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All Journal Teknologi dan Kejuruan: Jurnal teknologi, Kejuruan dan Pengajarannya INOTEKS : Jurnal Inovasi Ilmu Pengetahuan, Teknologi, dan Seni JINOP (Jurnal Inovasi Pembelajaran) SMATIKA Journal of Animation & Games Studies Fountain of Informatics Journal Jurnal Ilmiah KOMPUTASI Math Didactic: Jurnal Pendidikan Matematika Jurnal Pendidikan Informatika dan Sains JIEET (Journal of Information Engineering and Educational Technology) Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Jurnal Informatika Universitas Pamulang Technomedia Journal Journal of Education Technology JURIKOM (Jurnal Riset Komputer) Surya Abdimas JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) EDUMATIC: Jurnal Pendidikan Informatika Jurnal Teknologi Dan Sistem Informasi Bisnis Generation Journal Jurnal Tekinkom (Teknik Informasi dan Komputer) Jifosi Academia Open Indonesian Journal of Cultural and Community Development Journal of Informatics, Information System, Software Engineering and Applications (INISTA) JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) EXPLORER Indonesian Journal of Education Methods Development Indonesian Journal of Innovation Studies Prosiding Seminar Nasional Teknik Elektro, Sistem Informasi, dan Teknik Informatika (SNESTIK) PELS (Procedia of Engineering and Life Science) Procedia of Social Sciences and Humanities JOINCS (Journal of Informatics, Network, and Computer Science) Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Physical Sciences, Life Science and Engineering Indonesian Journal of Applied Technology Journal of Technology and System Information IJHCS Jurnal Komunikasi Bisnis dan Teknologi Digital
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Penerapan Augmented Reality dalam Pendidikan Anatomi Manusia di Sekolah Menengah Lorin, Emelin Yuan; Hindarto, Hindarto; Taurusta, Cindy
Indonesian Journal of Applied Technology Vol. 1 No. 3 (2024): July
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/ijat.v1i3.3067

Abstract

: Penelitian ini membahas mengenai penerapan teknologi Augmented Reality (AR) dalam pembelajaran anatomi organ vital manusia di tingkat Sekolah Menengah dengan menggunakan metode Multimedia Development Life Cycle (MDLC). Tujuan utama penelitian ini adalah untuk mengevaluasi efektivitas AR dalam meningkatkan pemahaman siswa terhadap struktur dan fungsi organ vital manusia. Melibatkan siswa Sekolah Menengah sebagai subjek penelitian, kami mengembangkan aplikasi AR berdasarkan MDLC untuk menyajikan informasi anatomi secara interaktif. Hasil penelitian menunjukkan bahwa penerapan AR secara signifikan meningkatkan pemahaman siswa terhadap anatomi organ vital. Siswa menunjukkan tingkat keterlibatan yang tinggi dan respons positif terhadap penggunaan teknologi AR dalam pembelajaran anatomi. Dengan memanfaatkan MDLC, pengembangan aplikasi AR dapat dilakukan secara terstruktur dan efisien, memastikan kualitas dan relevansi materi pembelajaran. Implikasi penelitian ini menggarisbawahi potensi AR sebagai alat pembelajaran inovatif untuk meningkatkan efektivitas pendidikan anatomi di tingkat Sekolah Menengah.
Self-Regulated Learning Students With Personalized E-Learning Fahyuni, Eni Fariyatul; Taurusta, Cindy; Rindaningsih, Ida; Burhan, Norhapizah Binti Mohd; Khuluqo, Ihsana El
Academia Open Vol 8 No 2 (2023): December
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.8.2023.7201

Abstract

The implementation of personalized e-learning at the Muhammadiyah University of Sidoarjo, especially the Faculty of Islamic Religion, has contributed to this trend of electronic-based learning. The use of e-learning has challenges, namely the need to master digital competence and the responsibilities of lecturers in guiding and directing students during online learning. The analysis used mixed ANOVA to determine the increase in student personalization through e-learning design. the results of the study showed that there were differences in the learning outcomes of the control and experimental groups. The results of the one way ANOVA analysis show differences in personalized learning achievement according to students' learning needs and potential. The more students interact and ask questions outside of class, the more actively they are involved in independent learning from home. This condition is not found in conventional e-learning, which is only carried out modestly by lecturers and students. They create a fun and more communicative learning atmosphere complemented by the reliability of adequate e-learning platform. Highlights: Implementation of personalized e-learning at Muhammadiyah University of Sidoarjo enhances electronic-based learning trend. Challenges include mastering digital competence and lecturer responsibilities in guiding online learning. Mixed ANOVA analysis reveals differing learning outcomes between control and experimental groups. Keywords: Personalized e-learning, Digital competence, Mixed Anova analysis, Independent learning
Rancang Bangun Game Adventure 3D Edukasi Sampah Organik dan Non-Organik: Design and Build an Educational 3D Adventure Game on Organic and Non-Organic Waste Nur Aieni, Ika; Taurusta, Cindy; Sumarno
Technomedia Journal Vol 9 No 1 Juni (2024): TMJ (Technomedia Journal)
Publisher : Pandawan Incorporation, Alphabet Incubator Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/tmj.v9i1.2222

Abstract

This research aims to design and develop an Educational 3D Adventure Game as an informative tool for organic and non-organic waste. The development method employed is MDLC (Multimedia Development Life Cycle), encompassing Concept, Design, Material Collecting, Assembly, Testing, and Distribution stages. The game was successfully created for the Android platform using Unity3D.The testing results, involving 22 respondents from Gedang Rowo Village, demonstrate a positive response with an approval rate of 90%. Media experts' evaluation reached 68%, while content experts provided a 100% approval rate. These findings indicate that "TrashHero" has effectively become an engaging and interactive information medium regarding organic and non-organic waste.Utilizing the Likert scale, the conclusion drawn from the testing affirms that "TrashHero" has achieved a remarkably high level of success. Therefore, this game is considered an effective educational tool for conveying information about waste while providing an interactive experience for users.
RANCANG BANGUN GAME ADVENTURE 3D PENGENALAN ALPHABET PADA ANAK USIA DINI Tegar Mahendra Nur Hidayat; nu Azizah; Cindy Taurusta
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1019

Abstract

This research develops a 3D adventure game application as a learning media to assist TK At-Taqwa students in recognizing and memorizing alphabet letters. Based on the concept that effective education starts at an early age, the application is designed using the Multimedia Development Life Cycle (MDLC) method. The research stages include observation, design, development, and application testing. Results show that the game is effective in enhancing students' ability to recognize and memorize alphabet letters, as evidenced by the User Acceptance Test (UAT) averaging 85.5%, rated "Very Good". With engaging interfaces, supportive background music, and challenging game levels, this application provides a fun and effective learning experience for early childhood education. Thus, the game serves as an effective alternative for alphabet learning in kindergartens, addressing challenges of boring learning methods and student motivation issues.
PERANCANGAN GAME “TALES OF SARIP TAMBAK OSO” BERBASIS DESKTOP MENGGUNAKAN UNITY Alvito Dian Pratama Putra; Cindy Taurusta; Irwan Alnarus Kautsar
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1183

Abstract

Folklore is a story from the past that has been passed down from generation to generation in a society that serves as a medium to convey the values contained in the life believed by the community. One of the folktales originating from Sidoarjo that contains character education values in the development of the storyline is "Sarip Tambak Oso". However, in modern times and rapid technological developments like today, the folktale "Sarip Tambak Oso" and other folktales are at risk of extinction, because the impact of globalization has an impact on people's preferences, causing folklore to often be marginalized by popular cultural content from various countries. Therefore, it is necessary to design a game with a combined visual novel genre with an action genre entitled "Tales of Sarip Tambak Oso" as an effort to bring back the folklore of "Sarip Tambak Oso". The development of the Folklore Game "Tales of Sarip Tambak Oso" uses the GDLC (Game Development Life Cycle) method. Some tests that have been carried out are Black Box testing with 100% results and user response testing gets an average result of 89.5%, from the results of these percentages can be stated in the category of very good and is expected to be able to arouse public interest in the folklore of Sidoarjo which began to fade by the entry of outside culture.
PERANCANGAN GAME PARKOUR 3D BESERTA DAMPAK POSITIFNYA PADA KETERAMPILAN KOGNITIF PEMAIN Hafizh As Shoqri; Cindy Taurusta; Sumarno Sumarno
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1208

Abstract

Parkour 3D games have gained popularity and attracted the interest of players and game developers. These games not only serve as entertainment but also have the potential to enhance cognitive skills such as speed, agility in thinking, and decision-making. However, there is a lack of focus on the relationship between 3D parkour games and the enhancement of speed, agility in thinking, and decision-making. This study aims to explore the impact of playing parkour 3D games on speed, agility in thinking, and decision-making, providing insights into the role of games in developing cognitive and motor skills and the contribution of technology in improving quality of life. The research findings from questionnaires and game analysis indicate that playing parkour 3D games has significantly improved players' speed of thinking, agility, decision-making skills, focus, and concentration, leading to the conclusion that the design of 3D parkour games has been successful in enhancing cognitive skills.
PEMANFAATAN TEKNOLOGI VIRTUAL REALITY MARKLESS DALAM MENINGKATKAN PENGALAMAN BERKUNJUNG KE MUSEUM DE JAVASCHE MELALUI PLATFORM ANDROID Javier, Gomes Noor; Taurusta, Cindy; Azizah, Nuril Lutvi; Hindarto, Hindarto
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 9, No 4 (2024)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v9i4.5454

Abstract

Sebuah museum adalah tempat untuk mengeksplorasi dan memahami sejarah suatu tempat, negara, atau bangsa. Dahulu, Museum De Javasche Bank adalah markas De Javasche Bank sebelum menjadi cabang Bank Indonesia. Menghadapi penurunan minat masyarakat, terutama pelajar, terhadap museum, berbagai upaya ditingkatkan dengan teknologi. Tujuannya mendukung upaya pemerintah menjadikan museum destinasi wisata dan pendidikan. Diperlukan pendekatan menarik untuk memperkenalkan Museum De Javasche Bank. Contohnya, teknologi Virtual Reality (VR) memungkinkan interaksi dengan lingkungan simulasi komputer. Dengan aplikasi 3D di ponsel Android, peneliti menciptakan aplikasi berbasis Android berbentuk VR yang memberikan pengalaman informasi menarik bagi pengunjung. Harapannya, aplikasi ini meningkatkan daya tarik museum serta memberikan pengalaman pendidikan yang lebih baik, membuat masyarakat lebih akrab dengan Museum De Javasche Bank. Aplikasi menampilkan objek 3D dalam tur virtual, memungkinkan pengguna menjelajahi Museum De Javasche Bank secara virtual. Pendekatan ini dianggap menarik oleh masyarakat, 85% responden menyatakan aplikasi tersebut informatif dan menarik berdasarkan survei.
RANCANG BANGUN GAME ADVENTURE 2D BELAJAR BERHITUNG USIA DINI Asrofi, Maulana Muhamad; Taurusta, Cindy; Busono, Suhendro
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 1 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i1.5729

Abstract

Game edukasi sangat menarik untuk dikembangkan, Permainan edukatif memiliki beberapa keunggulan dibandingkan metode pengajaran tradisional. Salah satu keunggulan utama permainan edukasi adalah visualisasi permasalahan nyata. Perkembangan dan dukungan teknologi digital telah menawarkan peluang baru bagi anak-anak untuk belajar dalam bentuk permainan edukatif digital. Dari hasil penelitian ini telah selesai dibuat sebuah aplikasi game edukasi berbasis Android yang sangat bermanfaat bagi anak usia dini, karena selain untuk pendidikan sekolah formal, anak-anak juga dapat belajar sambil bermain dengan aplikasi ini. Oleh karena itu penulis membuat sebuah game pembelajaran berbasis petualangan dengan harapan anak-anak dapat segera menggunakan aplikasi game tersebut dan menambah pengetahuan serta mengubah metode belajarnya agar tidak bosan. tidak hanya untuk bersenang-senang dan menghilangkan kebosanan dalam belajar, namun banyak juga permainan mengasah berpikir dan logika yang dapat memberikan materi yang lebih menarik untuk diterima dan dipahami terutama bagi anak-anak yang masih dalam usia dini. Pada anak usia dini, anak usia 3 hingga 6 tahun merupakan masa emas perkembangan otaknya.
Mobile Counselling Online an Alternative Counselling Guidance System for Millennial Era Student Fahyuni, Eni Fariyatul; Taurusta, Cindy; Hariastuti, Retno Tri; Bandono, Adi; Muhid, Abdul
Journal of Education Technology Vol. 5 No. 3 (2021): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i3.36191

Abstract

During the COVID-19 pandemic, there is a shortage of counseling guidance services, so students have difficulty consulting with teachers. This study aims to analyze the counseling service system during the COVID-19 pandemic on the introduction of potential and preparation of learning strategies for middle and high school students in the Sidoarjo district. This research design is a mixed-method with quantitative and qualitative approaches using exploratory factor analysis, and further research and development (R&D) is carried out to produce products in the form of online counseling guidance services. The qualitative exploratory factor analysis results revealed various problems experienced and needed by students during the COVID-19 pandemic. Quantitatively showing eight forms of guidance and counseling services, strengthening skills with the highest score of 0.999 affected increasing self-efficacy and achievement motivation. The findings of this study indicate that online counseling services are very much needed to recognize potential and problems. The online counseling guidance service developed must meet three factors: understanding the potential for effective learning, developing and developing learning strategies, and building internal and external motivation. The innovation of online counseling guidance services must consider the factors of convenience, convenience, and user confidentiality that are adaptive, flexible, and unlimited in the millennial era.
IMPLEMENTASI AUGMENTED REALITY UNTUK PROSES GANTI NRKB KENDARAAN BERMOTOR Amalia, Dian; Taurusta, Cindy; Hindarto, Hindarto
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 2 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i2.5835

Abstract

Setiap lima tahun sekali pemilik kendaraan bermotor yang disebut wajib pajak melakukan proses ganti NRKB (Nomor Registrasi Kendaraan Bermotor). Kurangnya pemahaman pengetahuan alur ganti NRKB membuat masyarakat kerap kali kebingungan. Banyak terjadi kesalahan alur prosedur dikarenakan jarangnya membaca petunjuk alur proses di ruang informasi sehingga proses yang dilakukan memakan waktu lebih lama. Tujuan pembuatan aplikasi Proses Ganti NRKB Kendaraan Bermotor berbasis Augmented Reality (AR) sebagai media informasi yang lebih menarik serta interaktif kepada wajib pajak untuk mengenali alur proses ganti NRKB di Samsat setempat. Augmented Reality  merupakan gabungan teknologi benda maya dua dan tiga dimensi untuk diproyeksikan ke dalam dunia nyata. Masyarakat dapat berinteraksi langsung dengan aplikasi AR, melalui media informasi ini alur ganti NRKB dikemas lebih menarik dan mudah dimengerti. Aplikasi yang dibangun menampilkan objek virtual 3D secara realtime pada perangkat mobile android. Metode yang digunakan dalam penelitian aplikasi ini ialah MDLC. Proses pembuatan aplikasi AR diawali dengan pengumpulkan data tentang alur proses ganti NRKB kendaraan bermotor yang selanjutnya dibuat sebagai model menggunakan software 3D Blender. Aplikasi Augmented Reality dirancangan menggunakan software Unity. Berdasarkan hasil pengujian aplikasi dengan metode black box aplikasi dinyatakan bekerja dengan baik pada mobile platform android 11, berdasarkan hasil kuesioner dengan metode skala likert sebanyak 30 responden diperoleh presentase 80% menyatakan AR yang dibangun masuk dalam interval score sangat baik. Menunjukkan AR yang dibangun memberikan kemudahan pada wajib pajak untuk mengetahui informasi tentang alur ganti NRKB. Maka disimpulkan aplikasi implementasi Augmented Reality untuk alur proses ganti NRKB kendaraan bermotor ini dapat berjalan dengan sangat baik.
Co-Authors Abdul Muhid, Abdul Ade Eviyanti Afnizar Maulana Asiddiq Ahmad Muflih Aidin Fajar Shodiq Agusman Aisha Hanif Al Fayyadh, Muhammad Zaid Alvito Dian Pratama Putra Amir, Mohammad Faisal Andre Pramanta Widianto Anis Farihah Anjarsari, Desy Arifudin, Muchamat David Asiddiq, Afnizar Maulana Asrofi, Maulana Muhamad Astutik, Ika Ratna Indra Atus Solicha, Fira Arma Awad Azizah , Nuril Lutvi Azmuri Wahyu Azinar Bachtiar, Ilham Wisnu Bandono, Adi Burhan, Norhapizah Binti Mohd Busono, Suhendro Cholifatur Rohman Dimi Saputra Cindy Cahyaning Astuti Dharma, Feri Adhi Dian Amalia Dini Nurul Hidayah Eko Fahmi Rosyada Eni Fariyatul Fahyuni Errindha Brilliana Karuniansyah Fadillah, Lucky Johan Faisyal Rochimul Amri Fajar Muhammad Ferry Adhi Dharma Filsa Okta Ari Putri Fira Arma Atus Solicha Fitria Nur Hasanah Fitriani, Arif Senja Hafizh As Shoqri Handayani, Nana Nur Dwi Helen Rindy Affikasari Hibatullah Putra, Dimas Radito Hindarto Ichsan, Muhammad Nurul Ida Rindaningsih, Ida Ifaldi Danang Septiawan Ihsana El Khuluqo Ika Ratna Indra Astutik Ika Ratna Indra Astutik Illusyia Insyiroh Indarso, Taruna Pratama Indira Sari Indira Sari Irwan Alnarus Kautsar Javier, Gomes Noor Kaleksanan Dwi Ranjis Kartika Puspita sari Kartika Puspita Sari Lorin, Emelin Yuan Makarim, Achmad Fauzi MARIA BINTANG Maulana, Muhammad Fahri Mauliana, Metatia Intan Metatia Intan Mauliana Moch Ifan Fadilah Fadilah Mochamad Alfan Rosid Mochamad Eza Foriansyah Foriansyah Mochammad Iwan Ardiansyah Moh Rizal Ihsanuddin Mohammad Faisal Amir Mohammad Suryawinata Muchammad Bagus Sasmita Muchammad Sofyan Ariefbillah Muhamad Sarwo Edy Muhammad Alfin Fikri Muhammad Alfin Firdiansyah Muhammad Husnul Khuluq Muhammad Ibnu Affan Muhammad Nur Kholis Muhammad Yazid Al Fakhri Muhammad, Utut Muhjudin Insan Karim Novia Ariyanti nu Azizah Nur Aieni, Ika Nuril Lutvi Azizah Nurwijayanti Priyo Wahyu Setiyo Aji Puspitasari Putri Pambayun Putra, Dicky Andrey Cholisyah Putra, Zudha Surya Dilaga Rafhani Rosyidah Rahmania Sri Untari Ramadhan, Aldo Reghan Retno Tri Hariastuti, Retno Tri Rian Septiawan Rindiani Rindiani Rizky Eka Febriansah Rohman Dijaya RR. Ella Evrita Hestiandari Rusminudi, Muhammad Rifaldi Sandi Wahyu Maulana Saputra, Cahnur Sari, Novi Nur Malaita Senja Fitrani, Arif Setiawan, Hamzah Shafa Hayu Apsari Shiddqy Hidayat, Syahril Siska Dyah Pertiwi Sugyono, Ramadhani Sumarno Sumarno . Sumarno Sumarno Suprianto Suprianto1, Suprianto Suwarta, Nyoman Tegar Mahendra Nur Hidayat Timur, Dimas Maulana Tri Mulyo Atmojo Vini Rahmawati Widya Intan Amilya Wiwit Ardiansyah Yasinta, Aulia Nur Yodantius, Teddy Yulian Findawati Yunianita Rahmawati, Yunianita Yusuf, Farid Maulana Zainudhin, Achmad Zainudhin