Claim Missing Document
Check
Articles

Found 2 Documents
Search

Perancangan Augmented Reality Perangkat Jaringan sebagai Media Pembelajaran Berbasis Android Rahman, Muklis
Jurnal TEKNODIK Jurnal Teknodik Vol. 27 No. 2, Desember 2023
Publisher : Pusat Data dan Teknologi Informasi Kementerian Pendidikan Kebudayaan, Riset dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32550/teknodik.vi.986

Abstract

Augmented Reality can be defined as a real environment to which virtual objects are added with the integration of computer technology. This technology can provide interesting interactions for users because with this technology users can feel virtual objects as if they existed in a real environment. The research aims to design and produce Augmented Reality applications for network devices and find out the functionality of Augmented Reality network devices. The research is conducted at one of the vocational schools in Garut Regency, involving class X Multimedia. The research method is the Waterfall model providing a sequential or ordered software life flow approach starting from analysis, design, coding, and testing. Application testing data collection techniques use Black Box Testing and Network Device Augmented Reality Application Questionnaires. The results of the research are the product of Augmented Reality learning media for network devices equipped with supporting AR Books and the result of the Augmented Reality learning media application for network device testing which is 100% running well in 10 brands of cellphones. Therefore, it can be concluded that the application runs well based on functional aspects.
Optimizing Computer-Based Learning in the 21st Century in Karawang Asyari, Lutfi; Lisnawati, Lisnawati; Rahman, Muklis; Sofi, Thea Anetha; Ruhiat, Neng Elsa Novianti; Firmansyah, Cecep
Indonesian Journal of Community Empowerment (IJCE) Vol 4 No 02 (2023): Indonesian Journal of Community Empowerment (May)
Publisher : Fakultas Kewirausahaan Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35899/ijce.v4i02.1103

Abstract

The use of project-based and problem-based learning methods, which prioritize the application of technology in learning, is increasingly recognized as an effective approach. The descriptive method used in this community service program is designed to provide a clear and systematic overview of the implementation and outcomes of activities aimed at improving technology competency among educators. The first step in this community service program is identifying problems related to the low level of optimization of computer-based learning in Karawang. By using this descriptive method, the community service program in Karawang is expected to bring about significant changes in the implementation of computer-based learning and improve teacher competency. The results of this community service program demonstrate the effectiveness of innovative teaching methods, such as the use of digital technology in learning. Overall, this community service program has not only successfully improved teacher skills but also paved the way for broader implementation of technology-based education in Karawang.