Novaria Nusantara
Unknown Affiliation

Published : 4 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 4 Documents
Search

Pembuatan Aplikasi Game Edukasi Asmaul Husna Berbasis Android Novaria Nusantara; Rudy Cahyadi
JoMMiT Vol 3, No 2 (2019)
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jommit.v3i2.348

Abstract

Asmaul Husna adalah nama-nama Allah yang terbaik yang menunjukkan keagungan dan kesempurnaan-Nya yang berjumlah sembilan puluh sembilan. Mempelajari Asmaul Husna sejak usia dini dilakukan agar anak dapat lebih mencintai Allah, sehingga anak memiliki akhlak yang baik karena selalu ingat kepada Allah. TPA adalah salah satu lembaga pendidikan non-formal yang mengenalkan anak pada pembelajaran Asmaul Husna. Metode konvensional yang kurang interaktif masih mendominasi sebagian besar TPA yang kadang  menyebabkan siswa mudah bosan. Dengan adanya inovasi teknologi dalam dunia pendidikan, maka akan membantu pembelajaran murid, seperti media pembelajaran menggunakan game. Game edukasi dapat mendorong siswa untuk belajar aktif dan kreatif, sehingga belajar menjadi terasa menyenangkan.
Readiness of Educational Institutions in Utilizing Immersive Technology in Learning Awanis Hidayati; Arie Susanty; Aji Wicaksono; Novaria Nusantara
Southeast Asian Journal on Open and Distance Learning Vol. 2 No. 02 (2024): Immersive Learning: Integrating Technology, Pedagogy, and Innovation
Publisher : SEAMEO SEAMOLEC

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The implementation of technology-enhanced learning in educational institutions is a key indicator of progress and quality. Its successful execution requires a well-established planning process, manifested in the form of readiness measurements. To assess the readiness level for the implementation of e-learning, it is essential to conduct an evaluation of e-learning readiness. This research aims to provide an overview of the general readiness levels of educational institutions collaborating with SEAMOLEC in incorporating immersive technology for learning. The study utilizes the ELR Aydin Tasci model, focusing on four readiness factors: Technology, Human Resources, Innovation, and Self-Development. The findings indicate that two factors, namely technology and self-development, are classified as 'Not Ready' and require minor improvements. On the other hand, human resources and innovation are classified as 'Ready' but also require slight enhancements. The average score obtained, 3.48, reflects a readiness level of 3. In conclusion, the overall readiness of the analyzed educational institutions is categorized as 'Ready' with room for slight improvement.
Development of an Immersive Educational Tool for Solar System Topics Awanis Hidayati; Ani Susanti; Aji Wicaksono; Novaria Nusantara; Rieky Martin
Southeast Asian Journal on Open and Distance Learning Vol. 2 No. 02 (2024): Immersive Learning: Integrating Technology, Pedagogy, and Innovation
Publisher : SEAMEO SEAMOLEC

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The study of the solar system is a critical component of science education, offering students a deeper understanding of natural phenomena. However, traditional teaching methods often fall short in effectively engaging students and fostering comprehensive understanding. This study aims to develop an immersive learning tool utilizing metaverse technology, following the ADDIE development model. The resulting product includes two virtual spaces designed for exploration and learning by students. The evaluation process involved both Alpha and Beta Testing. Alpha Testing was conducted with four experts, comprising two specialists in AR, VR, and XR media, and two experts in science content. Beta Testing involved a small group of 15 students to assess the usability of the immersive application. The evaluation by media experts rated the learning tool as "highly feasible" for educational purposes, while assessments from science content experts categorized it as "feasible" for instructional use. Usability testing results further classified the application as "excellent" overall.
Transforming Science Education: The Effect of Immersive Technology on Student Performance Ani Susanti; Awanis Hidayati; Hendra Wijaya; Novaria Nusantara; Arie Susanty; Fazhar Restu Fauzi
Southeast Asian Journal on Open and Distance Learning Vol. 2 No. 02 (2024): Immersive Learning: Integrating Technology, Pedagogy, and Innovation
Publisher : SEAMEO SEAMOLEC

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study examines the influence of immersive technology on student learning outcomes, emphasising its efficacy in improving comprehension of intricate scientific ideas, particularly the solar system. A quasi-experimental approach was utilised, featuring an experimental group utilising immersive technology tools and a control group receiving conventional video-based teaching. Data were gathered via pre-tests and post-tests to evaluate knowledge acquisition, in addition to observations and questionnaires to measure student involvement and participation. The results revealed significant improvements in both groups, with the control group achieving higher post-test scores, potentially due to the familiarity and structured nature of the traditional methods. However, the experimental group demonstrated the unique benefits of immersive technology, particularly in visualizing abstract concepts and fostering interactive learning experiences. These findings suggest that while immersive technology has substantial potential, its effectiveness depends on the context and implementation. Future research should explore its long-term impact and strategies for optimizing its integration into diverse educational settings