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ICT and Education for Refugees in Transit Wahyuni, Dewi Sari; Fatdha, T Sy Eiva
SALTeL Journal (Southeast Asia Language Teaching and Learning) Vol 2, No 2: July 2019
Publisher : Association of Language Teachers in Southeast Asia (ALTSA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (351.294 KB) | DOI: 10.35307/saltel.v2i2.27

Abstract

Refugees in transit often have no access to formal education. Indonesia as one of transit countries has allowed these community school-age children to join public school. Unfortunately, teenagers and adults do not have similar consent. As most of them are stranded for a long time to skip their basic education, there should be a bridge so that they still can catch up with their secondary or even higher education level. During their uncertain waiting time, some international and national organizations and local institutions have provided them with private classes in specific subjects. The problem is these classes are unaligned with the lesson grade in host country formal education institution, which is categorized based on learners? ages. Moreover, they are placed in separated places (detention centre, interception, community housings) which cost time and fare to get these refugees in one education centre. The alternative solution for handling this situation is by having blended learning, a combination of online learning platform and face-to-face meeting managed by teachers both from the host country and refugees. These students although they are limited by any means, have been familiar with ICT such as Microsoft Office, Photoshop, Multimedia and Internet. The online learning platform will muddle through time and distance in order to support them to take Package A, B, C (National Elementary, Junior and Senior High School Equivalency) tests as these tests are admitted at work and further study in host country as well as their destination countries without age limitation.
Pengenalan Virtual Reality untuk Meningkatkan Kreativitas Multimedia bagi Siswa-Siswi SMK Telkom Pekanbaru Efendi, Yoyon; Nasution, Torkis; Nurjayadi, Nurjayadi; Fatdha, T Sy Eiva; Gunadi, Gunadi
Community Education Engagement Journal Vol. 6 No. 1 (2024): Oktober
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ceej.v6i1.19178

Abstract

The development of information and communication technology (ICT) is currently very rapid and dynamic, leading to advanced products that are highly sought after by the global community. Innovations in ICT have permeated various fields, including education, through the integration of flexible technology-based learning media that can be accessed anytime and anywhere. One of the advancements in multimedia in education is Virtual Reality (VR), which allows for deep interaction with digital objects in a virtual reality environment. VR can simulate an ideal environment with intense visual and auditory stimulation. SMK Telkom in Pekanbaru, which offers various vocational programs, currently only implements ICT-based education at a basic level, limited to theory and practice. To enhance creativity in the teaching and learning process, innovative solutions are needed, such as the application of VR-based multimedia technology. This training aims to introduce VR as a tool to improve the learning outcomes and achievements of students at SMK Telkom Pekanbaru. Problem identification reveals that the teaching and learning activities are not fully ICT-based, there is a lack of information regarding multimedia, and limited innovation can affect learning effectiveness. Therefore, the community service team formulated the problem of how the introduction of VR can enhance multimedia creativity and learning outcomes at SMK Telkom Pekanbaru.
Workshop Virtual Reality Bagi Siswa Untuk Meningkatkan Minat Belajar Pada SMK Swasta Global Cendekia Kampar Fatdha, T Sy Eiva; Gunadi; Yanti, Rini; Zulkifli, Muhammad; Efendi, Yoyon; Fidelima, Aviva
Community Education Engagement Journal Vol. 7 No. 1 (2025): October
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ceej.v7i1.24542

Abstract

Teknologi digital yang saat ini berkembang pesat menuntut semua bidang untuk bisa berinovasi, misalnya pada dunia pendidikan sendiri diharapkan dapat menciptakan proses pembelajaran yang menarik dan efektif. Salah satu inovasi yang berkembang pesat adalah penerapan Virtual Reality (VR), yang mampu menghadirkan pengalaman belajar imersif dan interaktif. Namun, permasalahan yang dihadapi di SMK Swasta Global Cendekia Pekanbaru adalah rendahnya minat belajar siswa, terutama pada materi yang bersifat teori dan abstrak. Kondisi ini terlihat dari rendahnya partisipasi aktif di kelas, fluktuasi kehadiran, dan menurunnya motivasi saat pembelajaran konvensional. Sebagai solusi, dilaksanakan Workshop Virtual Reality yang dirancang untuk memberikan pengalaman langsung kepada siswa dalam memanfaatkan teknologi VR sebagai media pembelajaran. Metode kegiatan meliputi sosialisasi konsep VR, demonstrasi penggunaan perangkat, praktik langsung oleh siswa, dan diskusi interaktif terkait penerapan VR dalam pembelajaran. Hasil pelaksanaan workshop menunjukkan peningkatan antusiasme dan keterlibatan siswa selama kegiatan, dengan respon positif terhadap penggunaan VR sebagai media belajar yang lebih menarik dan kontekstual. Kegiatan ini memberikan manfaat berupa terciptanya suasana belajar yang menyenangkan, peningkatan rasa ingin tahu, serta mendorong pemanfaatan teknologi digital dalam proses pembelajaran di SMK Swasta Global Cendekia.
PENGENALAN PLATFORM DIGITAL SEBAGAI MEDIA DAN EVALUASI PEMBELAJARAN SMK BINA PROFESI PEKANBARU Fiti, Triyani Arita; Fatdha, T Sy Eiva; Yenni, Helda; Astarilla, Liya
BHAKTI NAGORI (Jurnal Pengabdian kepada Masyarakat) Vol. 2 No. 2 (2022): BHAKTI NAGORI (Jurnal Pengabdian kepada Masyarakat) Desember 2022
Publisher : LPPM UNIKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/bhakti_nagori.v2i2.2579

Abstract

Kegiatan Pengabdian Kepada Masyarakat (PKM) ini bertujuan untuk menjelaskan pemanfaatan berbagai platform digital sebagai media pembelajaran pada masa pandemi Covid-19 di SMK Bina Profesi Pekanbaru. Kegiatan ini merupakan bagian penting atas adanya perubahan proses kegiatan pembelajaran tatap muka menjadi pembelajaran daring/online dengan bantuan beberapa platform digital yang dikeluarkan Kementerian Pendidikan dan Kebudayaan sebagai media pembelajaran. Teknik analisis data yang digunakan adalah analisis isi (content analysis), yaitu mengkaji informasi utama yang dibahas dalam referensi, mengaitkan dengan setiap topik yang dibahas, kemudian pemetaan konsep dalam bentuk perbandingan dari setiap data perolehan. Hasil kegiatan ini diharapkan memberi kontribusi dalam memudahkan sekolah, guru, dan siswa memanfaatkan beberapa platform digital yang dikeluarkan Kementerian Pendidikan dan Kebudayaan sebagai media pembelajaran selama covid-19, serta diharapkan agar platform digital terus dapat dimanfaatkan dalam proses belajar mengajar baik secara online dan ofline kedepannya.
PELATIHAN DESAIN PRESENTASI UNTUK PENINGKATAN KUALITAS LAPORAN ILMIAH BAGI SISWA SISWI SMK TEKNOLOGI RIAU PEKANBARU Fatdha, T Sy Eiva; Nasution, Torkis; Yenni, Helda; Imardi, Syahrul; Simeru, Arden
BHAKTI NAGORI (Jurnal Pengabdian kepada Masyarakat) Vol. 3 No. 1 (2023): BHAKTI NAGORI (Jurnal Pengabdian kepada Masyarakat) Juni 2023
Publisher : LPPM UNIKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/bhakti_nagori.v3i1.3050

Abstract

Kegiatan Pengabdian Kepada Masyarakat (PKM) ini adalah salah satu bagian dari Tri Dharma Perguruan Tinggi yang harus dilaksanakan oleh seorang dosen. Pengabdian dilaksanakan sebagai suatu wujud transfer ilmu kepada masyarakat dalam peran dan tanggung jawab intelektual dalam melestarikan dan meningkatkan khasanah budaya. Satu diantara kegiatan yang dilakukan adalah bagaimana mempersiapkan siswa siswi khususnya pada SMK Teknologi Pekanbaru Riau dalam meningkatkan pengetahuan dan mutu dalam pembuatan pelaporan dan desain presentasi pada penulisan ilmiah termasuk dalam pembuatan laporan Praktek Kerja Lapangan (PKL) bagi siswa siswi SMK Teknologi Riau Pekanbaru dengan memanfaatkan pembelajaran berbasis ICT. Hasil kegiatan ini diharapkan memberi kontribusi pada pihak sekolah, guru, dan siswa serta diharapkan hasil pelatihan ini dapat dimanfaatkan dalam peningkatan mutu penulisan karya ilmiah kedepannya pada SMK Teknologi Riau.
Virtual Tour Three Dimensions (3D) With Polygonal Modeling At Sang Nila Utama Museum Fatdha, T Sy Eiva; Raza, Naufal Dzaky; Efendi, Yoyon
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 5 No. 2 (2022): Jurnal Teknologi dan Open Source, December 2022
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v5i2.2578

Abstract

Sang Nila Utama Museum is an institution that functions as a place for the storage, care, safeguarding and use of objects of human culture and natural products to support efforts to protect and preserve cultural wealth. Based on the results of the surveys and interviews conducted, there are currently problems, namely 1) There is no system to present information about the collection of objects in the museum visually in 3D. 2) Due to the outbreak of Covid 19 virus, the museum management had to close the museum so far, so the public is not able to visit the museum to get information about the collection of historical relics in the Sang Nila Utama Museum. Based on the problems described above, an Android-based application for a virtual tour of exhibitions of historical objects was developed. The virtual tour is a result of the development of multimedia information technology and 3D technology that can present a 3D atmosphere. In developing this system, the Multimedia Development Life Cycle (MDLC) method was applied, which consists of several phases, namely: concept, design, material procurement, compilation, testing and distribution. This application will later run on the Android platform and use a mobile stick controller as a medium for navigation, allowing users to walk through the museum space to see a collection of historical relics in three-dimensional (3D) visual form. It is expected that this research will be one of the solutions to overcome the problems encountered in trying to improve services to the community.
Application of the Scrum Method in the Android-based TPQ Learning Application Ramadani, Willy; Fatdha, T Sy Eiva; Yenni, Helda; Haryono, Dwi
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 6 No. 1 (2023): Jurnal Teknologi dan Open Source, June 2023
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v6i1.3036

Abstract

RA Alhikmah Kandis has the main material, namely learning TPQ (Al-Qur'an Education Park), learning to recognize, read, and memorize hijaiyah letters, daily prayers, and juz amma. With the development of technology, learning can now be supported by various innovations. One of the innovations is to create a mobile-based application for student learning at RA Alhikmah. The application is based on the design results based on the needs of students, teachers, and parents. Making applications using the Scrum method, applications that are built based on a predetermined time, where if the specified time has reached its end, then the application must be finished, is suitable for the Scrum method because its manufacture is based on a predetermined timeframe. Application testing uses the black box testing method to test whether each feature is running properly so that when used by application users, there are no bugs. This application is intended for raudhatul athfal or kindergarten children who are vulnerable aged 5 to 6 years, and this application can be accessed by accompanied by teachers when at school and parents when at home. The results obtained from the application black box testing can run well in all the features in the application. The author hopes that this application can provide the benefit of giving children a new method of learning to recognize hijaiyah letters, memorizing daily prayers, and juz amma in order to provide children's learning interest so that it is more interesting for their learning interest to get to know the Koran from an early age.