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Aplikasi Aplikasi Navigasi Visual Digital Menggunakan Realitas Tertambah Berbasis Android Ronny Juwono
Computer Based Information System Journal Vol. 7 No. 2 (2019): CBIS Journal
Publisher : Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (110.665 KB) | DOI: 10.33884/cbis.v7i2.1397

Abstract

Augmented Reality (AR) used in online business not merely to give new perspective of customer experience to product. AR is also used in operational such as in logistic to deliver product to the customer. The online map service such as Google Map, sometime fails to bring real visualization to user, especially when they are in unfamiliar places. AR may provide visualization of certain location’s coordinate. This digital visual navigation will help the user to choose which direction they should go, especially when Google Maps do not give accurate information related to the user’s surrounding. This papper provide solution to create Android application that can generate Augmented Reality navigation while user is using Google Map to travel. This papper is aimed to support the navigation for logistic management system especially for online business companies. In spite of the result of this reasearch, some findings and issues need to be discussed in the future. There was delay to generate the AR objects especially when user moves the device around fast. A simple 2D AR object is suggested for future work in order to decrease the delay.
Membangun Kesadaran Lingkungan Mahasiswa Melalui Mata Kuliah Keberlanjutan (Studi Kasus: Mahasiswa President University) Yunita Ismail; Ronny Juwono; Dindin Dimyati; Johan Runtuk; Riyanto Adji
Jurnal Serambi Engineering Vol 6, No 3 (2021): Juli 2021
Publisher : Fakultas Teknik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jse.v6i3.3122

Abstract

This environmentally sound behavior is conveyed through giving courses on sustainability. The purpose of this study is to determine differences in environmental behavior, environmental imagine and environmental protection between students who receive courses on sustainability and students who do not. The method used is a quantitative method with data collection using a survey method through distributing questionnaires. The population used is students from the Faculty of Business as students who receive the subject of sustainability (in one subject, namely the Sustainability and Business subject) and students from the Engineering faculty (not from the Environmental Engineering study program), the computing faculty and the humanities faculty who do not get a special subject regarding sustainability. Samples were chosen deliberately with the criteria being President University students. The collected data were analyzed using the chi-square test to show significant differences regarding environmental behavior, environmental imagine and environmental protection. The results obtained indicate that there is no difference in environmental imagine and environmental protection between student that ever have sustainability subject and the student had not. In environmental behavior, several statements showed the differences and some not, such as witness burning rubbish, wasting of food, wasting of electricity and animal abuse.
Gamification System to Improve Student Learning Motivation: A Case Study in President University Juwono, Ronny; Almi, Raihan
IT for Society Vol 9, No 2 (2024)
Publisher : President University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33021/itfs.v9i2.5828

Abstract

Abstract— Student engagement is a crucial factor influencing learning outcomes in both traditional and modern education systems. Traditional approaches often struggle to sustain high levels of motivation and participation, particularly when students have diverse interests and learning preferences. This study explores the integration of a gamification system into the learning process to enhance student engagement at President University. The proposed system comprises three core components: (1) a Gamification App (Android & iOS) designed for students, incorporating game mechanics such as points, leaderboards, and rewards; (2) a Gamification Web Portal, which serves as an administrative bridge to the President University Information System (PUIS); and (3) the Academic Information System (PUIS) itself, providing real-time academic data. By leveraging gamification principles within a mobile-first approach, the system aims to make learning more interactive and rewarding. This paper presents the design and implementation of the gamification framework, with an ongoing evaluation to assess its impact on student engagement, motivation, and academic performance. Initial findings indicate that mobile gamification can effectively enhance participation, foster a sense of achievement, and create a more dynamic learning environment.