Nurpadhillah Junaid
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Development of 3S Cultural Webtoon Media (Sipakatau, Sipakalebbi, Sipakainge’) as an Effort to Prevent Bullying Among Makassar City High School Students Nurpadhillah Junaid; Fitri Hidayanti; Muhammad Rafli; Arnidah Arnidah
JURNAL PENA Vol 10, No 1 (2023)
Publisher : Universitas Muhammadiyah Makassar

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Abstract

Penelitian ini bertujuan untuk menganalisis penerapan nilai budaya lokal kepada masyarakat dan memanfaatkan budaya populer sebagai media pendidikan anti bullying di Sekolah. Penelitian ini menggunakan metode kualitatif dengan analisis deskriptif dan argumentatif melalui model tinjauan sistematik. Sistematika kajian penelitian dilakukan melalui tahapan sumber data penelitian, waktu publikasi, kriteria inklusi dan eksklusi, dan strategi penelusuran publikasi. Hasil penelitian menunjukkan bahwa bullying yang terjadi khususnya di kalangan remaja di Kota Makassar cenderung sering terjadi dan kasusnya terus meningkat. Penerapan budaya Sipakatau, Sipakalebbi, Sipakainge’ sangat perlu diterapkan dalam kehidupan sehari-hari sebagai dasar pengasuhan anak di rumah sejak dini. Oleh karena itu, solusi yang tepat melalui pengembangan komik digital memiliki kelebihan dan keunggulan di samping upaya pencegahan bullying yang terintegrasi dengan budaya lokal Bugis Makassar. Penelitian sebelumnya menunjukkan efektivitas komik digital dalam mengubah perilaku dan meningkatkan wawasan nilai-nilai budaya sebagai pembentukan karakter. Oleh karena itu, dapat disimpulkan bahwa penelitian ini dapat menjadi alternatif yang komunikatif, menarik dan sesuai dengan permasalahan bullying di kalangan siswa dengan menggunakan media webtoon 3S Culture (Sipakatau, Sipakalebbi, Sipakainge’)
Design of a VR-Based Virtual Laboratory for Network Practicum: The Effect of Immersion on Learning Outcomes Nurpadhillah Junaid; Ramdan Muaqib; Ramdani; Ratu Balgis Nur Latif; Rezki Aulia
Information Technology Education Journal Vol. 3, No. 3, September (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v3i3.2401

Abstract

Purpose – This study aims to design and develop a Virtual Reality (VR)-based virtual laboratory for networking practicum and examine the effect of immersion on students’ learning outcomes. Traditional networking laboratories face limitations in infrastructure, accessibility, and scalability, while conventional desktop-based simulations lack immersive interaction. This study argues that immersive VR environments significantly enhance learning performance in networking practicum. Design/methods/approach – A quasi-experimental non-equivalent control group pretest–posttest design was employed involving 62 undergraduate students (32 experimental, 30 control). The experimental group used a VR-based networking lab developed using Unity and Meta Quest 2, while the control group used a conventional 2D simulator. Learning outcomes were measured using a validated 25-item test. Immersion was assessed using the Igroup Presence Questionnaire (IPQ). Data were analyzed using paired and independent samples t-tests, Pearson correlation, and regression analysis (α = 0.05). Findings – The experimental group achieved a significantly higher posttest mean score (M = 82.63, SD = 6.84) compared to the control group (M = 72.14, SD = 7.26), t(60) = 6.02, p < 0.001, with a large effect size (d = 1.48). Immersion showed a strong positive correlation with learning outcomes (r = 0.67, p < 0.001) and explained 45% of variance in posttest scores (R² = 0.45). Research implications/limitations – The study was limited to one institution, a moderate sample size, and short intervention duration, which may affect generalizability. Originality/value – This study provides empirical evidence of the pedagogical effectiveness of immersive VR in networking practicum and demonstrates the significant role of immersion in improving learning outcomes