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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.
IMPLEMENTASI SISTEM TATA KELOLA PELAYANAN JASA CUCI KENDARAAN TERINTEGRASI APLIKASI SOSIAL MEDIA WHATSAPP Markani Markani; Asrul Halim; Siti Nurhalizah; Neneng Awaliah; Tamra Tamra; Andi Yulia Muniar; First Wanita
Nusantara Hasana Journal Vol. 2 No. 1 (2022): Nusantara Hasana Journal, June 2022
Publisher : Nusantara Hasana Berdikari

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Abstract

Maximum service is an absolute thing for agencies or companies, especially those engaged in services. Services will affect the increase or decrease in the performance of a company or agency. One of the companies engaged in vehicle washing services, namely Syainaya Car Wash, still requires a good service management system by utilizing qualified technology. Services at Syainaya Car Wash still use conventional methods so that customer queues are still often confused because the recording system is still manual which results in customers waiting a long time. This study aims to create a governance system for vehicle washing services at Syainaya Car Wash to facilitate cashier services in interacting with employees using WhatsApp media, to make it easier for customers to find out when their vehicle has been washed when the vehicle is left for other matters, and make it easier for leaders in check transaction data and make it easier to calculate employee commissions every week. This data was obtained through, 1) Field research, 2) Direct interviews with the company. This system is made using a sublime text editor application and xampp as a database storage service with the PHP programming language. The results of this study indicate that the implementation of a governance system that is integrated with WhatsApp social media is very user friendly, has an attractive appearance and is easy to understand for both cashiers, managers and customers. Based on the test results using the UAT (User Acceptance Testing) testing technique, 86.8% of 27 respondents obtained results, so that it was declared feasible based on the tests carried out.
The Impact of CBLT Approaches on Students' Learning Achievements for ESP Courses Muliati Muliati; Syarifuddin Dollah; Tamra Tamra; Ahmad Rossydi; St.Asriati AM
JURNAL ARBITRER Vol. 10 No. 3 (2023)
Publisher : Masyarakat Linguistik Indonesia Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/ar.10.3.275-282.2023

Abstract

ESP courses in higher education are seen as one of the efforts to provide undergraduates with skills beneficial to their careers to meet the growing demand of young professionals. The study assessed the impact of CBLT approaches on the student’s learning achievement in ESP courses. The objective of the study was to find out the impact of CBLT on students’ learning achievement in ESP courses. This study employed a qualitative method design that applied a case study design. The data source in this study was thirty students from different study programs who implemented CBLT approaches in learning ESP courses at Bosowa University. The study applied a questionnaire utilizing the five-point Likert Scale to see their responses on the student’s learning achievement in ESP courses through CBLT approaches. The interview results applied the Nvivo R1-5 to know in depth their responses on learning ESP courses through CBLT approaches. Three types of data coding are used namely, open coding, axial coding, and selective coding. Findings revealed that firstly, students believed that they could improve their English capability in learning ESP courses. Students were able to communicate in real life. Secondly, the findings revealed that students’ learning achievement on CBLT implementation can motivate students to learn ESP courses. Students believed that CBLT offers many opportunities for communication skills on ESP and use specific English in their disciplines.
Augmented Reality and Virtual Reality in English Learning: Bibliometric Analysis of Research Trends, Citation Patterns, and Future Directions Tamra Tamra; Wisda Wisda; Muhammad Rizal H; First Wanita; Mursalim Mursalim
Journal of System and Computer Engineering Vol 7 No 1 (2026): JSCE: January 2026
Publisher : Universitas Pancasakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61628/jsce.v7i1.2472

Abstract

This study conducts a comprehensive bibliometric analysis to map the development of research on Augmented Reality (AR) and Virtual Reality (VR) in English language learning (ELL) from 2010 to 2025. Using 386 Scopus-indexed documents, the analysis examines publication growth, citation performance, influential authors and countries, core sources, and the thematic evolution of immersive learning research. The findings show a sharp increase in scientific production after 2020, reflecting the global rise of digital and immersive technologies in education. China, Korea, and Malaysia emerge as dominant contributors, demonstrating Asia’s leading role in AR/VR-driven language innovation. Citation trends reveal the coexistence of foundational highly cited works and rapidly influential recent publications. Source impact analysis confirms the interdisciplinary character of the field, spanning educational technology, linguistics, psychology, and computer science. Trend-topic analysis indicates a shift from general pedagogical themes toward AI-enhanced AR applications, deep learning, virtual reality environments, and interactive vocabulary learning systems. Despite significant growth, gaps remain in long-term studies, cross-country collaboration, and research on advanced language competencies. Overall, the study provides a data-driven understanding of how AR and VR have evolved as transformative tools for English language learning and offers strategic insights for guiding future research agendas in immersive educational technologies.
Implementation of Fisher-Yates Shuffle Algorithm in Mobile-Based Vocabulary Learning Game for Children with Disabilities khaidir rahman nasir; Tamra Tamra; Muhammad Rizal H; First Wanita; Mursalim Mursalim
Journal of System and Computer Engineering Vol 7 No 2 (2026): JSCE: April 2026
Publisher : Universitas Pancasakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61628/jsce.v7i2.2479

Abstract

Children with disabilities face significant challenges in vocabulary acquisition, necessitating the development of specialized educational technologies that accommodate their unique learning characteristics. This study aims to implement the Fisher-Yates shuffle algorithm in a mobile-based vocabulary learning game specifically designed for children with disabilities, ensuring unbiased randomization of educational content to promote authentic vocabulary comprehension. This research employed the Multimedia Development Life Cycle methodology, encompassing concept definition, design, material collection, assembly, testing, and distribution phases. The Fisher-Yates shuffle algorithm was implemented following the modern Durstenfeld variant, operating through backward iteration, generating random indices, and performing in-place element swapping. Algorithm validation was conducted through simulation calculations and chi-square goodness-of-fit statistical testing across ten thousand randomization trials. The application "Tebak Kosakata" successfully integrates the randomization algorithm with an accessible user interface, featuring multimodal content presentation, immediate positive feedback mechanisms, and cumulative scoring systems. Simulation calculations confirmed that each vocabulary item maintains an equal probability for occupying any position in the final sequence. Statistical validation yielded a chi-square value of 8.47 with nine degrees of freedom and a probability value of 0.487, confirming uniformly distributed randomization without detectable bias. The algorithm achieves optimal computational efficiency with linear time complexity and constant auxiliary space complexity. The randomization of question sequences and answer option positions effectively prevents pattern-based response strategies, encouraging authentic vocabulary learning rather than positional memorization. This study establishes that the Fisher-Yates shuffle algorithm constitutes an effective mechanism for implementing unbiased randomization in educational games for children with disabilities, bridging computational algorithm theory with special education pedagogy while providing a replicable methodological framework for future development.