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Journal : Jurnal Sisfotek Global

Development of Augmented Reality Based Wushu Training Module to Improve Basic Movement Ability Syaipul Ramdhan; Egga Asoka
JURNAL SISFOTEK GLOBAL Vol 11, No 2 (2021): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (481.728 KB) | DOI: 10.38101/sisfotek.v11i2.409

Abstract

Wushu martial arts is one of the favorite martial arts in Indonesia, with achievements that are routinely obtained at various international events such as the SEA Games and ASIAN Games including the World Championships. During this pandemic, wushu college students practice independently, in fact only a few universities have started practicing together by implementing health protocols. Therefore, the researchers developed a wushu training module using Augmented Reality technology, which will be a fun new tool for Sasana Wushu Salsabila Indonesia students. Interactivity and three-dimensional display are presented in an attractive manner and can be used anywhere and anytime. This training module is an android application. Students can find out in detail the correct movement according to existing standards, namely IWUF (International Wushu Federation). This research method uses the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation).
Augmented Reality Technology for Learning Introduction Media of Various Vegetables Android Based using Unity Agustinus Sirumapea; Syaipul Ramdhan; Ferawati Ferawati; Rio Nurrizkiyadi
JURNAL SISFOTEK GLOBAL Vol 12, No 1 (2022): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v12i1.479

Abstract

Technological developments are getting faster over time in all fields and in various sectors, one of the fast developments is gadgets. This affects people at various ages who make gadgets as a medium of information and also learning media for children. Early childhood is the most important period in human life. This is because at an early age children are sensitive to receiving external stimuli, so that children must be given educational stimuli to help physical and spiritual growth and development so that children have readiness to enter education at a further level. The application of Augmented Reality for learning media for the introduction of various vegetables aims to make it easier for Kindergarten and PAUD teachers to deliver learning materials for the introduction of various vegetables to children and is also more interactive because there is additional media for Augmented Reality marker cards that can be scanned with a camera. smartphone and take out a 3D object from the shape of a real vegetable. In this application, there are also practice questions that can be done to train children's memory after getting to know 10 kinds of vegetables. This application can be used on smartphones with the Android operating system.
Promotional Media Application with Android-Based Virtual Tour Technology Syaipul Ramdhan; Rahmat Tullah; Oka Rizky Nirlandi
JURNAL SISFOTEK GLOBAL Vol 12, No 2 (2022): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v12i2.553

Abstract

Due to the impact of COVID-19, it has resulted in a decrease in the number of students entering SMK Bina Am Ma'mur or SMK BAM. Currently, the dissemination of information about SMK BAM can be said to be not so good. So this research innovates to create new and unique promotional media by utilizing virtual tour media. The purpose of this study is to introduce the environment by utilizing virtual tour media and increase students' interest in entering SMK BAM. The study was conducted using qualitative methods. Data were collected by observation and interview techniques. Furthermore, using the MDLC Method to design the system consists of the stages of concept, design, material collecting, assembly, testing, and distribution. The results of this study created a school promotional media application with a Virtual tour in the form of a 360° panoramic photo for the Android-based SMK Bina Am Ma'mur so that prospective new students can find out school information without coming to school.