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Pengembangan Aplikasi Mobile Learning Berbasis Augmented Reality Materi Bangun Ruang Khaerul Anam; Gunawan Wiradharma; Mario Aditya Prasetyo
Journal of Elementary School (JOES) Vol 5 No 2 (2022): Journal of Elementary School (JOES)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joes.v5i2.4426

Abstract

Mobile learning as an alternative to today's adaptive learning services by the development of science and technology offers convenience, speed, flexibility, and attractiveness. In addition, the use of learning media is increasingly diverse and interactive, one of which is currently emerging is the use of augmented reality (AR) technology. It is necessary to develop a mobile learning application based on augmented reality for the material contained in the Mathematics Education II course at the PGSD FKIP Study Program at the Open University so that the material is easy to understand. The formulation of the research problem is how to develop the application. The purpose of this research is to develop to conduct a feasibility test of the application. The benefit of this research is knowing the steps taken in developing the application. The research method used is research and development (R&D) with a quantitative descriptive research approach with a questionnaire as a data collection technique. The stages of research and development are by the theory proposed by Borg & Gall. This research focuses on the application development section which consists of two stages. The first stage is the initial trial to create the content and appearance of the application. The second stage is the feasibility of the application according to language, material, and media experts. The results of this study are the quality and feasibility of a mobile learning application based on augmented reality building materials. Keywords: mobile learning, augmented reality, application, learning media, geometry
Welcoming Guests in Indonesian Traditions: Cultural Studies in Minang, Bugis, Palembang, and Surakarta Dance Gunawan Wiradharma; Sri Sediyaningsih; Zul Fahmi; Mario Aditya Prasetyo; Cicilia Clara Devi Anggraini
PERSPEKTIF Vol. 12 No. 2 (2023): PERSPEKTIF, April
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/perspektif.v12i2.8799

Abstract

The culture of several regions in Indonesia has a tradition of welcoming guests in the form of traditional dance performances. This study intends to find out the traditions and developments of the welcoming dance at this time. In addition, this study suggests reasons why guests need to be presented with a performance in Minang, Bugis, Palembang and Javanese culture. This research reveals values ​​and meanings so that the characteristics and developments that a culture can carry out in honoring guests can be identified. The method used is qualitative by conducting in-depth interviews with traditional Minang, Bugis, Palembang and Solo artists. The findings in this study indicate that the main motive for guests to be respected and exalted in an area is because guests are considered "kings" by the four cultures. The context of being “raja” refers to two things: First, because this dance is really danced to welcome the king, as explained in the Paduppa, Selik Tubu and Gambyong dances. Second, the term "king" is just a parable so that the guests are treated as best as possible like a king. When the guests are "kingled", it is hoped that they will establish good relations and return to visit the area. This good relationship is symbolized by giving banquets to guests, such as cake, betel, gambir, tambakau, areca nut. By experiencing this banquet, it is hoped that the guests will also feel the bitterness of life that is felt by the community, so that later it will foster a sense of sympathy and empathy for the guests to uphold mutual respect and respect for one another.
Celebrity Endorsement Terhadap Keputusan Konsumen: Survei Idolgroup JKT48 pada Iklan Ekspedisi Anteraja Eka Novita Sari; Mario Aditya Prasetyo; Stefani M. A. A. Koesanto; Gunawan Wiradharma; Agil Rakasiwi
IDEA : Jurnal Studi Jepang Vol 5, No 1 (2023): Idea : Jurnal Studi Jepang
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33751/idea.v5i1.7894

Abstract

Salah satu cara untuk menciptakan daya tarik iklan adalah dengan cara menggunakan celebrity endorser. Hal itulah yang digunakan oleh Anteraja yang merupakan salah satu ekspedisi di Indonesia. Perusahaan tersebut menggunakan idol group JKT48 karena dinilai dapat meningkatkan brand awareness yang berujung penggunaan brand tersebut. Penelitian ini menganalisis pengaruh idolgroup JKT48 sebagai Celebrity Endorser terhadap keputusan konsumen dalam menggunakan layanan jasa ekspedisi. Penelitian ini menggunakan metode penelitian deskriptif kuantitatif secara longitudinal time series selama bulan Januari 2023. Pengumpulan data melalui survei dengan cara memberikan kuesioner melalui Google Form yang disebarkan melalui media sosial. Hasil penelitian ini menunjukkan bahwa keputusan pembelian dipengaruhi oleh celebrity endorser sebesar 58,9%. Pemilihan celebrity endorser yang tepat dan dikenal oleh konsumen dapat mempengaruhi keputusan pembelian dimana dapat mempengaruhi konsumen dalam mengambil keputusan dalam memilih suatu produk/merek
BRANDING PARIWISATA HALAL DAERAH PESISIR JAKARTA: PENERAPAN STRATEGI KOMUNIKASI DI MARUNDA SEBAGAI IMPLEMENTASI SDGs Mario Aditya Prasetyo; Gunawan Wiradharma
Jurnal Penelitian Sosial Ilmu Komunikasi Vol 7, No 2 (2023): Vol 7, No 2 (2023)
Publisher : UNIVERSITAS PAKUAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33751/jpsik.v7i2.8514

Abstract

Pariwisata halal menjadi pasar yang sangat menjanjikan dan memiliki prinsip yang sama dengan SDG’s yang memperhatikan lingkungan, pemberdayaan masyarakat, dan meningkatkan ekonomi daerah tujuan wisata. Jakarta masuk menjadi salah satu wisata ramah muslim di Indonesia yang terdapat fasilitas di dalamnya. Akan tetapi, pengembangan daerah pesisir Jakarta sebagai objek pariwisata halal dirasa belum merata ke seluruh potensi wisata yang dimiliki. Oleh karena itu, komunikasi bisa menjadi peran yang sangat penting bagi pengembangan pariwisata di Indonesia, melalui strategi komunikasi pariwisata. Jenis penelitian yang digunakan dalam penelitian ini adalah deskriptif kualitatif dengan metode studi kasus. Sumber data dalam penelitian ini meliputi hasil jawaban wawancara dengan para informan yang merupakan pegawai Dinas Pariwisata Provinsi DKI Jakarta, Suku Dinas Pariwisata Kota Jakarta Utara, dan para pelaku wisata di daerah Marunda. Teknik analisis data berdasarkan Miles dan Huberman yang menunjukkan proses analisis data kualitatif. Jika ditinjau melalui empat indikator, yakni attraction, accessibility, amenity, dan ancilliary, Marunda memiliki potensi pariwisata halal: (1) Atraksi (attraction) yang dimiliki destinasi wisata di daerah Marunda adalah wisata sejarah Rumah Si Pitung, Masjid Al-Alam dan Pantai Marunda; (2) Aksesibilitas (accessibility): ketiga objek wisata di Marunda yang telah disebutkan sangat mudah karena lokasinya yang berdekatan. Kekurangannya adalah belum banyak moda transportasi yang tersedia sehingga hanya ditemukan beberapa waktu sekali; (3) Amenitas (amenity) cukup memadai seperti tersedia tempat untuk bersuci dan melaksanakan ibadah. Belum banyak restoran ataupun penyedia makanan yang ada di wilayah Marunda; (4) Fasilitas Tambahan (ancilliary) kepada wisatawannya cukup baik dengan ketersediaan fasilitas yang ada. Hasil penelitian ini mendapatkan informasi mengenai konsep strategi komunikasi pariwisata halal di pesisir Jakarta sehingga dapat berguna bagi perencanaan, pembangunan, dan pengembangan destinasi pariwisata halal di daerah pesisir. Ketika sudah memiliki pengetahuan dasar ini, pemerintah pusat atau pemerintah daerah dapat mengembangkan, mempromosikan, serta menjual produk wisata yang sesuai dengan kebutuhan wisatawan muslim.
Building Healthy Digital Generation: Parenting Education to Reduce Online Game Addiction Among Children in Leuwikaret Village Gunawan Wiradharma; Mario Aditya Prasetyo; Irla Yulia; Khaerul Anam
Abdi Masyarakat Vol. 8 No. 1 (2026): Abdi Masyarakat
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/4nx0z953

Abstract

This article aims to analyze the impact of digital parenting education activities in improving parents’ digital competencies and preventing online game addiction among children in Leuwikaret Village. The background of this community service activity (PkM) is based on the high intensity of digital technology use among children, which is not accompanied by adequate parental digital literacy, thereby increasing the risk of digital addictive behaviors. This study employs a quantitative approach with a one-group pretest–posttest design involving 40 respondents, who are parents with school-aged children. Data were collected through a Likert-scale questionnaire measuring understanding of digital parenting concepts, the risks of game addiction, and its impact on child development. The findings indicate a significant improvement across all indicators of digital parenting competencies, with a large effect size. The highest increase was observed in the understanding of psychological and social impacts, suggesting that context-based educational approaches are more effective. Additionally, there was a decrease in the need for supplementary materials, indicating an increase in parents’ self-efficacy. Another finding reveals a gap in basic literacy among some respondents, which affects their comprehension process. This article concludes that digital parenting education effectively enhances parents’ digital competencies at the cognitive level and has the potential to serve as a preventive strategy against digital addiction. Future efforts require sustained interventions and more robust research designs to measure long-term impacts on changes in children’s behavior.
INCLUSIVE DISASTER LEARNING: DESAIN MEDIA PEMBELAJARAN MITIGASI BENCANA BERBASIS INKLUSIVITAS PADA PENDIDIKAN SEKOLAH DASAR Fadloli Fadloli; Cicilia Clara Devi Anggraini; Gunawan Wiradharma; Mario Aditya Prasetyo; Khaerul Anam
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.12474

Abstract

ABSTRACT Indonesia is a disaster-prone country, making disaster mitigation education essential from the elementary school level to improve students’ preparedness and resilience. This study aims to analyze the need for developing a disaster mitigation learning media based on the Universal Design for Learning (UDL) principles as a foundation for designing effective, adaptive, and inclusive educational media. The research employed a Research and Development (R&D) approach using the ADDIE model, focusing on the analysis phase. Data were collected through questionnaires and needs assessment instruments involving 30 elementary school students, 10 teachers, and 5 education and disaster management experts. The findings indicate that although most students possess basic knowledge of natural disasters, they experience difficulties in visualizing disaster situations and require more interactive learning media. Students demonstrated strong interest in game-based and simulation-based learning activities for disaster mitigation. From the teachers’ perspective, interactive digital media can enhance students’ understanding and preparedness, although its implementation in classroom practice remains limited. Experts emphasized the importance of developing contextual, multimodal, interactive, child-friendly, and accessible media that accommodates diverse learning needs. The study concludes that the development of UDL-based disaster mitigation learning media is highly necessary to transform disaster-related knowledge into practical preparedness skills through engaging, accessible, and inclusive learning experiences for all elementary school students ABSTRAK Indonesia merupakan negara yang memiliki tingkat kerentanan bencana tinggi sehingga pendidikan mitigasi bencana perlu diperkenalkan sejak sekolah dasar untuk meningkatkan kesiapsiagaan peserta didik. Penelitian ini bertujuan menganalisis kebutuhan pengembangan media pembelajaran mitigasi bencana alam berbasis prinsip Universal Design for Learning (UDL) sebagai landasan perancangan media yang efektif, adaptif, dan inklusif. Penelitian menggunakan pendekatan Research and Development (R&D) dengan model ADDIE yang difokuskan pada tahap analisis kebutuhan. Data dikumpulkan melalui angket dan lembar analisis yang melibatkan 30 siswa sekolah dasar, 10 guru, dan 5 ahli pendidikan serta kebencanaan. Hasil penelitian menunjukkan bahwa meskipun sebagian besar siswa telah memiliki pemahaman dasar tentang bencana alam, mereka masih mengalami kesulitan dalam membayangkan situasi bencana secara nyata dan membutuhkan media pembelajaran yang lebih interaktif. Siswa menunjukkan minat tinggi terhadap penggunaan permainan dan simulasi sebagai sarana belajar mitigasi bencana. Dari perspektif guru, media digital interaktif dinilai mampu meningkatkan pemahaman dan kesiapsiagaan siswa, meskipun pemanfaatannya dalam pembelajaran masih terbatas. Sementara itu, para ahli merekomendasikan pengembangan media yang kontekstual, multimodal, interaktif, ramah anak, dan dapat diakses oleh peserta didik dengan karakteristik belajar yang beragam. Penelitian ini menyimpulkan bahwa pengembangan media pembelajaran mitigasi bencana berbasis UDL sangat diperlukan untuk mendukung transformasi pengetahuan kebencanaan menjadi keterampilan kesiapsiagaan yang konkret, menarik, dan inklusif bagi seluruh siswa sekolah dasar.