantitative approach with a pre-experimental design of one group pretest–posttest involving 15 grade VIII students of Assafina Junior High School Bandar Lampung. Data were collected through tests, questionnaires, and documentation, with test instruments in the form of five description questions that met the criteria of validity and reliability with a Cronbach's Alpha coefficient of 0.99. Data analysis was carried out using Shapiro–Wilk test, paired sample t−test, and N−Gain. The results showed an increase in students' average scores from 51 to 76.73 with a significance level of less than 0.05 and an N−Gain value of 0.51 which was included in the medium category. In addition, students' responses to the use of media reached 87.85% which was classified as very practical. These findings show that AR media based on local wisdom is effective in supporting the development of students' mathematical communication through visual, symbolic, and verbal representations in spatial geometry learning.
Eksplorasi Potensi Etnomatematika Lampung Sebagai Dasar Pengembangan Modul Pembelajaran Geometri Berbasis Augmented Reality Deni Efendi; Fungky Marian; Fitria Lestari; Reza Muhammad Zain; Silmy Ramadhani
Jurnal Pendidikan Matematika Malikussaleh Vol. 5 No. 4 (2025): Jurnal Pendidikan Matematika Malikussaleh
Publisher : LPPM UNIMAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/jpmm.v5i4.22987

Abstract

Pemahaman konsep geometri pada siswa Sekolah Dasar (SD) masih rendah, salah satunya disebabkan oleh kurangnya media pembelajaran yang interaktif dan kontekstual. Di sisi lain, budaya Lampung kaya akan unsur geometri, namun belum dimanfaatkan secara optimal dalam pembelajaran. Penelitian ini bertujuan untuk mengeksplorasi potensi etnomatematika dalam budaya Lampung sebagai dasar pengembangan modul pembelajaran geometri berbasis Augmented Reality (AR). Penelitian menggunakan pendekatan kualitatif eksploratif, dengan pengumpulan data melalui observasi langsung, wawancara semi-terstruktur, dan diskusi kelompok terarah (FGD) pada tiga objek budaya: Menara Siger, Rumah Adat Lamban Dalom, dan motif kain Tapis. Data dianalisis menggunakan model Miles dan Huberman melalui tiga tahap: reduksi data dilakukan dengan memilah informasi relevan dari hasil observasi, wawancara, dan FGD; penyajian data dilakukan dalam bentuk narasi, tabel, dan matriks identifikasi konsep geometri; verifikasi temuan dilakukan melalui triangulasi data untuk menarik kesimpulan yang valid. Hasil penelitian menunjukkan bahwa aspek budaya Lampung mengandung berbagai konsep geometri, seperti bangun datar dan ruang, simetri, serta transformasi geometri. Temuan ini mendukung integrasi etnomatematika dan AR sebagai strategi untuk meningkatkan pemahaman konsep geometri secara kontekstual dan interaktif. Berdasarkan tujuan penelitian, hasil ini memberikan rekomendasi awal untuk pengembangan modul pembelajaran berbasis AR yang tidak hanya inovatif, tetapi juga relevan dengan konteks budaya lokal dan kebutuhan siswa SD.