Claim Missing Document
Check
Articles

Found 5 Documents
Search

Development of Augmented Reality-Based Mobile App Learning Media for Computer Network Hardware Material Ashabul Taufik; Nur Alamsyah; Andika Saputra
EduLine: Journal of Education and Learning Innovation Vol. 3 No. 3 (2023)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.eduline2004

Abstract

The objective of this research is to create a mobile app-based augmented reality learning media for computer network hardware. The specific aims are to describe the application model design, application functionality, feasibility, and effectiveness of using augmented reality-based mobile app learning media on computer network hardware. The research methodology employed in this study is Research and Development (R&D). The development stages include research, data collection, planning, draft product development, product validation, revision based on product validation results, field testing, revision based on field testing results, final product refinement, and dissemination. Furthermore, to assess the improvement in learning outcomes, the Independent Sample T Test statistical method is used. The results obtained in this research show a significant difference in the experimental class compared to the control class, where the average score in the experimental class is higher. Therefore, it can be concluded that learning computer network hardware material using augmented reality has successfully improved student learning outcomes. Keywords: Learning Media, Augmented Reality, Mobile Apps, Computer Network Hardware.
MOBILE-BASED BUS RAPID TRANSIT (BRT) PAYMENT INFORMATION SYSTEM Andi Muh. Akbar Saputra; Ashabul Taufik
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 3 No. 1 (2023): Maret : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v3i1.1231

Abstract

With current technological developments, mobile phones can provide Bus Rapid Transit (BRT) transportation payment systems that still use ineffective tickets where passengers have to queue to buy ticket tickets. As well as the physical condition of the ticket which is easily wet and torn. In fact, currently there are many payment systems that use technology assistance as a payment method that can minimize queues for purchasing transportation tickets. Such as smart cards used by Trans Jakarta transportation and the use of smartphones as a means of payment for Go-Jek and Grab transportation. So we need an innovation that can replace the BRT payment system which still uses tickets using the current technology. For this reason, a mobile-based Bus Rapid Transit (BRT) payment system was created so that passengers can easily make transportation payments. This system can validate voucher codes and make payments.
DESAIN MEDIA PEMBELAJARAN BERBASIS SMARTPHONE ANDROID MENGGUNAKAN ADOBE FLASH CS 6 PADA MATA PELAJARAN SISTEM OPERASI KOMPUTER SMK GUNUNG SARI 1 MAKASSAR Ashabul Taufik; Andi Muh. Akbar Saputra
Jurnal Publikasi Teknik Informatika Vol 2 No 1 (2023): Januari: Jurnal Publikasi Teknik Informatika
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupti.v1i1.1195

Abstract

This study aims to find out how to design Android smartphone learning media and the feasibility level of Android smartphone learning media in computer operating system subjects. This study uses the Research and Development research method, using the 4D development model, namely Define, contains activities to determine what products will be developed, along with their specifications. This stage is a needs analysis activity, carried out through research and literature studies. Design (Design), contains activities to create a design for a predetermined product. Development (Development), contains the activities of making a design into a product and testing the validity of the product repeatedly until a product is produced according to predetermined specifications. Dessemnation (Dissemination), contains the activities of disseminating products that have been utilized by others. The production stage produces the initial product which is then reviewed by material experts and media experts. The results of the review were revised according to the suggestions of the two experts. In the evaluation stage, the product being tested on students, the test subject was a class X TKJ SMK Gunung Sari 1 Makassar. Data is obtained by price, scores are given on a scale of 1-4. The results obtained from the validation of media experts were 78.33%, and the validation results from material experts were obtained 92.30%, with an average proportion of the two validators being 85.31%. The results of the small trial were in the good category with a proportion of 100%, then the large group trial was 75% in the good category with a frequency of 12 people, then 25% in the fairly good category with a frequency of 4 people. Based on these results, learning media for Android smartphones using Adobe Flash CS6 get a good view of being used as learning media. Thus it can be concluded that the learning media product based on an Android smartphone using Adobe Flash CS6 has complied with research and development principles and is well used in the learning process for class X SMK TKJ SMK Gunung Sari 1 Makassar
Analysis of Job Competency Needs of Computer and Information Engineering Program by Referring to KKNI in Vocational Schools Ashabul Taufik; Purnamawati Purnamawati; Abdul Muis Mappalotteng
ARRUS Journal of Social Sciences and Humanities Vol. 3 No. 6 (2023)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/soshum2124

Abstract

This study aims to determine (1) the need for work competency in Computer and Network Engineering Skills Package based on the KKNI. (2) The relevance level of Computer and Network Engineering Expertise Package based on KKNI. This type of research uses a mixed method approach to the Concurrent Embedded Design model, using data collection techniques of observation, interviews, essays, triangulation and questionnaires. The results of the study indicate that the work competency requirements of the TKJ SMKN Makassar City expertise package refer to KKNI: 1) Preparing the optical fiber supporting tools and materials; 2) Installing fiber optic cable networks; 3) Carry out fiber optic network cable tester; 4) Configuring the management switch on the network; 5) Designing network topology; 6) Configuring routing on network devices in an autonomous system; 7) Change the device according to your needs; 8) Routing using a Cisco router. The relevance level of the competency package of TKJ SMKN Makassar City referring to KKNI shows an average score of 116.32 in the Very Relevant category. The percentage frequency with a value of 52% states the Relevant category and the frequency of a percentage with a value of 48% in the Very Relevant category. Based on these results, the Computer and Network Engineering expertise package of the Makassar City Vocational School reforms the equipment and practice materials of the computer network and meets the competency needs of the TKJ expertise package to achieve work competency based on the KKNI
Pengembangan Laboratorium Virtual Berbasis Virtual Reality menggunakan Headset VR pada Materi Pengenalan Perangkat Jaringan Komputer Ashabul Taufik; Andika Saputra; Andi Muh. Akbar Saputra
Didaktika: Jurnal Kependidikan Vol. 13 No. 4 Nopember (2024): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.1230

Abstract

Tujuan penelitian ini adalah untuk menghasilkan sebuah media pembelajaran laboratorium virtual reality menggunakan headset VR pada materi pengenalan perangkat jaringan komputer. Dengan tujuan khususnya adalah mendeskripsikan hasil desain model aplikasi, fungsionalitas aplikasi, dan kelayakan laboratorium virtual yang dikembangkan. Metode pendekatan yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (Research and Development). Tahapan pengembangan; penelitian, pengumpulan data, perencanaan, pengembangan draf produk, validasi produk, revisi hasil validasi produk, uji coba lapangan, revisi hasil uji coba lapangan, penyempurnaan produk akhir, dan diseminasi. Selanjutnya, metode statistik uji perbandingan Paired Sample T Test digunakan untuk mengetahui bahwa kelas ekperimen berbeda secara signifikan secara statistik dari kelas kontrol, dengan rerata kelas eksperimen lebih besar daripada kelas kontrol. Dengan demikian, dapat disimpulkan bahwa siswa dapat lebih baik dalam belajar materi pengenalan perangkat jaringan komputer dengan menggunakan virtual reality