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PELATIHAN DASAR PEMROGRAMMAN GAME DENGAN UNITY BAGI MAHASISWA STKIP ROKANIA Fauzi Erwis; Adyanata Lubis; Sriwahyudi; Detri Amelia Chandra
JURNAL MASYARAKAT NEGERI ROKANIA Vol 2 No 1 (2021): JURNAL MASYARAKAT NEGERI ROKANIA
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat STKIP Rokania

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

Abstract

Game merupakan sebuah media pembelajaran yang menyenangkan, yang disukai oleh anak dan remaja saat sekarang ini. Dengan mengembangkan game untuk pendidikan diharapkan dapat meningkatkan engagement siswa pada pelajaran yang ditawarkan. Oleh karena itu, perlu dibuat suatu pelatihan untuk mengembangkan kemampuan mahasiswa agar dapat membuat game edukasi yang meningkatkan kemampuan pemrogramannya. Melalui pembuatan game ini mahasiswa dapat berlatih memprogram dengan baik dalam bentuk logika game pada software game IDE bernama UNITY. Selain itu mahasiswa juga dapat meningkatkan kreatifitas dan keterampilan design game yang akan dibangunnya.
Penerapan Metode Item Base Collaborative Filtering Berbasis Web Pada Recommender System Laptop: Application of the Web-Based Item Base Collaborative Filtering Method on Laptop Recommender Systems Detri Amelia Chandra; Firman Santosa; Sri Wahyudi
Engineering and Technology International Journal Vol 3 No 02 (2021): Engineering and Technology International Journal (EATIJ)
Publisher : YCMM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (696.026 KB) | DOI: 10.55642/eatij.v3i02.70

Abstract

Computers are one form of information technology development whose number of uses is always increasing to meet people's work needs. From this, a type of computer that can be carried anywhere, such as a laptop, was created. A laptop is a portable computer that is relatively medium and light in size and has a power source from a battery or A/C adapter, which can be used to turn on and recharge the laptop. Nowadays there are many various brands, types, specifications and functions of laptops that are sold in the market at varying prices, consumers often find it difficult to choose a laptop that suits their needs. Not infrequently consumers choose laptops with high specifications and expensive prices but are not used for supporting activities such as graphic design, video editing, animation and programming but are more often used for activities that do not require high laptop specifications such as watching movies. Therefore we need a Recommender System with an item based collaborative filtering method that provides laptop recommendations that suit consumer needs.
Study Program Selection Modeling With Simple Additive Weight (SAW) Method Agung Setiawan; Detri Amelia Chandra
Engineering and Technology International Journal Vol 4 No 01 (2022): Engineering and Technology International Journal (EATIJ)
Publisher : YCMM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (320.015 KB) | DOI: 10.55642/eatij.v4i01.160

Abstract

The suitability of choosing study programs in higher education will have an impact on the quality of graduates who have competence. This study aims to analyze and design a decision support system that can be used as a reference in choosing a study program that suits students' abilities. Data was collected through the observation method, then the multi Attribute Decision Making (MADM) method was used to process several criteria, namely academic scores, ability test scores and language tests for several students who were going to continue their studies to college. The system is designed using the Simple Additive Weight (SAW) method. While the data processed is academic scores in the form of student report cards, MIPA ability tests (Mathematics, Physics, Chemistry and biology) and language tests (Indonesian and English). The results of the study indicate that the designed decision support system can produce information on the priority of study programs in accordance with students' abilities, so that it can be used as a basis for decision making in the selection of study programs.
Collaborative learning to improve communication skills in information and communication technology subjects Rizki Koirum Hasibuan; Detri Amelia Chandra; Sri Wahyudi; Agung Setiawan
Jurnal Mandiri IT Vol. 11 No. 4 (2023): April : Computer Science and Field.
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v11i4.186

Abstract

The process of learning and teaching in vocational schools must be standardized to the needs. Learning models, methods and media must support mastery of communication skills (Communication Skill). The aim of this research is to find out how effective the use of E-learning and Collaborative Learning is to improve Communication Skill on information and communication technology. Linearity test concluded that there is a significant linear relationship between each independent variable (Use of E-front and Collaborative Learning) with Improved Communication Skill. The normality test to get the results of the research data is not normally distributed, so the data is included in non-parametric statistics and uses the Mann-Whitney U test to get results that between the research class and the control class there are differences in learning outcomes in information and communication technology.
Media Pembelajaran Bahasa Indonesia Menggunakan Aplikasi Canva Di SMAN 1 Rambah Samo Riky Prima; Mulyarjo Mulyarjo; Agung Setiawan; Detri Amelia Chandra
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (821.842 KB) | DOI: 10.23960/27426

Abstract

This journal article is a study using a qualitative descriptive approach. In this discussion, he will use the Canva application as a medium to learn Indonesian with SMAN 1 Rambah Samo using the Canva application. Learning media are the most important and useful tools for teachers in the classroom. In addition to using lecturing methods and books, teachers are also expected to have their own different learning media, and can also customize materials and conditions for each student. With the development of increasingly sophisticated technology, teachers need to be able to use technology as a learning medium. Teachers can use technology-based learning media as learning media and materials. One of which he uses her Canva application. Canva is an easy-to-access and use online application with a lot of attractive designs such as features, templates and categories that this application offers. This application has so many interesting and diverse designs that make the teaching and learning process in the classroom look more fun and less boring. By using this application, teachers can teach science, creativity and skills to their students, and these mediums can also be used in various aspects of life.    
Pemanfaatan Augmented Reality (AR) sebagai Media Pembelajaran Kelas VII SMPN 1 Rambah Bella Salsabila; Ahmad Akhyar; Agung Setiawan; Detri Amelia Chandra
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3002

Abstract

The development of information technology by the International Telecommunication Union (ITU), Indonesia is ranked 108 out of 167 countries in the world in the ICT Development Index (IDI). Learning media is needed as an intermediary for conveying messages, in order to minimize failures during the communication process. The selection of learning media must be attractive to students so that it is not boring. Augmented Reality (AR) must be implemented in schools, because the use of Augmented Reality (AR) as a learning medium can further enhance student enthusiasm for learning with its advantages. Research uses research and development (research and development) by utilizing Augmented Reality (AR) technology. The product developed is Augmented Reality (AR) technology-based learning media for social studies subject matter on geographical location with sample data of 10 class VII students of SMPN 1 Rambah. The research objective is to find out the increase in Augmented Reality (AR) learning media in improving the quality of learning. The class teacher's assessment includes aspects of the quality of media display, software engineering, presentation of material, use of language, evaluation, implementation, and curriculum. Overall an average score of 4.23 or 84.6% is categorized as good (B). Student responses regarding the implementation of the use of AR in every aspect, namely interest in learning, ease of understanding, display, and implementation. The highest results were obtained on the aspect of interest in learning, namely 94% in the very good category (SB), so it can be concluded that AR is very helpful in increasing student interest in learning.
Desain dan Pengembangan Pembelajaran E-Learning Kombinasi Google Classroom dengan Youtube sebagai Media Video Pembelajaran Bella Salsabila; Ahmad Akhyar; Agung Setiawan; Detri Amelia Chandra
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3003

Abstract

The development of increasingly innovative technology has a very good impact on the world of education. One of the innovations in the world of education is the use of e-learning. Some of the advantages of using e-learning in the learning process are fast and flexible access to learning, communication support with flexibility in language selection, content and teaching materials can be easily created and updated. There are variations of e-learning models such as Google Classroom, and several LMS (Learning Management Systems) such as YouTube. Youtube is currently the most visited and watched online video media player by internet users. With YouTube, it can facilitate the learning process, besides that, many people learn independently through YouTube. This research uses a mixed method using quantitative and qualitative methods and provides a questionnaire instrument to the respondents. The results showed that the media used was declared valid by the media validator, with an average score obtained of 4.43 or 88.6%, so the media was very valid to use. The material used was declared valid by the media validator, with an average score obtained of 4.46 or 89.2%, so the learning material was very valid to use. And the e-learning learning design that combines Google Classroom and YouTube as learning video media is declared practical with an average score of 3.52 or 88%, so the design used is very practical henceforth the learning media is declared suitable for use.
Developing EFL Students’ Writing Ability Through Contextual Teaching and Learning (A Classroom Action Research Study) Adolfina M. S. Moybeka; Fabianus Hadiman Bosco; Corneles Rubenaser Apalem; Detri Amelia Chandra; Efendi Efendi
Journal of English Culture, Language, Literature and Education Vol. 11 No. 1 (2023): E-CLUE: Journal of English Culture, Language, Literature, and Education
Publisher : English Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/eclue.v11i1.6107

Abstract

Writing ability is an ability that refers to the notion of knowledge and understanding of writing. Judging from language skills, writing is an active productive activity, namely the activity of producing language and writing activity is also a form of realization of abilities and skills in the most recent language mastered by language learners after listening, speaking, and reading skills. Seeing the importance of this writing skill, the purpose of this study is to see the effectiveness of the CLT method in improving students' descriptive text writing skills. In its application, the researcher used CAR. In this study there were 20 students of SMA PGRI Kalabahi in the academic year 2022/2023. The data of this study were obtained from students' writing tests. As a result of the research, the CLT method has a significant impact on students' writing ability. In addition, the supporting factors of learning success include the use of props to write descriptive text and the teacher's proficiency in applying the contextual approach. Meanwhile, the inhibiting factors were students' lack of knowledge about descriptive text, their lack of ability and enthusiasm in stringing words to create descriptive text, students' low interest in descriptive text writing activities, as well as students' enthusiasm and unsupportive play environment. The application of contextual approach was able to develop students' descriptive text writing ability seen from the results of students' descriptive text writing, students' interest and response in following the learning of descriptive text writing by using contextual teaching and learning method.
Pengembangan E-Modul Berbasis Flipbook Pada Mata Pelajaran Produk Kreatif Dan Kewirausahaan Bella Salsabila; Sri Wahyudi; Detri Amelia Chandra
Journal on Education Vol 6 No 4 (2024): Journal on Education: Volume 6 Nomor 4 Mei-Agustus 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i4.6350

Abstract

Research on flipbook-based electronic modules (e-modules) in the learning of creative entrepreneurial products in class Implementation, 5) Evaluation. Research on the development of flipbook-based e-modules was carried out at the Ujungbatu vocational high school, Rokan Hulu Regency, Riau Province. The data collected was validation data tested by media experts and material experts. The results from both experts show the category is very feasible. The validation test carried out by media experts got a percentage of 85%, while the validation test score obtained by material experts got a percentage of 83%. Research on the development of digital flipbook-based e-modules involved 15 students in field tests by students getting a result of 84%, it can be concluded that the development of a flipbook-based e-module on the subject of creative entrepreneurial products is in the very suitable category for use
EFEKTIVITAS TELEGRAM SEBAGAI ALTERNATIF PEMBELAJARAN DARING Angria Milleni; Sasnita Riyani; Agung Setiawan; Detri Amelia Chandra
Akademika: Jurnal Keagamaan dan Pendidikan Vol. 19 No. 2 (2023): Akademika: Jurnal Keagamaan dan Pendidikan | Desember 2023
Publisher : STAIN Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56633/jkp.v19i2.543

Abstract

Tujuan dari penelitian ini adalah untuk mengetahui kesulitan yang terkait dengan penggunaan telegram sebagai media pembelajaran dan cara pemanfaatan telegram sebagai media pembelajaran online dalam mata pelajaran menjadi tempat penelitian. Penelitian ini mengambil pendekatan fenomenologi dengan penelitian kualitatif. menggunakan observasi, wawancara, kuesioner, dan dokumentasi untuk mengumpulkan data. Berdasarkan temuan penelitian ini, aplikasi telegram dimanfaatkan sebagai media penyebaran materi pelajaran, penyampaian informasi, dan evaluasi kegiatan siswa. Guru dan siswa menghadapi sejumlah tantangan saat menggunakan telegram, termasuk kurangnya sumber daya, kondisi ekonomi, kemampuan komunikasi, penguasaan teknologi pembelajaran, kemampuan berpikir kritis, dan minat belajar. Upaya mengatasi kendala tersebut antara lain: (a) membatasi pembelajaran tatap muka; b) mengatur pelatihan guru; c) membuat lembar kerja mandiri; d) meningkatkan tingkat komunikasi seseorang; dan (e) mendorong orang tua untuk berpartisipasi aktif dalam pendidikan online di rumah anak-anak mereka.