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Difusi Inovasi Teknologi Metaverse Melalui Pelatihan Web Imersif Berbasis Produk Unggulan Tefa Pada Guru Padmasari, Ayung Candra; Sutianah, Cucu; Yahya, Saiful
CARADDE: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 3 (2025): April
Publisher : Ilin Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/caradde.v7i3.2609

Abstract

SMKN 14 Bandung merupakan salah satu sekolah yang telah menerapkan pembelajaran teaching factory terutama pada kompetensi guru melalui difusi inovasi teknologi metaverse. Pelaksanaan pembelajaran teaching factory membutuhkan persiapan yang matang, karena pembelajaran ini mempelajari proses kegiatan produksi dan juga penerapan budaya industri. Kegiatan pembelajaran teaching factory akan dapat berlangsung dengan sukses dan berhasil apabila proses yang dilakukan baik seperti layaknya standar DUDI. Saat ini studio dan laboratorium teaching factory SMKN 14 Bandung tengah mencoba menerapkan teknologi metaverse. Dimana teknologi tersebut diharapkan pihak sekolah dapat menata kegiatan pembelajaran teaching factory tanpa dibatasi oleh ruang dan waktu. Namun pada proses implementasi teknologi metaverse di pembelajaran teaching factory memiliki permasalahan, berupa belum memiliki kompetensi yang cukup untuk mengelola produk teaching factory menggunakan teknologi metaverse. Dimana sering ditemukan produk teaching factory ini kurang berdaya saing karena kurangnya wawasan teknologi terbaru, bahkan orientasi konsep pengembangan produk teaching factory yang tidak sesuai dengan perkembangan zaman saat ini. Sehingga SMKN 14 Bandung berkeinginan bersama-sama dengan Perguruan Tinggi untuk membuat platform digital web imersif yang berisi produk teaching factory yang menarik dan interaktif sebagai media informasi. Perguruan tinggi sebagai salah satu pilar bangsa memiliki tanggung jawab atas kondisi yang demikian ini, maka dengan Tri Dharma Perguruan Tinggi, salah satunya melalui Pengabdian Kepada Masyarakat (PKM) perlu menggunakan metodologi yang berbasis riset perubahan. Alternatif metodologi riset untuk perubahan tersebut adalah Participatory Action Research (PAR). Difusi Inovasi Teknologi Metaverse Melalui Pelatihan Web Imersif Berbasis Produk Unggulan TEFA Pada Guru SMKN 14 Bandung ini dilaksanakan menggunakan pendekatan metodologi Participatory Action Research (PAR). Metodologi Participatory Action Research (PAR) bertujuan untuk pembelajaran dalam mengatasi masalah dan produksi ilmu pengetahuan terbaru. Implementasi metode tersebut memiliki 5 (lima) tahapan yang dikenal dengan istilah KUPAR (to Know (mengetahui), to Understand (memahami), to Plan (merencanakan), to Action (melaksanakan) dan to Reflection (evaluasi). Luaran yang diharapkan oleh mitra berdasarkan hasil diskusi adalah penyelenggaraan sosialiasi, pelatihan, dan pendampingan untuk sinergitas antara minat bakat siswa dan kompetensi guru yang ingin belajar hal baru tentang teknologi metaverse secara rutin di SMKN 14 Bandung. Dan hasil yang diperoleh dari kegiatan yang berjalan adalah telah dilaksanakan Forum Group Discussion (FGD), Sosialisasi, Pelatihan, dan Pendampingan.
Perancangan Board Game The Journey of Knowledge sebagai Media Bantu Pembelajaran Sejarah Zaelany, Dai Ahmad; Azizah, Mutiah Nur; Angkasadaiana, Nafisah Gadis; Nuriansyah, Rifqi Muhammad; Padmasari, Ayung Candra; Salsabila, Rifda Falsa
Journal of Innovation and Teacher Professionalism Vol. 2 No. 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v2i12024p26-35

Abstract

"The Journey of Knowledge" adalah permainan board edukatif yang menggabungkan petualangan dan pembelajaran ilmiah. Dengan tema coklat vintage, permainan ini menawarkan pengalaman bermain yang seru dan mengajak pemain untuk menjelajahi dunia pengetahuan dari berbagai bidang, dengan panduan dari ilmuwan terkenal sebagai karakter utama. Desain karakter yang dibuat dari akrilik, boardgame berukuran 40×40 yang kokoh, dan logo bergaya vintage memberikan permainan ini sentuhan klasik yang menarik. Penelitian ini menggunakan metode mix method dengan menggunakan tahapan strategi linear yang berisi 4 tahap, yaitu, pengumpulan data, analisis data, perancangan dan prototype. Tahapan perancangan memiliki empat tahapn yang terdiri dari konsep, sketsa, finishing dan prototype. Keunggulan permainan terletak pada variasi strategi yang ditawarkan, dinamika permainan yang menarik, dan pengalaman belajar yang menyenangkan. Dengan mekanisme permainan yang beragam dan dinamis, "The Journey of Knowledge" berhasil menciptakan kesan positif bagi pemain, menjadikannya pilihan menarik untuk mereka yang ingin meningkatkan pengetahuan sambil bersenang-senang. Permainan ini sukses menyampaikan konsep edukasi dengan daya tarik yang cukup kuat dan memberikan pengalaman bermain yang mendalam. Kata kunci: Board Game, The Journey of Knowledge, Media Pembelajaran, Sejarah Designing The Journey of Knowledge Board Game as an Assistive Media for History Learning "The Journey of Knowledge" is an educational board game that combines adventure and scientific learning. With a vintage brown theme, the game offers a fun gaming experience and invites players to explore the world of knowledge from various fields with the guidance of famous scientists as main characters. The acrylic character design, sturdy 40×40 board game, and vintage-style logo give the game an attractive, classic touch. This research uses a mixed-methods method using a linear strategy stage, which contains 4 stages, namely, data collection, data analysis, design, and prototype. The design stage has four stages, consisting of concept, sketch, finishing, and prototype. The advantages of the game lie in the variety of strategies offered, the interesting game dynamics, and the fun learning experience. With diverse and dynamic game mechanics, "The Journey of Knowledge" manages to create a positive impression on players, making it an attractive option for those who want to improve their knowledge while having fun. The game successfully conveys the educational concept with considerable appeal and provides an immersive gaming experience. Kata kunci: Board Game, The Journey of Knowledge, Learning Media, History
Developing a Mixed Reality-based 3D Virtual Laboratory for Multimedia Practicum: A Metaverse Approach Padmasari, Ayung Candra; Hizbillah, Muhammad Ridwan Alfarizi; As'ari, Muhammad Agung
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 2 (2025): Indonesian Journal of E-learning and Multimedia (May 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i2.393

Abstract

Background of study: Although learning media have experienced growth and variation, the trend of implementing online learning that is in accordance with the needs of the times has not fully answered the needs of students in learning independently. Specific needs, especially in skill-based fields such as multimedia, electronics, automotive, and health. The transition to online practicums has been problematic due to limited access to digital versions of tools and materials, as well as restrictions on the use of physical laboratories during the pandemic.Aims and scope of paper: This study focuses on the development of a contextually relevant educational technology solution: a 3D virtual laboratory that uses mixed reality to support online multimedia practicums. Mixed reality allows users to interact with realistic audio-visual elements such as sounds, colors, environmental activities, and specific objects, allowing for immersive navigation in a virtual setting. Incorporating Metaverse features further enhances interactivity in the virtual classroom.Methods: This study adopted the Multimedia Development Life Cycle (MDLC) method.Result: The results show that the 3D virtual laboratory meets all five usability criteria, namely, Ease of Learning (86.7%), System Performance (80.5%), Efficiency (87.1%), Ease of Finding (84.3%), and Fun (83.1%) which confirms its effectiveness as a usable and engaging learning tool.Conclusion: With the design of a 3D virtual laboratory based on mixed reality as an innovation in online multimedia practicum media, it is expected to be a new form of innovation in packaging practicum media that is more interactive and useful for distance learning activities.
Integrasi Artificial Intelligence Pada Desain UI UX Sistem Web Akademik Perguruan Tinggi Padmasari, Ayung Candra; Juhana, Agus; Nurhidayatulloh, Nurhidayatulloh
Tanra: Jurnal Desain Komunikasi Visual Fakultas Seni Dan Desain Universitas Negeri Makassar Vol 12, No 2 (2025): Mei - Agustus
Publisher : Universitas Negeri makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/tanra.v12i2.66339

Abstract

Teknologi kecerdasan buatan atau yang lebih sering dikenal dengan sebutan Artificial Intelligence (AI) saat ini semakin digemari di berbagai bidang. Bidang pendidikan, bidang perekonomian, bidang kreatif, bidang perfilman dan bidang lainnya. Pada bidang pendidikan khususnya perguruan tinggi teknologi AI sering digunakan dalam membantu mahasiswa dalam membuat tugas. Namun, penggunaan teknologi AI ini juga dapat memberikan hal negatif, dimana mahasiswa yang harusnya dapat berpikir kritis dalam mengerjakan tugas-tugasnya seperti artikel ilmiah malah terlena dengan bantuan teknologi AI yang serba instan. Mahasiswa perlu mewaspadai jawaban dari AI yang kemungkinan merupakan hasil penggabungan dari sitasi-sitasi penelitian yang menyebabkan terjadinya plagiasi. Solusi yang dapat dilakukan adalah mengembangkan sebuah sistem website untuk mengecek plagiasi hasil karya ilmiah mahasiswa dengan tujuan mengurangi plagiasi yang telah dikerjakan oleh mahasiswa. Metode yang digunakan dalam penelitian ini adalah SDLC dengan model waterfall yang memiliki 5 tahapan yaitu, analisis kebutuhan, desain sistem, pengkodingan, pengujian dan pemeliharaan. Dengan adanya website ini diharapkan dapat membantu dalam proses pembelajaran di perguruan tinggi terutama terkait plagiarisme yang harus dihindari dalam sebuah penulisan karya ilmiah dan penelitian.
Development of a WebXR-Based Collaborative LMS System with 3D Virtual Features and Artificial Intelligence Padmasari, Ayung Candra; Azizan, Ahamad Tarmizi; Ergashevna, Burieva Kibrio
International Journal of Advances in Artificial Intelligence and Machine Learning Vol. 2 No. 2 (2025): International Journal of Advances in Artificial Intelligence and Machine Learni
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijaaiml.v2i2.448

Abstract

Background of Study: The advancement of immersive technology and artificial intelligence (AI) offers new opportunities for creating more adaptive and interactive learning systems. However, higher education institutions still face challenges such as limited industry-standard facilities and the high cost of multimedia equipment.Aims and Scope of Paper: This study aims to develop a prototype of a WebXR-based Collaborative Learning Management System (LMS) equipped with 3D virtual features and AI integration to enhance student learning experiences.Methods: The research employed the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: conceptualization, design, material collection, assembly, testing, and distribution. The study involved 30 Multimedia Education students from Universitas Pendidikan Indonesia selected through purposive sampling.Result: Feasibility testing using a Likert-scale questionnaire revealed that the system achieved a highly feasible category with average scores of 81,7 % for Learnability 85,6 %, for system performance 76,93%, for Efficiency 79,9%, for memorability 74,2%, satisfaction 85,4 %. Resulting in an overall feasibility of 81.7%. Semi-structured interviews confirmed that AI integration significantly supported learning personalization and provided content recommendations, although the AI feature was limited to text-based responses.Conclusion: The results indicate that combining WebXR and AI in an LMS can address the challenges of industry-based learning by providing immersive, adaptive, and accessible learning experiences. This system demonstrates strong potential as a future-ready digital learning solution, with future research suggested to evaluate its impact on learning outcomes and improve AI capabilities for deeper contextual interaction.
Designing UI and UX Design in GenApp Application Using Design Thinking Method Salsabila, Rifda Falsa; Padmasari, Ayung Candra
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 3 (2024): Indonesian Journal of E-learning and Multimedia (October 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i3.296

Abstract

This research aims to create an ARBook learning application design for high school students on genetic material. Today's growing technology has affected various fields, one of which is education. Generation Z is a generation that understands and is literate in technology. High school students born in Generation Z have characteristics that tend to like technology, are smart, open, and like to express themselves. To attract students' interest in learning, there needs to be media used by utilizing technology. It is necessary to understand the characteristics of students when making learning media design. The method used in this research is the design thinking method, which has five stages: emphasize, define, ideate, prototype, and test. This research produces an ARBook GenApp application design that suits the characteristics of Generation Z students. The test results from the student response trial obtained good results of 89.17%, which were included in the very feasible criteria.
Development of School Tour Video with Wall Tracking Technique (Planar Tracker) as a Promotional Media for The Introduction of Kak Seto School Facilities Fasya, Kemal; Padmasari, Ayung Candra
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 3 (2024): Indonesian Journal of E-learning and Multimedia (October 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i3.301

Abstract

This study aims to assess the quality improvement of the newly developed video (School Tour Sekolah Kak Seto) compared to the old video (Fasilitas Sekolah Kak Seto) and to understand user responses to the school tour video. This research was carried out because Kak Seto School faces challenges in utilizing digital media as the primary tool in its strategy to promote the school's facilities. Previously, Kak Seto School had a video titled “Fasilitas Sekolah Kak Seto” on its YouTube Channel, focusing on introducing all the facilities available at the school. However, the video has yet to implement visual effects, the text used in the video is still fundamental, the color grading remains dark and inconsistent, and the camera/footage techniques have not met current industry standards. Therefore, developing a new School Tour video for Kak Seto School is necessary, incorporating innovations such as wall-tracking visual effects to convey the school’s facilities better. This study uses the ADDIE development method by Robert Maribe Branch, consisting of analyzing, designing, Developing, Implementing, and Evaluating. The results demonstrate that the school tour video is of higher quality than the previous video, as it has greater engagement. User responses from media and content experts rated the video as "Very Good," while respondent assessments rated it as "Good" as a promotional medium for introducing school facilities.