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Journal : JGHTT

Development of Jaw Script Recognition Media Through Card Media Using Augmented Reality For Elementary School Children Baihaqi, Bagus Hirnov; Aristyagama, Yusfia Hafid; Maryono, Dwi
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 1 (2024): Journal of Global Hospitality and Tourism Technology - June
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.12590353

Abstract

This research aims to develop and determine the feasibility of android learning media on the subject of Javanese script using augmented reality and card games for elementary school children. This research was conducted because of the lack of interest of students in learning Javanese script which is considered difficult and unimportant because it is less useful in terms of its usefulness in life practice and keeping Javanese script sustainable. The study used the ADDIE model with feasibility test stages using TAM. The result of the development of learning media is the creation of the "NGAKSARA" application as well as the "KARA" card media which can help students in introducing Javanese script. At the feasibility test stage, it was found that the learning media "NGAKSARA" is suitable for use in teaching and learning activities.
An Analysis and Strategies to Enhance Students Interest and Participation in Informatics Learning on App Inventor Topic Utilizing Mobile Devices: A Case Study of Classroom Learning Sessions in Class of F6 at SMA Negeri 4 Surakarta Davina, Indri Heldy; Maryono, Dwi; Waskito, Adi
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 2 (2024): Journal of Global Hospitality and Tourism Technology - December 2024
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14289538

Abstract

This research aims to analyze and develop strategies that can enhance students' interest and participation in informatics learning on App Inventor subject using mobile devices, with a case study of classroom learning sessions in class of F6 at SMA Negeri 4 Surakarta. The research method used is a qualitative method. Data collection methods in this research include observation, distributing questionnaires to students, and teacher interview. Respondents in this study were a class of F6 students totaling 31 people, consisting of 10 female students and 21 male students. The limitation in this study is that only a small number of students bring laptops to informatics lesson. The results showed that the school's slow internet connection, lack of interest in bringing laptops, lack of skills in using laptops, and the availability of personal laptops were the main challenges to student participation in teaching and learning activities, especially in App Inventor subject. However, using certain strategies such as optimizing the use of mobile devices enables continuous learning inside and outside the classroom.