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TATWIR WASIILATU TA’LIIMI ALMUFRODAAT ‘ALA DHOUI ANDROID BISTIKHDAAMI KODULAR LITALAAMIZI ALMADROSATI ALIBTIDAIYYATI ALMUHAMMADIYYATI JOPANG MANGANTI Rahmad, Muhammad; Salam, M. Yusuf; Suharmon, Suharmon; Harahap, Partomuan
El-Tsaqafah : Jurnal Jurusan PBA Vol. 23 No. 1 (2024): April 2024
Publisher : Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/tsaqafah.v23i1.9708

Abstract

The main problem in this research is the lack of use of learning media which results in students' lack of attention to Arabic language learning. This research aims to (1) find out what students' needs are for Android-based Arabic vocabulary learning media using codular (2) find out the validity of the learning media developed; and (3) knowing the practicality of the learning media being developed. This research is research and development by adapting the 4-D model, namely define, design, development, disseminate. The research instruments used were interview sheet instruments, validation sheets, and practicality sheets. The data analysis technique used is descriptive statistical analysis. The results of this research are android-based Arabic vocabulary learning media for Arabic language lessons at Muhammadiyah Fullday Jopang Manganti Elementary School, especially for class III. This learning media consists of five discussions, each discussion consisting of mufradat, images, sounds, and exercises to support student learning. The research results show that (1) the average results show that students need Android-based Arabic vocabulary learning media using Kodular to support Arabic language learning in class III with a percentage of 100%. (2) the results of research validation analysis by three validators obtained an average learning media validation of 3.92 with a very valid category. (3) the results of trials conducted on 17 students and 1 Arabic language teacher also obtained results with an average score of 3.92 in the very practical category
Performance Expectancy in AR/VR Technology Adoption in Tourism Industry: A Systematic Literature Review Rahmad, Muhammad; Rachman , Arief Faisal
Jurnal Locus Penelitian dan Pengabdian Vol. 4 No. 12 (2025): JURNAL LOCUS: Penelitian dan Pengabdian
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/locus.v4i12.4698

Abstract

Despite their significant potential, AR/VR adoption rates vary considerably across different contexts, with developing countries like Indonesia showing a 29% adoption gap compared to developed nations. This study systematically analyzes the role of performance expectancy in AR/VR technology adoption within the tourism sector through a comprehensive literature review spanning 2015–2024. A systematic literature review following PRISMA protocols was conducted across Scopus, Web of Science, and Google Scholar databases, with inclusion criteria encompassing English- and Indonesian-language articles published between 2015 and 2024 that focused on performance expectancy and AR/VR adoption in tourism contexts. From 532 initially identified articles, 42 met all inclusion criteria and underwent systematic analysis using thematic content analysis and meta-synthesis approaches. The synthesis reveals that performance expectancy emerges as the strongest predictor of AR/VR adoption, contributing 46%–70% of variance in adoption decisions, operationalized through four primary dimensions: utilitarian value, relative advantage, job-fit, and outcome expectations. AR/VR adoption is measured through usage intensity, system integration, implementation scope, and utilization level, with organizational technology readiness and risk perception serving as critical moderators. Significant contextual differences exist between developed and developing countries in AR/VR adoption patterns, with substantial research gaps identified in the Indonesian context—particularly the scarcity of empirical studies on AR/VR adoption in travel agencies. Future research should explore Indonesia-specific contexts, moderator roles (including organizational size and technology type), and mixed-method approaches to understand the complexity of AR/VR adoption in tourism.