Marwa Sulehu
Universitas Teknologi Akba Makassar

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Aplikasi Virtual Whiteboard sebagai Media Pembelajaran Daring Marwa Sulehu; Watty Rimalia; Tamra Tamra
Journal Software, Hardware and Information Technology Vol 2 No 2 (2022)
Publisher : Jurusan Sistem Informasi Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/shift.v2i2.28

Abstract

Government policies in the Pandemi period through the spread of covid 19, authorize schools or university institutions to force online learning (sekolah daring). Due to teachers habit in offline elearning class, utilizing offline learning media such as whiteboard, online learning is very difficult for educators to implement. In other side, online learning can be more effective by utilizing tools that can be used in online learning such as virtual meeting application combined with a virtual whiteboard. Virtual whiteboards will work like contemporary whiteboards but use the educator's monitor screen as the medium for the whiteboard. Virtual whiteboards will assist educators in explaining material that cannot be explained verbally. Teach using Virtual whiteboards are also prior than learning videos i.e. Youtube.com that explain material not interactively. Other pros are Virtual whiteboards can be used in real time and interactively.
Pengembangan Game edukasi berbasis Augmented Reality sebagai Media Pembelajaran Aksara Jepang Marwa Sulehu
Jurnal Minfo Polgan Vol. 12 No. 2 (2023): Artikel Penelitian 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v12i2.13328

Abstract

Common problems faced by students in learning Japanese script in Indonesia include difficulty constructing sentences, distinguishing between hiragana and katakana letters, speaking Japanese, and using vocabulary. To overcome this obstacle, research proposes the development of learning media based on Augmented Reality (AR) with the concept of educational games. Involving the SMUNEL Japanese Community at SMA Negeri 5 Makassar, the research used qualitative methods with discussion, observation and documentation. The research results identified internal factors, namely the decline in enthusiasm for learning, and external factors, namely the need for innovative media, as the main problem. The proposed solution is an educational game-based AR application to introduce Japanese characters. Application testing showed a positive response, with 90% of respondents agreeing that this application increases interest in learning and helps distinguish basic Japanese letters. It is hoped that this research will make a significant contribution in providing innovative and interactive Japanese language learning alternatives through the use of AR technology.