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Journal : EXPLORER

Media Pembelajaran Praktikum Jaringan Komputer Berbasis Augmented Reality dengan Metode Marker Based Tracking Wulandari, Suci; Dafitri, Haida; Lubis, Yessi Fitri Annisah
Explorer Vol 5 No 1 (2025): January 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v5i1.1719

Abstract

This study aims to create a learning media for computer network practicum based on Virtual Lab simulation using Augmented Reality (AR) technology that can be used by Istiqlal Vocational High School students to direct computer networks anytime and anywhere. This learning media is created to help students understand the basic concepts of 3D object computer networks that appear in the real world through mobile devices in a more interactive and interesting way. The method used in this study is Marker Based Tracking. This learning media utilizes markers to display 3D learning objects that can be interacted with by students, thus helping them understand the material more deeply and practically. The results of the study showed that the use of AR with the Marker Based Tracking method was effective in improving students' understanding of computer network material. Students were more interested and active in practicums, and were able to apply theories in real 3D object simulations, which increased the effectiveness of learning. Based on the results of trials on 23 respondents, most users gave positive responses to the 3D objects provided, with 91.7% of users assessing the 3D objects presented as good quality, and 75% felt that this application increased interest in learning. In addition, 83.3% of respondents felt helped in understanding the material.
Rekomendasi Game Edukasi dengan Mengunakan Metode ItemBased Collaborative Filtering Harahap, Andrian Rajab; Dafitri, Haida; Chiuloto, Kalvin
Explorer Vol 6 No 1 (2026): January 2026
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v6i1.2227

Abstract

In the digital era, choosing the right educational game is a challenge for parents, so a recommendation system is needed that is able to provide relevant suggestions according to children's needs. This research aims to build an educational game recommendation system using the Item-Based Collaborative Filtering method. This method works by analyzing user rating patterns for games, then calculating the level of similarity between games using the Adjusted Cosine Similarity and Weighted Sum algorithms to produce personalized recommendations. Data is obtained explicitly through user interaction in the form of likes and comments on available games. System testing was carried out involving 22 respondents. To the question "Do the recommended educational games help increase your child's knowledge or skills?", 54.5% of respondents answered "Strongly Agree" and 45.5% "Agree", with no negative responses. This shows that all respondents considered the recommended educational games to be positively beneficial for children's development. Meanwhile, to the question "Do the game recommendations suit your child's wishes?", 50% of respondents answered "Strongly Agree", 40.9% "Agree", and 9.1% "Neutral". These results indicate that the majority of respondents considered the system to be quite appropriate in adapting recommendations to children's interests.