Adam Hendra Brata
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Analisis Tingkat Penerimaan E-Learning Sebagai Alternatif Media Pembelajaran Pada Siswa SMK Faizatul Amalia; Rizki Tri Sulistyo; Adam Hendra Brata
SMATIKA JURNAL Vol 10 No 02 (2020): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v10i02.450

Abstract

A learning system that used the internet to make learner can learn is called with e-learning. Almost in every learning process, e-learning already has been implemented. However, the usage of e-learning shall be found out from the students perspective especially in Vocational School in one of a city from Indonesia beside the usage of module. So that, the research is designed with the Technology Acceptance Model (TAM). The survey is used as a methodology in this research. The object of this research is all students in Vocational School in Malang which is 32,802 in 2018. With the population, the researcher uses the sampling technic to get the proportional sample of students using purposive random sampling. Application of the TAM in this research shows result as percentage in every variables are: (1) e-learning self-efficacy has 84.68% which is very high category; (2) complexity has 46.79% which is in moderate category; (3) lack of time has 59.42% which is in a high category; (4) perceive usefulness has 87.2% which is in very high category; (5) perceived ease of use has 80.90% which is in very high category; (6) behavioral intention to use has 81.98% which is in the very high category; (7) actual technology use has 69.31% which is in the high category. From the result, some factors affect the usage of e-learning for the learner in the learning process. The factors are: (1) e-learning self-efficacy as a pretension to seek information from e-learning; (2) complexity to use the e-learning system; (3) lack of time to use e-learning beside learning process in class and extra activity in school; (4) the benefit perception of using e-learning in daily learning process; (5) easily perception to use e-learning. The fifth factors make students to use e-learning to assign their task and this will make students use in their daily learning process.
Pengembangan Aplikasi Mobile Augmented Reality untuk Mendukung Pengenalan Koleksi Museum Komang Candra Brata; Adam Hendra Brata
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 5 No 3: Juni 2018
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1106.685 KB) | DOI: 10.25126/jtiik.201853798

Abstract

Museum merupakan tempat yang didalamnya terdapat benda-benda warisan budaya yang dapat digunakan untuk menambah wawasan dan pengetahuan terkait sejarah di masa lalu. Namun pada kenyataannya, banyak benda bersejarah di museum yang rusak akibat dari kelalaian pengunjung dan pihak pengelola museum. Augmented Reality (AR) merupakan  teknologi yang berkembang dan sangat diminati saat ini sehingga menawarkan peluang baru sebagai media alternative pengenalan benda-benda di museum. Penelitian ini bertujuan untuk mengimplementasikan teknologi AR untuk mengenalkan benda-benda museum sehingga terlihat interaktif bagi pengunjung serta dapat mengurangi resiko kerusakan benda di museum. Dengan dikembangkannya aplikasi ini, diharapkan mampu meminmalisir jumlah benda-benda yang rusak karena kelalaian pengunjung serta dengan adanya sistem yang interaktif dapat meningkatkan minat masyarakat untuk mengunjungi musium sebagai salah satu tempat untuk mengenal dan menambah informasi terkait warisan budaya dan sejarah. Aplikasi ini dikembangkan dengan mengadopsi Agile proses untuk lebih mudah mengakomodasi perubahan. Hasil pengujian fungsionalitas setelah aplikasi diimplementasikan menunjukan bahwa semua kebutuhan fungsional telah terpenuhi oleh sistem dan dapat digunakan sesuai dengan kebutuhan. Hasil pengujian juga menunjukkan bahwa semua fitur aplikasi dapat dijalankan dengan baik di berbagai versi platform Android. Hasil dari pengujian usabilitas aplikasi dengan memberikan kuesioner System Usability Scale (SUS) kepada pengunjung museum dan staf museum, menunjukkan angka kepuasan pengunjung sebesar 86%. Dari nilai tersebut dapat disimpulkan bahwa aplikasi ini dapat dengan mudah digunakan untuk membantu pengenalan benda koleksi museum.  AbstractMuseum is a place that contain various objects of cultural heritage that can lead to gain new insight and knowledge for young generations. However, there are many cases that many museum’s objects are damaged by museum visitors. Augmented Reality (AR) is an emerging technology that offer new possibilities as an alternative media to display museum collections to visitors. This work aim to develop an augmented reality application to introduce museum collections in more interesting ways for visitors and also to mitigate the risk about damaged museum collections by careless visitors. This application was developed using Agile software development process. Functional testing of proposed application shows that all functional requirements have been met by the system. Additionally, testing results indicate that all application features can be well executed in various version of Android. The result of usability testing by giving questionnaires of System Usability Scale (SUS) to the respondents of museum visitors and museum staf, obtaining visitor satisfaction result gets 86% of museum staf satisfaction toward application. From these values can be concluded that this application can help the introduction of museum objects to museum visitors. Compatibility testing indicates that the work validity of these features can be well executed.