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Aplikasi Augmented Reality Sebagai Media Pembelajaran Ilmu Pengetahuan Alam Pada Sekolah Dasar Tunas Harapan Mujaki, Fajri Akhyarul; Nisa, Ainun; Hadinata, Wira; Saputri, Fiqih Hana
JURNAL TOPIK GLOBAL Vol 3, No 1 (2024): JURNAL TOPIK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/jtopikglobal.v3i1.15531

Abstract

Proses pembelajaran di masa pandemic COVID 19 pengajar harus memberikan metode pembelajaran yang baik dan menarik yang memuat aspek interaktif, menantang, memotivasi dan memberikan ruang yang lebih bagi siswa untuk dapat mengembangkan kreativitas dan kemandirian, sesuai dengan bakat dan minat siswa. Media pembelajaran yang menarik juga sangat diperlukan bagi siswa SD Tunas Harapan, dikarenakan dalam pembelajaran siswa sekolah dasar sangat antusias dengan hal- hal yang baru, dan perlu adanya pertimbangan dalam pemilihan media yaitu tujuan pembelajaran, efektif, mudah, dengan waktu yang fleksibel. Salah satu perkembangan media pembelajaran yang menarik minat siswa untuk lebih mengetahui tentang mata pelajaran Ilmu Pengetahuan Alam dengan menggunakan aplikasi Augmented Reality. Dengan metode pengembangan media pembelajaran ini, maka dibuatlah Aplikasi Augmented Reality sebagai media pembelajaran Ilmu Pengetahuan Alam pada SD Tunas Harapan, Dalam pembuatan aplikasi pembelajaran dengan menggunakan metode AR, penulis menggunakan metode Marker Based Tracking AR. Adapun tujuan dari penelitian ini agar memberikan kemudahan bagi siswa dalam belajar dan memahami materi, belajar menjadi lebih menarik dan tidak membosankan. Pada aplikasi ini setiap objek di tampilkan dengan gambar secara visual secara 3D menggunakan animasi, suara dan warna yang menarik, Metode penelitian yang ada dalam penelitian ini adalah studi literatur, studi lapangan, dan perhitungan sampel. Hasil dari penelitian ini yaitu aplikasi mobile yang digunakan sebagai alat pendukung untuk membantu proses pembelajaran.
Pengembangan Game Tales of Corona Sebagai Media Pengenalan Protokol Kesehatan Dalam Pencegahan Covid-19 Pratama, Fauzan Dimas Adi; Hakim, Azizul; Saputri, Fiqih Hana; Ferawati, Ferawati
JURNAL TOPIK GLOBAL Vol 3, No 1 (2024): JURNAL TOPIK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/jtopikglobal.v3i1.15520

Abstract

Protokol kesehatan merupakan sebuah metode dalam pencegahan covid-19 yang telah ditetapkan pemerintah sejak awal munculnya pandemi. Namun banyak masyarakat yang masih mengabaikan akan pentingnya dalam mematuhi protokol kesehatan. Kondisi ini mengakibatkan peningkatan jumlah kasus tertularnya covid-19 secara masif. Tujuan dari penelitian ini adalah untuk mengembangkan sebuah game yang mengedukasi masyarakat akan pentingnya dalam menerapkan protokol kesehatan dalam mencegah tertular covid-19. Metode pengumpulan data menggunakan observasi langsung, studi pustaka, dan pengujian beta. Metode pengembangan game menggunakan Game Development life Cycle (GDLC) dan bahas pemodelan Unified Modelling Language (UML). Hasil dari pengujian beta terhadap 30 responden mendapatkan skor nilai 81,54%. Dapat disimpulkan bahwa game ini cocok sebagai media edukasi dan pengenalan untuk masyarakat tentang pentingnya protokol kesehatan.
Development of Android-Based Banten Cultural Introduction Media for Children at the Amanah As-Sodiqiah Rajeg Orphanage Saputri, Fiqih Hana; Br Bangun, Eka Uliyanti Putri; Usni, Al Asmaul
JURNAL SISFOTEK GLOBAL Vol 14, No 2 (2024): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v14i2.15703

Abstract

This research started with the demand for innovation in the world of learning, along with the increasingly rapid development of technology that is beneficial to the world of education, one of which is the use of Android-based educational games to introduce Banten culture. This research aims to make it easier for orphanage children to learn about Banten culture in Indonesia. Another reason for the purpose of making this educational game is none other than to get an idea of the differences in the results of foster children's knowledge between educational games and books of knowledge. The software that I use is Construct 2. The research uses data collection methods and a problem approach which includes literature, observation, design and testing and implementation. The result shows that the application has been created has a percentage of 79.42% where this value means that this application is fairly good.
Smart Trash Can Using Ultrasonic Infrared Sensor and Touch Sensor Based on Arduino Mega Tullah, Rahmat; Saputri, Fiqih Hana; Syahrin, Alvi
JURNAL SISFOTEK GLOBAL Vol 14, No 1 (2024): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v14i1.10878

Abstract

Most of the trash bins at school are conventional models. When you want to dispose of trash you have to open or push the lid on the trash can, sometimes the lid is dirty with garbage piling up because the cleaners rarely check the condition of the trash can, this makes students' interest and awareness low to throw garbage in place. The purpose of this research is to design a tool that can facilitate and attract students' interest in disposing garbage in its place and making it easier for janitors to check and control the contents of the waste. This research make the environment at SMK Yaspih Rajeg cleaner because most students are no longer lazy and hesitant to throw garbage in its place, supported by the performance of cleaners who are more optimal in checking and controlling the contents of the trash. This study uses several methods such as data collection and analytical methods (Structured Analysis and Design) with flowcharts. The result, smart trash can that uses Arduino Mega as a microcontroller combined with several sensors and modules such as ultrasonic sensors, infrared sensors, touch sensors, servo motors, and SIM800l V2 which presents various features in smart trash cans.
Augmented Reality Game-Based Learning: Enhancing Basic Mathematics Abilities for Students with Special Needs Ferawati, Ferawati; Saputri, Fiqih Hana; Stianingsih, Lilis; Putri, Eka Uliyanti; Sofia, Detin; Hanafri, Muhammad Iqbal
Jurnal Pendidikan MIPA Vol 25, No 3 (2024): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Basic math skills are very important not only for students in general, but also for those with special needs. Students can learn math in a fun way through an engaging learning medium, one of which is augmented reality game-based learning can help students face challenges in understanding basic math concepts. This research aims to develop valid, practical and effective augmented reality learning media applications. The type of research applied is research and development (R & D) with the development of 4D models. The Data collection techniques and instruments include validation sheets, practicality sheets, tests, observations, interviews, questionnaires and documentation. The research sample encompasses 12 students sitting in grade 5 at SKh YKDW 01 Tangerang.  The results of the research show that : (1) The validity of the augmented reality learning application meets the very valid criteria. (2) The augmented reality learning application is found to be very practical. (3) The results of product effectiveness analysis were obtained from test results and student responses in questionnaire sheets N-Gain score bearing 0.84 in the high category with indicators: the utilizing and understanding application devices, the ease of access and use, the students engagement and motivation, and the supporting collaborative learning. Additionally, these affirm that the AR is very effective in increasing the engagement, understanding, and math skills of children with special needs. Therefore, the designed augmented reality learning media are suitable for improving the basic mathematical abilities of children with special needs.       Keywords: math, AR, student special need.DOI: http://dx.doi.org/10.23960/jpmipa/v25i3.pp1378-1396
PELATIHAN PEMBUATAN DESIGN POSTER MENGGUNAKAN CANVA PADA ANAK SEKOLAH DASAR Tullah, Rahmat; Saputri, Fiqih Hana; Kurniawan, Aang; Maharani, Adinda Ayu; Gina, Ahmad Afifil; Nurmansyah, Muhamad Luthfi
JURNAL PENGABDIAN GLOBAL Vol 3, No 1 (2024): Jurnal Pengabdian Global (JPEG)
Publisher : JURNAL PENGABDIAN GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/jpeg.v3i1.10842

Abstract

Penelitian ini merupakan sebuah upaya pengabdian kepada masyarakat dengan fokus pada pelatihan pembuatan desain poster menggunakan platform Canva bagi anak-anak sekolah dasar. Tujuan dari kegiatan ini adalah untuk meningkatkan literasi visual dan keterampilan desain grafis anak-anak dalam rangka memberikan kontribusi positif pada perkembangan kreativitas mereka. Metode pelatihan yang diusulkan dirancang dengan mempertimbangkan aspek- aspek pendidikan dan pengembangan keterampilan, sekaligus memanfaatkan teknologi Canva yang user-friendly. Evaluasi efektivitas pelatihan melibatkan penilaian terhadap kemajuan keterampilan desain, kreativitas, dan kepercayaan diri peserta. Dengan demikian, penelitian ini tidak hanya mendukung peningkatan keterampilan individu, tetapi juga berkontribusi pada pengembangan masyarakat melalui pemberdayaan anak-anak sekolah dasar dalam bidang desain grafis.
Educational Games and Learning Management Quality as Predictors of Digital Literacy in Mathematics Ferawati; Royadi, Refi Nabillah; Saputri, Fiqih Hana
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.9908

Abstract

This study aims to analyze the influence of educational game integration and learning management quality on students’ digital literacy competence in mathematics at SMK Bina Mandiri. The research is motivated by the growing need to strengthen digital literacy skills in technology-based learning, particularly in mathematics, which many students perceive as abstract and challenging. The study adopts a quantitative approach with an explanatory correlational design involving 60 eleventh-grade students. Data were collected using a closed-ended Likert-scale questionnaire (1–5) that had been tested for validity and reliability. Data were analyzed using SPSS with multiple regression, supported by classical assumption tests to ensure the suitability of the model. The results show that all measurement instruments meet the required validity and reliability criteria. The regression model fulfills the assumptions of normality, linearity, multicollinearity, and heteroscedasticity, indicating that the data are appropriate for further analysis. Both partially and simultaneously, educational game integration (X₁) and learning management quality (X₂) positively and significantly affect digital literacy competence in mathematics (Y). The coefficient of determination (R²) of 0.611 indicates that 61.1% of the variance in students’ digital literacy competence is explained by the two independent variables, while the remaining 38.9% is influenced by other factors such as student motivation, technological infrastructure, and the broader learning environment. These findings highlight the importance of structured game-based learning and effective learning management in supporting students’ digital skills. Findings suggest that integrating educational games with strong learning management enhances vocational students’ digital literacy.
The Role of Learning Website Integration, Teacher Support, and Student Independence in Enhancing Mathematics Competence at Vocational Schools Stianingsih, Lilis; Ferawati; Saputri, Fiqih Hana; Sofia, Detin
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.9909

Abstract

Mathematics competence is essential for developing students’ analytical and problem-solving abilities in vocational education. However, many students still face challenges in mastering mathematical concepts effectively. This study aims to examine the influence of Learning Website Integration, Teacher Support, and Student Independence on students’ mathematics competence using a quantitative ex post facto design. The research involved 100 respondents from SMK Bina Mandiri. Data were collected through questionnaires and mathematics competency tests, then analyzed using descriptive statistics and multiple linear regression. The results show that the regression model meets all classical assumption tests and is statistically appropriate for explaining the relationships among variables. Simultaneous testing indicates that all three independent variables significantly influence students’ mathematics competence. Partial testing reveals that each variable has a significant positive effect, with Teacher Support identified as the most dominant factor. The coefficient of determination (R²) is 0.572, meaning that 57.2% of the variation in mathematics competence can be explained by the three variables, while the remaining 42.8% is influenced by other factors outside the model. These findings highlight the importance of integrating technology, strengthening teacher support, and fostering student independence to improve mathematics learning outcomes in vocational education. The results of this study provide guidance for implementing technology-based pedagogy in vocational education.