Elsa Sabrina
Technology And Vocational Education, Faculty Of Engineering, Universitas Negeri Padang

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Development of Camera and Lens Recognition Learning Media Based on Augmented Reality Elsa Sabrina; Dony Novaliendry; Andhika Herayono; Firdaus Firdaus
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 8, No 1 (2022): March
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (855.716 KB) | DOI: 10.33394/jk.v8i1.4646

Abstract

This study aims to produce learning media for the introduction of cameras and lenses in Photography subjects using Augmented Reality technology that can be run through smartphones with the android platform. The research method adopted a research and development method using the ADDIE development model, which consisted of five stages: analysis, design, development, implementation, and evaluation. In this research, the stages were limited to the development stage. In designing this photography learning media, the application was made using Unity software, Blender and for database management Vuforia. The instrument used in the study was a learning device validation sheet consisting of several validation sheets, namely: syllabus validation sheet, lesson plan validation sheet, validation sheet and teaching materials. The technique used in this research was observation, interviews, and collecting questionnaires used in data analysis both quantitatively and qualitatively. Validation used expert judgment for the quantitative and qualitative aspects of the assessment representing strongly agree, agree, disagree and disagree. The final result of this research is an Android-based photography learning media that uses Augmented Reality technology.
Development of Engineering Vocational Choice Systems in Higher Education elsa sabrina; Muhammad Anwar; Hansi Effendi; Resmi Darni
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 6 No. 2 (2023): Issues January 2023
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v6i2.8830

Abstract

The high unemployment rate is a challenge for the world of education because not all graduates succeed in entering the world of work. Higher education is one of the largest contributors to unemployment in Indonesia. Likewise with the objectives of vocational education which are expected to be able to immediately work and create jobs. The problem is that not all majors are according to personality type. Therefore, researchers will develop a system aimed at recommending majors in higher education based on personality types. The method used is the Research and Development (R&D) method using the Four D (4 D) model a. Defining stage (Define); b) Design Stage (Design); c) Development Stage (Develop); d) Stage of Spread (Disseminate). This research was only carried out to the extent of development and resulted in a valid system to be implemented based on the validator's assessment. The data collection instrument consisted of product and linguistic expert validation sheets. This study shows that the validation results have an average percentage of 92.5% with a valid category. Based on the results of the research and discussion, it can be concluded that the system is valid to be used as a reference in selecting majors
Factor analysis of the relationship of curiosity and device addiction through motivation to digital literacy in the context of smart learning Yeka Hendriyani; Muhammad Anwar; Hendra Hidayat; Elsa Sabrina; Pardjono Pardjono; Erni Marlina Saari
Jurnal Pendidikan Vokasi Vol. 13 No. 3 (2023)
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v13i3.62720

Abstract

This study aims to investigate the relationship between curiosity and device addiction factors and motivation towards digital literacy in the context of smart learning. This study used a qualitative approach involving 228 students majoring in Electronics Engineering Education at Universitas Negeri Padang. Data were collected through a Likert-scale questionnaire with a saturated sampling method, ensuring all relevant respondents were involved. To evaluate the measurement model of the research questions, Structural Equation Modeling (SEM) analysis was used. The results revealed that digital literacy is significantly influenced by three main factors: curiosity, gadget addiction and app addiction. Furthermore, the study found that curiosity-driven motivation tends to improve digital literacy, while gadget and app addiction have a negative impact. These findings provide valuable insights for curriculum development, especially in improving digital literacy among electrical engineering education students. In addition, this study highlights the importance of educational interventions that can manage the wise use of technology and promote constructive curiosity. This research contributes to the understanding of how curiosity and excessive use of technology can affect digital literacy skills, which are crucial to face the challenges of the Industrial Revolution 4.0 era. Thus, the results of this study can serve as a basis for more effective educational strategies in preparing students for future digital challenges.