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Journal : Journal of Disruptive Learning Innovation (JODLI)

A Poster Digital Sain Media for Humanity Interaction based Interactive Augmented Reality Muhammad Ashar; Azhar Ahmad Smaragdina; Muhammad Iqbal Akbar; Dicki Dwi Prasetya
Journal of Disruptive Learning Innovation (JODLI) Vol 1, No 1 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (761.499 KB) | DOI: 10.17977/um072v1i12019p7-20

Abstract

Interactive and innovative learning media supported by Augmented Reality (AR) is specifically used in the field of science in helping the development of student learning process at State University of Malang (UM). This media is designed to build the pillar of learning innovation strategy through IT fusion on curriculum and learning. Specifically, the main target in the development of teaching media with interaction through AR mobile media and science posters integrated with virtual communications is to improve the visual capabilities of information. Several stages to be done to realize this service are: 1)build a framework of the system in a comprehensive manner, 2)testing with a number of students as a user response, 3)making showcase and 4)demonstrating application system with multimedia content with science materials with 3D perspective (animation and interactive video). The software engineering method used in this application development is the waterfall model, while the qualitative method approach is needed to measure the effectiveness and efficacy of this AR science product on increasing the level of student understanding after using this media through a questioner. It is expected that with the development of this media will accelerate the formation of learning innovation in life-based learning in UM in the future. In broader impact, this work will be able to make UM as a learning innovation university as the competitive and superior university as well as become a reference in the technology of learning media.
Design Interactive Multimedia Book Sanggar Doka Tawa Tana Using The Design Sprint Method Harviansyah, Yushivan Rendi; Ashar, Muhammad; Akbar, Muhammad Iqbal
Journal of Disruptive Learning Innovation (JODLI) Vol 3, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v3i22022p83-96

Abstract

Tourism is a journey from one place to another carried out by a group of people or individual for a certain period of time with the aim of traveling that requires planning previously. This is supported by current technological advances, one of which is multimedia technology including information technology. This multimedia technology has made a significant contribution to the tourism sector by generating the ability to promote and develop tourist objects in any location with greater ease, less cost, and more flexibility. One of the attractions that is developing at the time of current technological advances, namely the Sanggar Doka Tawa Tana. This studio is one of the leading tourist attractions in the province of NTT that can attract tourists to visit. However Due to the Covid-19 outbreak, the number of tourists visiting has decreased drastically. But in 2021 the number of tourists visiting began to increase. So in this research development of EPUB-based interactive multimedia books to promote and provide the latest information for potential tourists related to the Sanggar Doka Tawa Tana. On book design interactive multimedia of Sanggar Doka Tawa Tana, the method used is the design sprint method where In the method there are 5 frameworks, namely understand, diverge, decide, prototype and validate.
User Interface and User Experience Design in Digital Learning Applications for Autistic Users with the Human-Centered Design Method Nurdin, Muhammad Iman; Ashar, Muhammad; Akbar, Muhammad Iqbal; Lesmana, I Putu Dody
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p24-31

Abstract

Currently in Indonesia there are millions of school-age children. Some of them still have difficulty in accessing education, including children with special needs. Children with special needs are part of a society that is classified as vulnerable. Some institutions state that they are 10 times more likely to be out of school. Even when they go to school, the learning they receive tends to be not optimal, especially for autistic children. Autism is a disorder of overall human development that results in barriers to socialization, communication, and behavior. With the various obstacles they have, the learning process they receive tends to be less than optimal if it is not balanced with adequate facilities and infrastructure. Therefore, in this study, researchers want to design a digital learning application for autistic users based on a website, where the User Interface (UI) and User Experience (UX) of the learning application are tailored to the user's needs. By using the Human-Centered Design (HCD) method that focuses on humans in its manufacture. With these grounds and reasons, it is hoped that this research can produce a UI UX with a good level of usability, effectiveness, and user satisfaction.