Claim Missing Document
Check
Articles

Found 3 Documents
Search

Pengembangan Teknologi Asistif Berbasis Mobile Application Pada Materi Metode Simpleks Untuk Membantu Mahasiswa Slow Learner Sutarto Sutarto; Adam Bachtiar; Raden Fanny Printi Ardi; Jarir Jarir
Jurnal Pendidik Indonesia (JPIn) Vol 4, No 2: Oktober 2021
Publisher : Yayasan Pendidikan Intan Cendekia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47165/jpin.v4i2.140

Abstract

Tantangan perkuliahan yang terjadi selama pandemi Covid-19 memberikan dampak yang signifikan bagi mahasiswa slow learner yang memiliki keterbatasan dalam mengelola waktu dan motivasi dalam belajar secara rutin di masa perkuliahan daring atau luring. Penelitian ini bertujuan mengembangkan teknologi asistif berbasis mobile application pada materi metode simpleks untuk membantu mahasiswa slow learner. Jenis penelitian ini adalah penelitian pengembangan dengan menggunakan model pengembangan 4D yang terdiri dari empat tahapan. Penelitian ini menggunakan model pengembangan dengan tahapan sebagai berikut: Tahap Perencanaan, Tahap Perancangan, Tahap Pengkodean dan Tahap Pengujian. Hasil penelitian ini menunjukkan bahwa adalah produk teknologi asistif valid, dan praktis,. Berdasarkan uji validitas, teknologi asistif sangat layak digunakan dalam sumber belajar dengan skor rata-rata 3,6 (valid). Respon angket siswa menunjukkan bahwa e-Module praktis dengan persentase kepraktisan sebesar 80%. Keywords: Teknologi Asistif, Metode Simpleks, Slow Learner
Pelatihan Menggunakan Question.AI dalam Membantu Bapak/Ibu Warga Aik Are Mendampingi Belajar Anaknya di Rumah Baiq Rina Amalia Safitri; M Fuaddunazmi; Wirawan Putrayadi; Jarir Jarir
Sasambo: Jurnal Abdimas (Journal of Community Service) Vol. 6 No. 4 (2024): November
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/sasambo.v6i4.2035

Abstract

Pelatihan penggunaan aplikasi Question.AI di Dusun Aik Are bertujuan untuk meningkatkan literasi teknologi warga dalam mendampingi pembelajaran anak-anak di rumah, khususnya pada mata pelajaran matematika. Metode pelaksanaan mencakup pendataan peserta, sosialisasi, dan pelatihan langsung dengan pendekatan direct instruction. Kegiatan ini melibatkan fasilitator dari Universitas Pendidikan Mandalika (UNDIKMA) yang memberikan panduan teknis, mulai dari instalasi aplikasi hingga penggunaannya. Mitra utama pelatihan adalah warga Dusun Aik Are yang memiliki keterbatasan akses teknologi pendidikan. Hasil pelatihan menunjukkan peningkatan kemampuan peserta dalam menggunakan aplikasi Question.AI, dengan 100% peserta menyatakan pelatihan efektif membantu instalasi dan penggunaan aplikasi. Dampak positif mencakup meningkatnya kepercayaan diri warga dalam mendampingi pembelajaran anak-anak dan terciptanya budaya belajar berbasis teknologi di rumah. Kesimpulannya, pelatihan ini berhasil meningkatkan literasi teknologi warga dan memberikan dampak jangka panjang bagi komunitas. Rekomendasi meliputi perluasan materi pelatihan untuk mencakup aplikasi pembelajaran lain dan evaluasi keberlanjutan dampak pelatihan. Training Using Question.AI to Help Aik Are Residents Accompany Their Children's Learning at Home The training on using the Question.AI application in Dusun Aik Are aimed to enhance the community's technological literacy in supporting their children's learning at home, particularly in mathematics. The implementation methods included participant data collection, socialization, and hands-on training using the direct instruction approach. Facilitators from Universitas Pendidikan Mandalika (UNDIKMA) provided technical guidance, from app installation to its usage. The primary partners for the training were the residents of Dusun Aik Are, who faced limited access to educational technology. The results showed improved participant proficiency in using the Question.AI application, with 100% of participants affirming the training's effectiveness in assisting installation and application use. Positive impacts included increased confidence among residents in guiding their children's learning and the establishment of a technology-based learning culture at home. In conclusion, this training successfully improved technological literacy and delivered long-term benefits for the community. Recommendations include expanding the training materials to cover other educational applications and evaluating the sustainability of the training's impact.
VIRTUAL TOUR BERBASIS E-PANORAMA SEBAGAI PENGENALAN KAMPUS UNIVERSITAS PENDIDIKAN MANDALIKA Muhammad Fadil Salmansyah; Indriaturrahmi Indriaturrahmi; Raden Fanny Printi Ardi; Jarir Jarir
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.233

Abstract

The rapid development of information technology has encouraged the emergence of digital innovations in various fields, one of which is Virtual Tour innovation. Undikma campus needs to have a visual promotional media that can describe the campus facilities and environment as a whole, and is easily accessible to prospective students and the wider community. Based on these problems, this research aims to build an E-Panorama-based Virtual Tour as a medium for introducing Undikma campus visually to prospective students and the public through a website that can be accessed by anyone. By utilizing 360-degree panoramic photos, this Virtual Tour is expected to provide an interactive visual experience for users and increase the attractiveness of Undikma campus for prospective students and the community. The development model used in this research is the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept, design, material collecting, assembly, testing, and distribution. Based on the results of the feasibility test, it shows that the Virtual Tour meets high standards with a feasibility percentage of 87 percent from media experts and 85.72 percent from users, so that this Virtual Tour can be declared suitable for use with a very good level of acceptance. So, it can be concluded from this research that the construction of the E-Panorama-based Virtual Tour has succeeded in achieving its goal as a medium for visually introducing the Undikma campus to prospective students and the public through a website that can be accessed by anyone and can be well received by users.