Claim Missing Document
Check
Articles

Found 3 Documents
Search

The Community Service Report on Education Unit Assistance to Accelerate the Implementation of the Independent Curriculum (IKM) Feby Elra Perdima; Mesterjon Mesterjon; Soef Sugiyanto; Mirwan Apendi
Jurnal Dehasen Untuk Negeri Vol 2 No 1 (2023): Januari
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdun.v2i1.3649

Abstract

The Merdeka Mengajar Platform is a technology platform provided to become a driving partner for teachers and principals in teaching, learning and creating. The Merdeka Mengajar Platform was built to support the implementation of the Merdeka Curriculum so that it can assist teachers in getting references, inspiration, and understanding in implementing the Merdeka Curriculum. Recently, to overcome the learning crisis due to the Covid-19 pandemic, the Minister of Education, Culture, Research and Technology (Kemendikbudristek) Nadiem Anwar Makarim launched the 15th Merdeka Learning Episode, namely the Free Curriculum and the Freedom Teaching Platform, online, Friday ( 11/2). Minister Nadiem revealed, referring to various national and international studies, the learning crisis in Indonesia has been going on for a long time and has not improved from year to year. The learning crisis is increasing due to the Covid-19 pandemic which has caused learning loss and increased learning gaps.
Development of a 3D Augmented Reality Quizizz Learning Media Prototype in Implementing the Independent Learning Management in Schools Mesterjon Mesterjon; Suwarni Suwarni; Khairil Khairil; Roy Syahputra; David Alvindo
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 4 No. 2 (2024): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v4i2.112

Abstract

This study aims to develop a learning media prototype based on the Quizizz application, combined with 3D Augmented Reality (AR) technology, to support the implementation of Merdeka Belajar management in schools. AR technology enables the integration of virtual objects into real-world environments in real time, creating an interactive and engaging learning experience for students. Validation tests conducted at SMK N 03 Kota Bengkulu revealed that students experienced enjoyable and interactive learning, especially in the hardware introduction subject for the Computer and Network Engineering (TKJ) program. This prototype also supports teachers and educational institutions in implementing the Merdeka Belajar curriculum and can be used by parents and students as a learning aid at home. Furthermore, test results indicate that this media can serve as a supportive tool for the Merdeka Belajar Kampus Merdeka (MBKM) program. This prototype holds significant commercial potential through subscription or licensing models for schools and educational institutions, along with AR content that can be tailored to specific curriculum needs. The key advantages of this innovation include interactivity, support for learning flexibility, integration of cutting-edge technology, and accessibility through common devices like smartphones and tablets. The development stages include research and development, prototype creation, testing, product launch, as well as ongoing maintenance and feature enhancement.
Development of a 3D Augmented Reality Quizizz Learning Media Prototype in Implementing the Independent Learning Management in Schools Mesterjon Mesterjon; Suwarni Suwarni; Khairil Khairil; Roy Syahputra; David Alvindo
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 4 No. 2 (2024): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v4i2.112

Abstract

This study aims to develop a learning media prototype based on the Quizizz application, combined with 3D Augmented Reality (AR) technology, to support the implementation of Merdeka Belajar management in schools. AR technology enables the integration of virtual objects into real-world environments in real time, creating an interactive and engaging learning experience for students. Validation tests conducted at SMK N 03 Kota Bengkulu revealed that students experienced enjoyable and interactive learning, especially in the hardware introduction subject for the Computer and Network Engineering (TKJ) program. This prototype also supports teachers and educational institutions in implementing the Merdeka Belajar curriculum and can be used by parents and students as a learning aid at home. Furthermore, test results indicate that this media can serve as a supportive tool for the Merdeka Belajar Kampus Merdeka (MBKM) program. This prototype holds significant commercial potential through subscription or licensing models for schools and educational institutions, along with AR content that can be tailored to specific curriculum needs. The key advantages of this innovation include interactivity, support for learning flexibility, integration of cutting-edge technology, and accessibility through common devices like smartphones and tablets. The development stages include research and development, prototype creation, testing, product launch, as well as ongoing maintenance and feature enhancement.