Setya Chendra Wibawa
Universitas Negeri Surabaya

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PENGEMBANGAN APLIKASI PEMBELAJARAN BUMBU DAN REMPAH BERBASIS AUGMENTED REALITY BERNAMA “WORLD OF HERBS AND SPICES” Amirah Zulfa Hermawan Putri; Setya Chendra Wibawa; Amalia Ruhana
Jurnal BOSAPARIS: Pendidikan Kesejahteraan Keluarga Vol. 12 No. 2 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppkk.v12i2.36016

Abstract

Tujuan dari penelitian ini yaitu untuk mengetahui tingkat validitas berdasarkan kepraktisan aplikasi pembelajaran tentang bumbu dan rempah berbasis augmented reality jika digunakan dalam sebuah proses pembelajaran melalui uji coba dari responden. Penelitian ini menggunakan metode Research and Development dan mengadaptasi model ADDIE. Tahapan model ADDIE ini adalah 1) Analyze, 2) Design, 3) Develop, 4) Implement, 5) Evaluate. Teknik pengumpulan data menggunakan kuesioner atau lembar penilaian berupa Skala Likert yang diberikan kepada responden masyarakat umum. Hasil penelitian mengenai validitas untuk aplikasi pembelajaran ini mencapai persentase 88.55% dengan kriteria Sangat Valid berdasarkan kepraktisan. Berdasarkan hasil penelitian tersebut, dapat ditarik kesimpulan bahwa aplikasi pembelajaran bumbu dan rempah berbasis augmented reality yang bernama “World of Herbs and Spices” ini sangat valid berdasarkan kepraktisan sehingga baik jika digunakan dalam sebuah proses pembelajaran.
Users’ Acceptance of Kumandang Interactive Reading Aloud Smartphone-Based Apps Ni Komang Dwi Eka Yuliati; Made Hery Santosa; Setya Chendra Wibawa
Jurnal Ilmiah Sekolah Dasar Vol 6 No 1 (2022): February 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v6i1.43579

Abstract

In 21st century learning, the development of smartphone-based applications to support education, especially literacy, has become a basic need. This study aims to analyze the factors that factor in user acceptance of an Android-based application called Kumandang, Reading Aloud Activities. This type of research is survey research. The subjects of this study were ninety participants consisting of teachers, parents, and guardians. The research instrument used in this study was a questionnaire sheet. The technique of data collection is the distribution of questionnaires. The data analysis technique uses a structural equation model with the help of the SMARTPLS application. The study model uses UTAUT2, which consists of several indicators, including; Performance Expectations (PE), Business Expectations (EE), Social Influence (SI), Facilitation Conditions (FC), Price Value (PV), Hedonic Motivation (HM), and Habits of Behavioral Intentions (H). The results showed that business expectations (EE) related to the ease and convenience of using Kumandang positively affected user acceptance. In addition, hedonic motivation (HM) related to fun and entertainment also affects parents' intention to use the Kumandang application. The results also show that performance expectations (PE), social influences (SI), facilitating conditions (FC), habits (H), and price effects (PV) do not affect parents' acceptance of using the Kumandang application.
COVID-19 vs event tourism: utilizing technology as a solution? Luh Yusni Wiarti; Setya Chendra Wibawa; Fitria Earlike Sani; Nyoman Dini Andiani
Jurnal Pariwisata Pesona Vol. 8 No. 2 (2023): Edisi Desember 2023
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/jpp.v8i2.10434

Abstract

The COVID-19 pandemic that hit the world caused eventts in various countries to be canceled.  Given the importance of eventts in tourism, this study aims to analyze the organization of eventts during the pandemic: how technology plays an important role in eventts and the eventt model that eventt organizers and participants prefer. A qualitative approach was used by presenting the results of in-depth interviews and the study of documents and literature related to the study. The study concluded that technology has been used in various tourism eventts abroad including in Indonesia. 'Virtual' eventts are still a debate between 'love' and 'hate' about the experience gained by participants, the costs incurred, and the multiplier effect received by the destination. Virtual Face to Face (VFF) is a new genre for eventts in Ubud Bali with the priority eventt model being the preferred VFF Art, Culture, and Entertainment event.