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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.
Pengaruh Pemanfaatan AI Sebagai Asisten Belajar Terhadap Minat Belajar Mahasiswa Dalam Mengikuti Perkuliahan Taufik, Ashabul; A, Hermila; Akbar Saputra, Andi Muh; Farman, Indra
JURNAL PENDIDIKAN BAHASA DAN BUDAYA Vol 5 No 3 (2025): December (EDULEC)
Publisher : CV. Eureka Murakabi Abadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56314/edulec.v5i3.442

Abstract

Penelitian ini bertujuan untuk mengidentifikasi pengaruh pemanfaatan AI sebagai asisten belajar terhadap minat belajar mahasiswa dalam mengikuti perkuliahan. Pendekatan kuantitatif digunakan dengan menyebarkan angket kepada 103 mahasiswa Fakultas Teknik Universitas Negeri Gorontalo. Instrumen penelitian telah melalui uji validitas dan reliabilitas sebelum digunakan pada pengambilan data utama. Hasil analisis regresi menunjukkan bahwa penggunaan AI berpengaruh positif dan signifikan terhadap minat belajar mahasiswa, dengan koefisien regresi sebesar 0.843 dan nilai signifikansi 0.000. Temuan ini mengindikasikan bahwa AI dapat meningkatkan motivasi, pemahaman materi, dan keterlibatan mahasiswa dalam proses belajar, meskipun risiko ketergantungan dan penurunan kreativitas tetap perlu diperhatikan. Secara keseluruhan, AI terbukti efektif sebagai alat bantu belajar apabila digunakan secara bijak dan bertanggung jawab.