Claim Missing Document
Check
Articles

Found 13 Documents
Search

Application Of Augmented Reality (Ar) In Android-Based Artificial Fiber Spinning Learning Media For Class Xi Students Tpsb Smk Texmaco Semarang Irdha Yunianto; Sugiarto Sugiarto
International Journal of Graphic Design Vol. 1 No. 2 (2023): November : International Journal of Graphic Design
Publisher : University of Science and Computer Technology

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

Abstract

This research was motivated by limited depictions of objects in learning materials, lack of variation in the learning media used, lack of student interest in learning and students' final grades in productive subjects , especially in artificial fiber spinning material, with the average value of the material achieved not meeting the criteria. Minimum Completeness (KKM). This research is aimed at class This application was created with the aim of complementing the limitations of depicting objects in existing learning media, helping students learn the material more easily, improving student learning outcomes, and increasing media variations in learning. This research uses the Research and Development (RnD) method, using 6 of the 10 research stages, namely potential and problems, data collection, product design, design validation, design improvement and product testing. This research produces Artificial Fiber Spinning Learning Media that applies Augmented Reality (AR) for Class XI TPSB SMK Texmaco Semarang students as a learning aid. The final result of making this learning media is an application in Android application format, used on every Android-based mobile phone. As for the validity value from the media expert, the value obtained was 3.2, which was declared feasible, the results of the material expert validation test obtained the value 3.6, which was stated to be very feasibleand able to increase the average score in the class XI artificial fiber spinning subject at TPSB SMK Texmaco Semarang which originally 61.5% with 17 students who had not reached the KKM to 80.5% with 4 students who had not reached the KKM.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS KOMPUTER GRAFIS MENGGUNAKAN APLIKASI GAME EDUKATIF UNTUK ANAK BERKEBUTUHAN KHUSUS KELAS 2 DI SLB NEGERI SEMARANG TAHUN AJARAN 2025-2026 Moch Atthariq Husein; Muhammad Sholikhan; Irdha Yunianto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.35374

Abstract

Perkembangan pesat teknologi digital telah membuka peluang luas bagi penerapan media berbasis komputer dalam pendidikan inklusif, terutama bagi siswa berkebutuhan khusus yang memerlukan rangsangan belajar multisensori, visual, dan interaktif. Praktik pembelajaran konvensional di SLB Negeri Semarang masih didominasi oleh penggunaan buku teks dan penjelasan guru yang bersifat satu arah, sehingga kurang menarik perhatian siswa kelas 2 dengan karakteristik tunagrahita ringan dan autistik ringan. Kondisi ini menyebabkan rendahnya motivasi, daya konsentrasi, serta kesulitan dalam memahami materi yang disampaikan kepada peserta didik. Berdasarkan permasalahan tersebut, penelitian ini bertujuan mengembangkan media pembelajaran interaktif berbasis komputer grafis menggunakan aplikasi game edukatif untuk meningkatkan motivasi, fokus, dan pemahaman siswa. Hipotesis yang diajukan menyatakan bahwa game edukatif berbasis komputer grafis dapat secara signifikan meningkatkan motivasi dan keterlibatan belajar siswa berkebutuhan khusus. Penelitian ini menggunakan metode Research and Development (R&D) adaptif dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Media yang dihasilkan memadukan visual berwarna cerah, animasi dinamis, efek suara interaktif, serta navigasi sederhana yang sesuai dengan kemampuan kognitif siswa. Hasil validasi menunjukkan skor kelayakan 92% dari ahli media dan 88% dari ahli materi dengan kategori sangat layak. Uji coba terhadap enam siswa menunjukkan peningkatan perhatian, partisipasi, serta kesenangan dalam belajar. Penelitian ini menyimpulkan bahwa game edukatif berbasis komputer grafis efektif, inklusif, dan berkelanjutan untuk mendukung guru dalam menciptakan pembelajaran yang adaptif, menarik, dan berpusat pada siswa di lingkungan pendidikan khusus.
EVALUASI REDESIGN WEBSITE BERBASIS FIGMA TERHADAP KEPUASAN PENGGUNA(STUDI KASUS PADA BBPMP JAWA TENGAH) Andreabella Shazita, Nadiva; Irdha Yunianto; Muhammad Sholikhan
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i2.3191

Abstract

This study aims to evaluate the Figma-based redesign of the BBPMP Central Java website to enhance user satisfaction and visual consistency with national graphic standards. Using a qualitative descriptive approach and the Research and Development (R&D) method, the process included needs analysis, prototype design, expert validation, and user testing. Data were collected through observation, interviews, and Likert-scale questionnaires. The results show that a user-centered redesign significantly improves navigation, visual appeal, and user satisfaction with the website interface. Figma proved to be an effective collaborative tool for developing interactive and standardized design prototypes. These findings provide strategic insights for educational institutions to enhance the quality and attractiveness of digital platforms.