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Pemanfaatan Teknologi Virtual Reality untuk Media Informasi Sekolah SMK Negeri 01 Boalemo Afiq Fandra Abdulrahman; Dian Novian; Manda Rohandi; Arif Dwinanto; Moh. Hidayat Koniyo; Abd. Aziz Bouty; Alfian Zakaria
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.358

Abstract

The development of digital technology has encouraged innovation in information delivery in the field of education, one of which is through the utilization of Virtual Reality (VR). This study aims to develop a VR-based information media as a means of introducing the environment and facilities of SMK Negeri 1 Boalemo and to analyze users’ responses to the developed media. The method used in this research is the Multimedia Development Life Cycle (MDLC), which consists of the stages of concept, design, material collecting, assembly, testing, and distribution. Data were collected through observation, documentation, and questionnaires involving 15 students as respondents. The results showed that the developed VR application was able to present the school environment in the form of interactive and immersive 3D visuals. Testing on various devices indicated that the application operated optimally on smartphones with a minimum specification of 6 GB RAM and gyroscope sensor support. The questionnaire results revealed that the majority of respondents gave ratings in the “very good” category with a percentage of 87%, particularly in aspects of appearance, ease of use, clarity of information, and level of attractiveness. Therefore, the developed VR-based information media is considered effective and feasible to be used as a supporting tool in introducing the school environment and enhancing a more engaging and interactive learning experience.
Pengembangan Media Pembelajaran Dasar-Dasar Teknik Jaringan Komputer dan Telekomunikasi berbasis Augmented Reality Untuk Siswa Kelas X SMKN 2 Paguyaman I Made Yasa; Dian Novian; Arif Dwinanto; Mukhlisulfatih Latief; Abd. Aziz Bouty; Huzaima Mas’ud
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.432

Abstract

The development of information and communication technology has changed the world of education today. The lack of learning media used by teachers and the limitations of teaching aids have become problem in the learning process. This study aims to develop Augmented Reality-based learning media as a learning support tool and to determine their feasibility and practicality. This study employed the research and development method with the ADDIE model (Analyze, design, development, implementation, evaluation). The subjects consist of Grade X TJKT students at SMKN 2 Paguyaman. The instruments used to collect the research data included interviews, questionnaires, and documentation. The data analysis focused on the feasibility test and practicality tests of the learning media. The study’s findings show that the development of Augmented Reality-based learning media is successfully conducted through research and development, using the ADDIE development model. The results of the application feasibility test show a 96.6% value, indicating a very feasible category. Meanwhile, the students’ questionnaire results for the practicality test show an 88.55% score in the very practical category.
Pengembangan Media Pembelajaran Interaktif Menggunakan Augmented Reality pada Materi Interaksi Manusia dan Komputer Di SMA Negeri 1 Tilamuta Sabrin K. Djou; Muhammad Rifai Katili; Dian Novian; Arip Mulyanto; Nikmasari Pakaya; Sri Ayu Ashari
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.437

Abstract

This research aims to develop Augmented Reality (AR)-based interactive learning media for human-computer interaction material at the senior high school level. The problem identified at the school indicates that students lack an understanding of processes, input, and output; they know the devices themselves but are unaware of the underlying processes. Therefore, AR media was developed as an alternative that could provide a more interactive learning experience. This research employs the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model and was conducted at SMA Negeri 1 Tilamuta with Class X IPS 1. The AR media was developed using Unity, with validation conducted by media experts and material experts. The results show that the AR learning media falls into the highly valid category, with validation scores of 94% from media experts and 91.76% from material experts. Furthermore, the AR learning media is deemed effective based on improvements in student learning outcomes, with an average pretest score of 51.29% and a posttest score of 79.68%, and an N-Gain value of 0.59, which falls in the medium category. Thus, the developed AR learning media is deemed suitable for use as a learning material for human-computer interaction.
Efektivitas Media Pembelajaran berbasis Augmented Reality pada Mata Pelajaran Informatika terhadap Hasil Belajar Siswa di SMA Negeri 1 Paguat Rahmat Darmawan Paputungan; Dian Novian; Bait Syaiful Rijal
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.438

Abstract

This study aimed to determine the effectiveness of Augmented Reality (AR)-based learning media on students' learning outcomes in the Informatics subject at SMA Negeri 1 Paguat. The study employed a quantitative approach using a quasi-experimental design with a pretest–posttest control group design. The research sample consisted of 60 students divided into an experimental group and a control group. Data were collected through learning achievement tests, classroom observations, and interviews. The research instrument consisted of multiple-choice questions that had been tested for validity and reliability. Data were analyzed using IBM SPSS through normality testing, homogeneity testing, N-Gain analysis, Paired Samples t-Test, and Independent Samples t-Test. The results revealed that the use of AR-based learning media had a significant positive effect on improving students' learning outcomes. The experimental group demonstrated greater improvement in learning outcomes than the control group after receiving instruction using AR-based media. Furthermore, the implementation of AR enhanced students' engagement and learning motivation through interactive visualizations and three-dimensional simulations of computer networking concepts. Therefore, Augmented Reality-based learning media can be considered an effective instructional tool for improving students' learning outcomes in Informatics education.
Efektifitas Problem Based Learning Dengan Alat Evaluasi Quizizz Pada Mata Pelajaran Informatika Dewa Ayu R. Ratih Dewi; Dian Novian; Roviana H. Dai; Abd. Aziz Bouty; Nikmasari Pakaya
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.439

Abstract

This study aimed to determine the effectiveness of implementing the Problem-Based Learning (PBL) model assisted by Quizizz in improving students’ learning outcomes in Informatics, particularly on the topic of data sources, among tenth-grade students at SMA Negeri 2 Paguyaman. The study employed a quantitative approach with an effectiveness research design using a pre-experimental method in the form of a one-group pretest-posttest design. The research subjects consisted of tenth-grade students of SMA Negeri 2 Paguyaman. Data were collected through observation, interviews, documentation, and learning achievement tests in the form of pre-tests and post-tests administered using the Quizizz platform. The data were analyzed using descriptive quantitative statistics, including the calculation of mastery percentages and N-Gain scores. The results indicated that the average student learning outcomes increased from 68% in the pre-test to 79% in the post-test. The N-Gain score of 0.4 was categorized as moderate, indicating that the implementation of Problem-Based Learning assisted by Quizizz was moderately effective in enhancing students’ learning outcomes in Informatics. Furthermore, the use of Quizizz as a digital assessment tool contributed to a more interactive and engaging evaluation process while providing immediate feedback to students. These findings suggest that integrating Problem-Based Learning with digital learning platforms such as Quizizz can effectively support student learning and improve academic achievement.
Pengembangan Dynaversity sebagai Media Pembelajaran pada Mata Pelajaran Informatika Feryanto Daud; Manda Rohandi; Roviana H. Dai; Dian Novian; Ahmad Azhar Kadim; Arif Dwinanto
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.441

Abstract

This study aimed to develop an Android-based interactive learning media called DynaVersity and to determine its effectiveness in improving students' learning outcomes in the Computer Systems topic of the Informatics subject at SMK Negeri 1 Boalemo. The study employed a Research and Development (R&D) method using the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The research subjects were 21 tenth-grade students. Data were collected through observations, interviews, expert validation, and pretest-posttest assessments. The validation results indicated that the learning media achieved a score of 92.6% from the media expert and 96% from the subject matter expert, both categorized as highly valid. Student responses reached 93.7%, which was categorized as very good. The effectiveness results showed an improvement in students' learning outcomes, as evidenced by the increase in the average pretest score from 65.2 to 82.8 on the posttest. Furthermore, the N-Gain analysis yielded a score of 0.50, which falls into the moderate category. The findings indicate that the developed Android-based learning media is effective in enhancing students' learning outcomes in Informatics.
Co-Authors Abas Kaluku Abdul Aziz Bouty Adriyanto B. Angio Afiq Fandra Abdulrahman Agus Lahinta Agus Lahinta Ahmad Azhar Kadim Akhi Ha Runi Nur Rahayu Alfian Zakaria Andi Putri Kumala Sari Arafat, Muhammad Yasser Arip Mulyanto Bait Syaiful Rijal Biahimo, Samin Bila, Selvi Febrilia Bonde, Masita Bouty, Abd. Azis Bouty, Aziz Budiyanto Ahaliki Dai, Roviana H. Dewa Ayu R. Ratih Dewi Djafar, Sandi Djauhari, Usman Dwi Sudarno Putra Dwinanto, Arif Edi Setiawan Edwin Meidianto Makadao Eka Vickraien Dangkua, Eka Vickraien Fathul Zannah Ferna Vandi Suharto Mooduto Feryanto Daud Gaib, Rukli Prasetya Galang Leoni Yagri MS Punu Gani, Abdul Wahid Gani, Hilmansyah Ghama Yaskara Luli Gionte, Hariyati H., Haeriani Habibie, Ainsha Ainun Hadju, Sri Yulianti Hamsi Mansur Harun, Rahmawati Hasan, Febriyanto L. Hasan, Fitrianti Hermila A Hidayatullah, Galih Sarwo Huzaima Mas’ud I Made Yasa Indah Wardati Indhitya R Padiku Isna Ansari Jemmy A Pakaya Kadir, Delfi Suharty Keku, Iswan S. Kevin Vera Pedjaga Khaerani, Khaerani Lalisu, Kurnia Sandi Lalu, Widi Natasya Lalu, Widy Natasya Latena, Greys Latief, Mukhlisulfatief Lillyan Hadjaratie Lukman A. R. Laliyo Manda Rohandi Mas'ud, Huzaima Mas’ud, Huzaima Meyrin Daud Mochamad Bruri Triyono Moh Ramdhan Arif Kaluku Moh. Hidayat Koniyo mohammad syafri tuloli Mohammad V. Lihawa Mohune, Mohamad Raka Putra Mokodompit, Cahyadi Rahmansya Muchlis Polin Muh As’ad Muhammad Noor Fitriyanto Muhammad Pasca Rizcky Reformasi Mukhlisulfatih Latief Muthia, Muthia Nggilu, Rivaldo Nikmasari Pakaya Nugraha, Bariq Nur'ain Maku Pakaya, Amran Abd Azis Pakaya, Jemmy A Pakaya, Jemmy A. Pakaya, Nikmasari Pakili, Nur'ain Pangestu, Wahyu Adji Panu, Abdul Mansyur Paputungan, Moch Icksal Paulutu, Masniyati Pauweni, Dzulfian Pobela, Elvira Ningsih Pomalo, Nurdian Pontoh, Riviyanti Potohu, Rahmatika Rafiq, Arif Ainur Rahma, Hikmatur Rahman Takdir Rahmat Darmawan Paputungan Rambing, Ilsan Ramlan Mustafa Rampi Yusuf Ristanto, Riska Dami Rizqoh Ayu An-Nisai Sabilillah Rochmat Mohammad Thohir Yassin Roviana H Dai Sabrin K. Djou Salahudin Olii Sardi Salim Sitti Suhada Sri Ayu Ashari Sriwati, Ni Wayan Sudirman, Randi Suleman, Meilan Saiful Sunardi Sunardi Suwandi, Ihsanulfu’ad Suwandi, Ihsanulfu’ad Tahir, Arlientinus A. Tajuddin Abdillah Tri Andika Buheli Tuloli, Mohamad Gufran Tumulo, Dhita Rahmanda Tuna, Rivaldi Utiah, Moh Hikam A. Veggy Amran Wagiran Wagiran Yassin, Rochmad M Thohir Yunus, Tri Meghita