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Augmented Reality for Geospatial in E-Tourism: Current Status, Research Trends, and Future Directions Hiskia Kamang Manggopa; Trudi Komansilan; Sondy Kumajas; Johan Reimon Batmetan
International Journal of Information Technology and Education Vol. 1 No. 3 (2022): June 2022
Publisher : JR Education

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Abstract

This study discusses the implementation of augmented reality in e-tourism and examines the current state of research on the topic and presents various inventions or innovations of augmented reality in tourism. These findings will provide insight for further research and experimentation opportunities that are aligned with the development of augmented reality for e-tourism in the future. There are a lot of data, models, and innovations about augmented reality that have been published in different and complex ways. It has explained the overall picture of augmented reality. The purpose of this research is to analyze and identify data sets, research trends, and methods that have been used since 2017. We use a systematic literature review method. We carry out the process of identifying, assessing, and interpreting research evidence and reviewing the literature to answer specific research questions. We conducted the analysis by selecting the main study in the field of augmented reality on e-tourism. We have mapped trends, data sets, and methods on augmented reality implemented in e-tourism. This study concludes that we have successfully identified and analyzed research trends in augmented reality in a measurable and systematic way in the last 5 years.
Storyboard Development for Geospatial e-Tourism Based Augmented Reality Hiskia Kamang Manggopa; Sondy Kumajas; Trudi Komansilan; Johan Reimon Batmetan
International Journal of Information Technology and Education Vol. 1 No. 3 (2022): June 2022
Publisher : JR Education

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Abstract

One of the important factors in designing an e-tourism based on the mobile application is the ease of use. Some of the problems often encountered by e-tourism users include the complex nature of the application, making it difficult for users to navigate. To answer user needs related to the ease of display on the application, it is necessary to design a good interface using tools and methods that are fast but effective and efficient. In the initial cycle of user interface design, a storyboard is needed as an initial description of the display that will be made. The storyboard is used as a visualization of ideas so that it can provide an overview of the appearance of the application that will be made. The storyboard makes production performance easier and eliminates trial and error. In developing this geospatial augmented reality, mobile application storyboard, we use the design sprint method. This method is widely used in start-up environments to develop software interfaces and product innovation in the consumer area. This method consists of the stages of understand, define, sketch, decide, prototype and evaluate. The use of the design method has a fast process but still provides optimal results. The results of this study indicate that the development of mobile applications using the design sprint method is able to reduce the time and energy which is relatively longer when using other methods. We conclude that storyboards can make it easier for developers to realize initial sketches into application prototypes that are high fidelity or close to the final appearance.
Model Architecture Software for Geospatial based Augmented Reality Hiskia Kamang Manggopa; Trudi Komansilan; Sondy Kumajas; Johan Reimon Batmetan
International Journal of Information Technology and Education Vol. 1 No. 3 (2022): June 2022
Publisher : JR Education

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Abstract

Software architecture is the basis of every software system and is very important used in software development. Augmented reality (AR) can make it easier for users to interact with virtual objects in a real environment through a camera display that displays 3D objects. In the tourism industry, augmented reality can be used to display the geographical location of tourist attractions, routes to locations, and 3D shapes of buildings that make it easier for users when looking for the nearest tourist destination. Designing an application in this case G-STAR requires several things, namely: Description of needs: Product perspective, product function, user characteristics, both developers and tourists. Specific needs: External interface requirements, namely user interfaces, hardware interfaces, software interfaces, communication interfaces. Software functionality requirements: Application flowchart. Functional requirements specification: Menu feature, function, camera AR function, tourist attraction function, Map function, info function, and guide function. Sequence diagrams. User interface/application prototyping.
Pengaruh Model Pembelajaran Berbasis Masalah Terhadap Hasil Belajar Sistem Komputer Siswa SMK Sergio Fure; Alfrina Mewengkang; Hiskia Kamang Manggopa
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 3 No. 1 (2023): EduTIK : Februari 2023
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/edutik.v3i1.6866

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran berbasis masalah terhadap hasil belajar sistem komputer siswa kelas X SMK Eklesia Jailolo. Pada pelaksanaanya digunakan jenis penelitian eksperimen semu dengan menggunakan rancangan Pretes-Posttest Nonequivalent Control Group Design. Berdasarkan data hasil pretest yang diujikan sebelum diberikan perlakuan, dapat dilihat kedua kelas tidak terdapat perbedaan atau sama. Setelah itu proses pembelajaran dilakukan dengan menggunakan model Pembelajaran Berbasis Masalah untuk kelas eksperimen dan metode konvensional ceramah bervariasi untuk kelas kontrol. Setelah proses pembelajaran selesai kedua kelas kemudian diberikan posttest. Dari hasil posttest yang diperoleh bahwa terdapat perbedaan hasil belajar kelas kontrol dan eksperimen, hal ini menunjukan bahwa terdapat pengaruh model pembelajaran berbasis masalah terhadap hasil belajar sistem komputer siswa kelas X SMK Eklesia Jailolo.
Hubungan Antara Pemanfaatan Internet, Motivasi dan Prestasi Belajar, Siswa SMK Kristen Kawangkoan Armando Sumera; Hiskia Kamang Manggopa; Jimmy Waworuntu
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 3 No. 2 (2023): EduTIK : April 2023
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/edutik.v3i2.6907

Abstract

Penelitian ini bertujuan untuk mengetahui hubungan antara pemanfaatan internet, motivasi dan prestasi belajar siswa SMK Kristen Kawangkoan. Penelitian ini merupakan penelitian kuantitatif korelasi dengan metode korelasional. Selanjutnya data diolah dengan menggunakan aplikasi SPSS versi 25, dengan ukuran sampel sebanyak 49 orang siswa. Terdapat tiga instrumen penelitian yang digunakan untuk pengumpulan data, yaitu instrumen penelitian pemanfaatan internet dan instrumen penelitian motivasi belajar yang berupa angket serta instrumen penelitian prestasi belajar yang berbentuk hasil tes. Berdasarkan hasil penelitian, terdapat hubungan positif antara pemanfaatan internet, motivasi dan prestasi belajar. Hasil uji F ditemukan bahwa > (46,17064 > 3,20) maka Ho ditolak sehingga kesimpulannya adalah terdapat hubungan antara pemanfaatan internet, motivasi dan pretasi belajar.
Pengaruh Model Pembelajaran Tutorial Terhadap Hasil Belajar Pemrograman Dasar Siswa Kelas X TKJ SMK Negeri 1 Mopuya I Made Billy Rama; Hiskia Kamang Manggopa; Peggy Veronica Togas
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 2 No. 6 (2022): EduTIK : Desember 2022
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/edutik.v2i6.6343

Abstract

Penelitian ini menggunakan metode kuantitatif yaitu quasi experimental design dengan menggunakan desain penelitian pre-test dan post-test control group design. Metode penarikan sampel yaitu menggunakan Purposive Sampling. Jumlah populasi kedua kelas yaitu 59 siswa dan sampel yang diambil yaitu 56 siswa. Setelah itu peneliti mengumpulkan data yang diambil dari pre-test dan post-test menggunakan soal tes pilihan ganda. Selanjutnya peneliti menganalisis dan mengolah data. Uji normalitas untuk kedua kelas berdistribusi normal dan uji homogenitas untuk kelas post-test adalah homogen. Uji validitas mendapatkan 25 soal valid dari 30 soal dan hasil dari uji reliabilitas soal adalah 0,879 dengan reliabilitas sangat tinggi. Uji hipotesis dengan sampel 56 siswa yaitu kelas eksperimen dan kontrol diperoleh hipotesis Thitung > Ttabel = 2.73 > 1.673565. Kesimpulan yang diperoleh adalah terdapat pengaruh antara penggunaan model pembelajaran tutorial dengan model pembelajaran konvensional terhadap hasil belajar pemrograman dasar siswa kelas X TKJ di SMK Negeri 1 Mopuya.
Pengaruh Model Problem Based Learning Terhadap Hasil Belajar Komputer dan Jaringan Dasar Siswa SMK Desiree Budiman; James Sumayku; Hiskia Kamang Manggopa
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 2 No. 6 (2022): EduTIK : Desember 2022
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/edutik.v2i6.6454

Abstract

Penelitian ini bertujuan untuk mengetahui apakah terdapat pengaruh model Problem Based Learning terhadap hasil belajar komputer dan jaringan dasar kelas X TKJ SMK Negeri 2 Manado. Pada pelaksanaannya digunakan jenis penelitian eksperimen dengan menggunakan rancangan Prettest-Posttest Nonequivalent Control Group Design. Berdasarkan data hasil prettest yang diujikan sebelum diberikan perlakuan, dapat dilihat kedua kelas tidak terdapat perbedaan atau sama. Setelah itu proses pembelajaran dilakukan dengan menggunakan model Problem Based Learning untuk kelas eksperimen dan metode konevensional ceramah bervariasi untuk kelas kontrol. Setelah proses pembelajaran selesai kedua kelas kemudian diberikan posttest. Dari hasil posttest yang diperoleh bahwa terdapat perbedaan hasil belajar kelas kontrol dan kelas eksperimen, hal ini menunjukkan bahwa terdapat pengaruh model Problem Based Learning terhadap hasil belajar komputer dan jaringan dasar kelas X TKJ SMK Negeri 2 Manado.
Penerapan Model Pembelajaran Berbasis Masalah Untuk Meningkatkan Hasil Belajar Pemrograman Dasar Siswa SMK Dona Isabela Tawelu; Olivia Eunike Selvie Liando; Hiskia Kamang Manggopa
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 2 No. 6 (2022): EduTIK : Desember 2022
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/edutik.v2i6.6455

Abstract

Penelitian ini merupakan Penelitian Tindakan Kelas yang bertujuan untuk memperbaiki proses pembelajaran melalui Penerapan Model Pembelajaran Berbasis Masalah Untuk Meningkatkan Hasil Belajar Pemrograman Dasar Siswa Kelas X Multimedia SMK Eklesia Jailolo. Model Pembelajaran Berbasis Masalah adalah model pembelajaran yang diawali dengan pemberian masalah kepada peserta didik dimana masalah tersebut dialami atau merupakan pengalaman sehari-hari peserta didik. Teknik Pengumpulan data pada penelitian ini menggunakan teknik analisis statistik deskriptif terhadap data berupa dokumen hasil tes siswa dan daftar nilai yang didapat dari ulangan harian. Penelitian ini melalui 2 tahapan siklus yang mana pada akhir setiap siklus dilakukan tahapan test berupa Post Tes. Pada siklus I terdiri dari 6 kali pertemuan dan siklus II terdiri dari 6 kali pertemuan. Siklus I siswa mencapai hasil belajar 60% tuntas dan 40% tidak tuntas. Siklus II siswa mencapai hasil belajar 90% tuntas dan 10% tidak tuntas. Meningkatnya hasil belajar siswa dilihat pada tahap siklus II yaitu mencapai 90% tuntas dari jumlah 20 siswa. Dengan demikian pembelajaran dengan menggunakan Model Pembelajaran Berbasis Masalah dapat meningkatkan hasil belajar siswa dibandingkan dengan menggunakan model pembelajaran konvensional atau ceramah bervariasi.
Development of Web-Based Digital System Learning Media Togas, Peggy V.; Naharia, Orbanus; Manggopa, Hiskia; Rompas, Parabelem D.T; Oroh, Rolly
Asia Pacific Journal of Management and Education (APJME) Vol 4, No 3 (2021): November 2021
Publisher : AIBPM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (256.058 KB) | DOI: 10.32535/apjme.v4i3.1263

Abstract

In classroom learning, students frequently face challenges to understand the material since the learning media deviates from the subject content. The media usage as an intermediary for delivering information makes it more varied, easy to understand, and interactive. Utilizing web-based learning media promises the independence of time and place and helps the learning process. This study aims to develop a web-based digital system learning media that is feasible and useful. The study uses the waterfall model software development method, namely the Multimedia Development Life Cycle (MDLC). The findings indicate that the web-based digital system learning media is feasible and useful in the learning process.
The Effect of Packet Tracer Simulator Media on Motivation and Learning Outcomes of Basic Network TKJ Students of Cokroaminoto Vocational School, Kotamobagu Atjo, Muhammad Fadly; Olii, Djami; Manggopa, Hiskia; Rompas, Parabelem Tino Dolf
International Journal of Information Technology and Education Vol. 2 No. 2 (2023): March 2023
Publisher : JR Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62711/ijite.v2i2.103

Abstract

Abstract – The aim of this study was to determine the effect of packet tracer simulator media on the motivation and learning outcomes of basic network students TKJ SMK Cokroaminoto Kotamobagu. Method used _ in study this is quasi experiment or experiment pseudo . Data collection techniques using documentation , questionnaires , and tests whereas technique data analysis using SPSS 26.0 assistance . Research results show that there is positive and significant influence in the use of Cisco media package Tracer to motivation and outcomes student learning on basic network learning at Cokroaminoto Vocational School Kotamobagu . this _ is known from Independent test results Sample T-Test. Obtained Sig.(2-tailed) value of 0.000 <0.05 so could concluded that there is influence positive and significant in use of Cisco Packet Tracer media against motivation study students on learning network elementary school at Cokroaminoto Vocational School Kotamobagu . Whereas from Independent test results Sample T-Test. Obtained Sig.(2-tailed) value is 0.0 0 1 < 0.05 so could concluded that use of Cisco Packet Tracer capable media increase results study student class X TKJ at SMK Cokroaminoto Kotamobagu . Research results show class _ control with total respondent as many as 27 have a mean of 7 0 , 37 and in class experiment with total Respondents 27 had a mean of 7 9.00 . On the Independent Sample Test obtained Sig.(2-tailed) value is 0.000. Because the sig.(2-tailed) value is 0.000 <0.05, there is a significant difference in learning motivation in the two classes. And on class control with total respondent as many as 27 have a mean of 8 0.3 7 and in class experiment with total respondent 27 has mean 8 7 , 22 . On the Independent Sample Test obtained the value of Sig.(2-tailed) is 0.00 1 . Because the value of sig.(2-tailed) 0.00 1 <0.05, there is a significant difference in learning outcomes in the two classes. It can be seen that the better the students' mastery of the packet tracer simulator media, the motivation and student learning outcomes are increasing.