Claim Missing Document
Check
Articles

PENGARUH ONLINE LEARNING EXPERIENCE DAN GAYA BELAJAR TERHADAP MOTIVASI BELAJAR PESERTA DIDIK SMKN 2 MALANG SAAT PEMBELAJARAN JARAK JAUH (PJJ) Muhammad Syarifuddin; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 6, No 1 (2021)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v6i1.1909

Abstract

Pembelajaran jarah jauh (PJJ) kini harus terpaksa dilakukan di berbagai jenjang pendidikan guna menekan perluasan pandemi COVID-19 di Indonesia. Berbagai dampak akibat PJJ pun dirasakan oleh peserta didik khususnya jenjang SMK, karena yang awalnya pelajaran 70% harus melakukan praktik kini harus terpaksa dilakukan secara teori dan daring. SMK yang cukup berdampak adalah SMKN 2 Malang, menurut wawancara dan observasi penulis terhadap beberapa narasumber, mereka merasa malas, banyak rebahan hingga motivasi belajar menurun saat mengikuti PJJ. Tujuan dari penelitian ini adalah 1) Mengetahui pengaruh online learning experience terhadap motivasi belajar, 2) Mengetahui pengaruh gaya belajar terhadap motivasi belajar dan 3) Mengetahui pengaruh online learning experience dan gaya belajar secara bersamaan terhadap motivasi belajar peserta didik SMKN 2 Malang saat PJJ. Penelitian ini menggunakan regresi linier baik sederhana maupun berganda dengan pendekatan kuantitatif, adapun tahap penelitian dimulai dari merumuskan permasalahan hingga penarikan kesimpulan dan saran. Hasil penelitian diperoleh bahwa online learning experience berpengaruh secara positif terhadap motivasi belajar dengan pengaruh sebesar 19,6%. Sedangkan variabel gaya belajar baik visual dan audiotorial masing-masing berpangaruh positif terhadap motivasi belajar dengan besar pengaruh 28,4% dan 13,9%, untuk gaya belajar kinestetik tidak berpengaruh terhadap motivasi belajar peserta didik SMKN 2 Malang. Online learning experience dan gaya belajar secara bersama-sama berpengaruh secara positif sebesar 25,4% dan sisanya dipengaruhi oleh variabel lain diluar penelitian ini.
Pengembangan Desain Solusi Dasbor Learning Analytics sebagai Input pada Model Personalized Learning Wibisono Sukmo Wardhono; Agi Putra Kharisma; Eriq Muhammad Adams Jonemaro
Edunity Kajian Ilmu Sosial dan Pendidikan Vol. 1 No. 04 (2022): Edunity : Social and Educational Studies
Publisher : Publikasiku

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (96.521 KB) | DOI: 10.57096/edunity.v1i04.23

Abstract

Gaya belajar berperan penting dalam sistem pembelajaran adaptif. dengan memahami gaya belajar yang beragam, sistem ini dapat memberikan rekomendasi atas gaya belajar peserta didik. Tujuan dari penelitian ini adalah menganalisa pengembangan desain solusi dasbor learning sebagai input pada model personalized learning. Metode yang digunakan dalam penelitian ini adalah Human-centered Design (HCD) dengan mengintegrasikan kebutuhan-kebutuhan pengembangan lingkungan belajar yang adaptif terhadap gaya belajar peserta didik. Rancangan dasbor Learning Analytics (Learning Analytics Dashboard – LAD) menghasilkan kebutuhan-kebutuhan fungsional sebuah sebagai dasar pengumpulan data yang digunakan untuk input personalisasi pembelajaran (Personalized Learning) sesuai gaya belajar mahasiswa. Kebutuhan-kebutuhan tersebut meliputi Fungsi Login, Akses daftar materi, Membuka detail materi, Evaluasi materi, Rangkuman aktivitas dan Logout. Untuk menunjang kebutuhan-kebutuhan yang mendukung pengguna sistem mencapai tujuannya, dihasilkan kebutuhan-kebutuhan non-fungsional yang meliputi penentuan platform sistem berbasis web, tampilan yang responsif, tata-letak dan kerangka desain rapi dan konsisten, pemilihan fontasi yang lugas dan tidak bermotif dengan ukuran proporsional, serta pemilihan warna yang netral dan lembut
Character Education Integration in Distance Learning System Based on Multiple Intelligence Theory: Case Study at SMKN 2 Malang Admaja Dwi Herlambang; Qonita Rahmawati; Wibisono Sukmo Wardhono
Elinvo (Electronics, Informatics, and Vocational Education) Vol 7, No 1 (2022): Mei 2022
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (274.186 KB) | DOI: 10.21831/elinvo.v7i1.48216

Abstract

This study aims to determine how the strategies carried out by Public Vocational High Schools in Malang City, Indonesia, implement character education in the distance learning system. This research occurred at the 2nd  PublicVocational High School (SMKN 2 Malang), Computer and Network Engineering Department. The design of this research is an interactive qualitative analysis model, i.e., reduction, data presentation, and deduction. Data collection techniques are in-depth interviews, observation, and documentation for six months. Data documentation consists of diagnostic tests, Learning Management System (LMS) screenshots, and discipline time records during distance learning. This study shows that from knowledge aspect, teachers can understand students' character well so that the application of multiple intelligence strategies by utilizing diagnostic tests and LMS can be realized. However, the implementation of character education often experiences problems or lacks student technical support, so its implementation is carried out consistently by incorporating character values in every learning activity. This study recommends that observation activities be carried out when learning activities need to be optimized with synchronous learning activities.
Interactive Mixed Reality System Menggunakan Pepper Ghost System dan Kendali Gerakan Tangan Berbasis Kinect Aristyo Pramana; Eriq Muh. Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 1 (2017): Januari 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (646.179 KB)

Abstract

Teknologi mixed reality akan membuat interaksi antara user dan aplikasi terasa nyata. Teknologi ini adalah perpaduan antara dunia maya (virtual world) dan dunia nyata (real world), sehingga diharapkan pengguna akan dapat memahami terhadap informasi yang diberikan. Salah satu penggunaan teknologi mixed reality adalah penggunaan pepper ghost. Pepper ghost adalah salah satu teknologi yang bertujuan untuk menciptakan sebuah objek holografik yang interaktif. Disamping penggunaan teknologi mixed reality, terdapat suatu teknologi interaktif, yakni Kinect. Kinect menjadi alat kontrol utama dimana user sudah tidak menggunakan perangkat konvensional pada umumnya (keyboard, mouse, dan sebagainya). Dengan menggunakan kinect, user hanya menggunakan bahasa tubuh yang nantinya akan diterjemahkan menjadai sebuah perintah tertentu pada aplikasi.
Implementasi Mobile Augmented Reality Pada Aplikasi Pemilihan Sarana Dan Prasarana Laboratorium Sekolah Menengah Atas Dimas Setyo Utomo; Issa Arwani; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 3 (2017): Maret 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1194.361 KB)

Abstract

Augmented Reality (AR) is a technology with a lot of potentials. AR could bring a lot of advantages in many different fields such as entertainment, design or military. This technology also possibly used as a new design approach for interior design as virtual objects such as furniture displayed in a real-world environment on the screen. This study took up in an institution like public school specifically for school laboratory. This study will also add the use of Head Mounted Display (HMD) such as Google Cardboard for better user experience. The objects were designed and shown in 3D with a certain standard for public high school laboratory. Plus, the object's material can be changed through Google Cardboard's view.
Penerapan Mixed Reality Sebagai Sarana Pembelajaran Indera Penglihatan Manusia Menggunakan Teknologi Hologram Arifaldi Jayaputra; Herman Tolle; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (726.874 KB)

Abstract

The senses are the tools in the human body that make human beings can know and feel the circumstances or interaction from outside. One senses in humans is most important senses. Learning about the material senses sight already studied since sitting in on lessons of elementary school Science (IPA). In fact, until now there are still many found teachers who still use lecture time to teach, because in fact there are still teachers who have yet to harness the learning media in explaining and giving examples. In the absence of new innovations in helping teaching system will make some students feel the lesson became less attractive and make the students do not pay attention to the lesson. With the technology of mixed reality writers want to help resolve these problems by creating applications of learning about the sense of human vision using a 3D hologram later visualization of the application is expected to be used as a means of learning. Based on the test results the results obtained as a percentage of the usability of 82% which belong to the qualifying well and successfully, then the test results on the effectiveness of using the Wilcoxon Signed Rank Test calculations obtained the value of Asymp. SIG 2 tailed i.e. amounting to a meaningful value of 0.00 Asymp. SIG 2 tailed less than the limit value 0.05 p-value significance which means there is a significant difference in the effectiveness of the application before using and after using applications to knowledge about the sense of vision in humans.
Penerapan DPE Framework dalam Perancangan Serious Game bagi Pengidap Kebutaan Nada M. Rizkiyan Zaka Riawan; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 10 (2017): Oktober 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (791.662 KB)

Abstract

Tone deafness, wich known as congesti amusia, is kind of disability to sing the note correctly. Tone deafness can be detected through tests that apply the montreal battery method, used to determine a person's ability to compare the level of tone and recognize patterns of ups and downs. Based on the problems above, then designed serious game that aims to therapy for people with tone deafness. The design of this serious game is implementing DPE (Design, Play, Experience) framework, that divides designing process into multiple layers. These layers include: learning layer, layer storytelling, gameplay layer, user experience layer, and the technology layer. The tests wich conducted in this serious game is play test and tone deafness competency test. In play test, questionnaires will be used as a testing tool, containing questions related to the player's interest towards content and idea of this game. On the tone deafness competency test, participants ability to descriminate tones will be analysed, which is represented by the score of the tone deafness test. From the results of these tests, can be concluded that serious games are designed in compliance with the objectives learning as well as the excitement factor wich is the essence of a game.
Pengembangan Permainan Berbasis Augmented Reality pada Perangkat Bergerak sebagai Media untuk Meningkatkan Kepedulian pada Hewan Langka Fransnesa Fransnesa; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 10 (2017): Oktober 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1322.123 KB)

Abstract

The population of orangutans from year to year has declined, the possibility of this population decline will continue to occur, one of the main reasons for the decline of the orangutan population due to the wild capture and trafficking by humans. Community awareness about the animal extinction problem, especially orangutans, can be said still low, therefore media needed to increase public awareness of it since early age. The most pleasurable and acceptable media of the community is through a game. This research will develop game that made to increase the awareness of animal extinction, the game is made by using augmented reality technology. Based on the test results of two media experts, this game can be said very good for use with the percentage of eligibility are 84% and 86%. Testing also has done to children aged 6-13 years with results that said game is fun and can increase care to orangutans. This is evidenced by the test results stating the percentage of the feasibility of the game is 81.39% or can be said very good.
Pengembangan Permainan Edukasi Simulasi Astronomi Menggunakan Teknologi Mobile Virtual Reality Firly Wahyudi; Wibisono Sukmo Wardhono; Amminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 11 (2017): November 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1167.848 KB)

Abstract

Virtual Reality Technology in this era could be implemented toward every aspect in life. One of those aspect is Education. The implementation of this technology in education field has a goal to increase the student reception toward information. Virtual Reality implementation with head mounted display on an android platform can increase student reception toward information by stimulating student's senses through those technology. Another positif effect by using both of those technology can make the game more interactive, intuitive and fun. The development process begins with planning and evaluation. The design process is done by determining the formal elements in the game, determining the rules, goals and so on. The elements will work as a whole to form a game in accordance with the design. The process will continue at the digital stage of prototyping and evaluation. The prototyping stage will illustrate the initial draft that will describe the game as a whole. The prototypes will be evaluated for their feasibility to be implemented. From the results of implementation on the development, will be tested that will measure the feasibility of the system that has been developed
Pengembangan Game Platformer 2D Menggunakan Teknik Projection Mapping Monel Lindu Sagala; Eriq M. Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 11 (2017): November 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1184.451 KB)

Abstract

Augmented reality is one of the new trend in the way of playing game and pretty popular among video game fans nowadays. Augmented reality become pretty popular among video game mainly because the high level of interactivity and immersivity for the game that using augmented reality. One of the technique that can be used in playing video game is projection mapping technique. Because all of that, in this thesis' project, the 2D platformer game developed with projection mapping technique. This game designed with methods such as game's formal elements, which in turn digital prototype to be used as metod to develop the game's prototype. Based on the result of functionality testing using basis path testing, it can be shown that functionality of 2D platformer game are running well. Based on the gameplay testing can be concluded that 2D platformer game that has been developed with projection mapping technique is pretty interesting, interactive, and immersive.
Co-Authors Abdul Azis Abdul Hakim Adam Hendra Brata Adji Reno Muhammad Admaja Dwi Herlambang Admaja Dwi Herlambang Agan Philothra, Gerry Agi Putra Kharisma Agung, Albertus Wisnu Alfian Darmawan Amelia Achsandini Puteri Amminul Akbar Ananda Widya Pratama Anindita Setyamurti Anis Wardlatul Ulfa Wahidah Annisa Hestiningtyas Ari Bayu Prasetyo Arifaldi Jayaputra Aristyo Pramana Ary Budi Laksono Aryo Pinandito Aswin Suharsono Bagus Setiawan Beril Sanda Billawal Nadipa Pelealu Cristina Pravitasari Dany Muhammad Darin Nadhifah Desi Fatmawati Dicky Pujakesuma Dimas Setyo Utomo Ellya Kusna Aura Dewi Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhammad Adams Jonemaro Fachri Rachmanda Fadillah Eka Putri Fajrian Muchtar fakhri, abdullah hasan mufid Firly Wahyudi Firman Syah, Mohammad Firmanda Mulyawan Nugroho Fransnesa Fransnesa Galih Muhammad Gayus Reinaldy Manere Sulli Danan Gunawan, Muhammad Vikriyadi Hanifah Muslimah Az-Zahra Hanifatul 'Izza Haris Mahmudi Herdianto Tri Setyaji Herman Tolle Hermawan Wijaya Hernindya Annisa Rahayu Hrizto Hanie Del Piero Indriadi Setiawan Irfan Noor Agdhian Irsyad Fauzan Noor Issa Arwani Issa Arwani Kurnila Putri Islamawati M. Rizkiyan Zaka Riawan Maya Dwi Wijayanti Mikhanael Mual Parsaulian Simanjuntak Moch Meidhike Wirazitanra Jayadi Mochamad Chandra Saputra, Mochamad Chandra Mochammad Hafidz Moh. Faiz Fanani Moh. Laksamana Adhitama Mohamad Faisal Amir Mohamad Ilham Monel Lindu Sagala Muh. Fadhil Fathi Rizal Muhammad Aminul Akbar Muhammad Hasbi Rahman Muhammad Syarifuddin Muhammad Wahyu Pamengas Muhammad Yudha Yusi Putra Muthia Rifdah Mardatillah Nurul Fikriyah Pradhana Hafiizh Bachtiar Qonita Rahmawati Rahma Nur Anggraeni Rakha Hasan Pramudito Ramadhan Rizki Arga Putra Ratih Kartika Dewi Renno Andika Syawaludin Retno Indah Rokhmawati Rizal Darmawansyah Rizaldy Ilham Akbar Rizky Afwan Austin Ryan Edbert Jeremiah Sabhian Bagaspati Susilo Sandhi Wistara Satrio Agung Wicaksono Satrio Hadi Wijoyo Sendi Rachmat Fadillah Septian Pratama Widianto Setia Khoirunisa' Shena Star Sarwodi Suryo Utomo Tahmidya Kamila Putri Nicahya Tibyani Tio Allin Subiantoro Tri Afirianto Tri Afirianto Unggar Salsabila HSS Vio Cesar Melano Yonanta Viqi Hanada Yanitra Dwi Luthansyah Yanuardi Firmansyah Yudha Hadi Pratama Yuki Pradana Zaky Nur Abyan