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Implementasi Teknologi Augmented Reality Pada Game Beat Saber di Game Blink Padang Kurniasih, Kurniasih; Sari, Putri Yunita; Prihamdani, Ferju; Maideshinta, Tri Kurnia; Rinaldi, Muhammad; Fiddaraini, Hasana; Putri, Harmida Gusnia; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 5, No 3: JCOINS | 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v5i3.5952

Abstract

This research aims to explore and implement Augmented Reality (AR) technology in the Beat Saber game at Game Blink Padang. Augmented Reality is a technology that combines the real world with virtual objects to create an immersive interactive experience for users. Beat Saber is a musical rhythm game that is popular among game lovers, where players have to cut incoming blocks according to the rhythm of the music being played. It is hoped that the implementation of AR in this game can improve the playing experience by adding more interesting and realistic visual and interaction elements. This research involves evaluating the user experience of the AR version. Research methods include data collection through surveys and direct observation by playing the Blink Padang Game. The research results show that the use of AR in Beat Saber significantly increases player satisfaction and engagement. Players report a more fun and challenging gaming experience, as well as improvements in immersion and interactivity. The implementation of AR technology opens up new opportunities in the development of music rhythm games and can become a model for the integration of AR in other games in the future.
Pengembangan Media Pembelajaran Berbasis Discovery Learning Menggunakan Canva Pada Materi Internet Gateway (NAT) Kelas XI TKJ Smkn 3 Padang Anaperta, Megasyani; Maideshinta, Tri Kurnia; Nadinda Viola, Zahara; Sayuti, Riswan
Jurnal Greenation Ilmu Teknik Vol. 1 No. 2 (2023): (JGIT) Jurnal Greenation Ilmu Teknik (Mei-Juli 2023)
Publisher : Greenation Publisher & Yayasan Global Resarch National

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jgit.v1i2.52

Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana guru mengembangkan silabus, ATP, bahan ajar, dan pengembangan nilai serta menget`ahui tingkat kesulitan belajar siswa dalam pembelajaran komputer dan jaringan internet gataway di SMKN 3 Padang  tahun ajaran 2023/2024. Penelitian ini bersifat deskriptif dengan  menggunakan metode wawancara dan pengisian angket dengan memberikan google form kepada siswa. Populasi dalam penelitian ini adalah siswa kelas Xl TKJ SMKN 3 Padang dengan menggunakan media Pembelajaran. Hasil penelitian menunjukkan bahwa tahap penyebaran tidak dapat dilaksanakan karena keterbatasan waktu dan biaya, namun media pembelajaran terkategori valid dengan persentase yaitu 92,41%. Dan berdasarkan pengolahan data praktikalitas diperoleh presentase tingkat kepraktisan media pembelajaran yaitu 92% yang terkategori  sangat praktis. Sehingga dapat disimpulkan bahwa rata-rata lembar praktikalitas terhadap penggunaan media pembelajaran yang dikembangkan adalah"SANGAT PRAKTIS".
Development of a Gamified Moodle Learning Management System for computer science education in Vocational High Schools Maideshinta, Tri Kurnia; Novita, Rini; Untari, Rahayu Trisetyowati
Journal of Computer-based Instructional Media Vol. 3 No. 2 (2025): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jcim.v3i2.151

Abstract

Digital transformation in education requires media that sustain student engagement in blended settings. This research seeks to design and develop a Moodle-based Learning Management System for Informatics at Vocational High School 1 Koto Baru and to verify its quality and usability for routine classroom use. The study uses a phased development approach (Analyse, Design, Develop, Implement, Evaluate). Participants were 44 tenth-grade learners and 2 instructors; quality was reviewed by 2 subject-matter experts and 3 media experts. Data came from structured questionnaires and were analysed descriptively in %. Findings show content quality is highly valid at 90% overall (89% content indicators, 92% instructional). Media quality is likewise highly valid at 91% (90% ease of use, 93% visual appeal). Classroom applicability is strong, with practicality of 92% for instructors and 92% for learners. Gamification mechanisms (points, levelling up, badges, and leaderboards) provide quick feedback, structured progress tracking, and support for learning orchestration. Overall, the product meets highly valid and practical criteria and is ready for adoption as a modular, trackable Moodle-based course for Informatics at the vocational high school level. Future work includes quasi-experimental tests of learning outcomes, replication across schools and subjects, performance evaluation under high access loads, and development of adaptive learning analytics.