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Penerapan Jelajah Kampus Virtual dalam Meningkatkan Pengalaman Orientasi Mahasiswa Kelas Karyawan Jakarta Global University Andri, Chairil; Oktaviati, Risna; Wijaya, Hadi
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 6 No 2 (2024): August
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i2.583

Abstract

New employee class students frequently encounter substantial challenges in attending on-campus orientation sessions, such as time constraints, geographical barriers, and financial burdens. This study investigates the effectiveness of implementing a virtual campus tour application in assisting new employee class students at Jakarta Global University to better acquaint themselves with the campus and prepare for academic life. By leveraging technologies such as 3D mapping, 360-degree panoramic photography, and virtual reality (VR), the virtual campus tour provides an immersive and flexible experience, allowing students to explore various campus facilities at their convenience and from any location. The development method used is Multimedia Development Life Cycle (MDLC), which encompasses needs analysis, conceptualization, design, material collection, assembly, testing, and distribution. The application underwent black box testing to ensure functionality, while student perceptions were assessed through a structured questionnaire. The research results indicate that the majority of respondents, with an average positive rating of 86.3%, agree that virtual campus tours are an innovative solution that should be adopted by universities to overcome the limitations of traditional campus orientation activities.
Pengenalan dan pelatihan Pemilu berbasis IT (E-voting) pada Badan Pengawas Pemilu (Bawaslu ) dan masyarakat di Kota Depok Nora Listiana; Untung Suprihadi; Ribut Nawang Sari; Risna Oktaviati; Halimatuz Zuhriyah; Risma Ekawati; Dwi Rachmawati; Hadi Wijaya; Nur Fitri Dewi; Febria Anjara; Anindya Hapsari
Pengabdian Masyarakat Ilmu Pendidikan Vol. 3 No. 2 (2023): JURNAL PEMIMPIN - PENGABDIAN MASYARAKAT ILMU PENDIDIKAN - Edisi Agustus 2023
Publisher : FKIP Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/pemimpin.v3i2.1013

Abstract

Abstrak Partisipasi pemilih dalam Pemilihan Umum menjadi salah satu kebutuhan untuk keberlanjutan demokrasi agar tidak terhambatnya sistem politik di Indonesia. Munculnya e-voting diharapkan dapat meningkatkan partisipasi pemilih pada Pemilihan Umum. Pemilih pemula lebih memiliki intensi untuk menggunakan e-voting pada pemilihan umum dibandingkan pemilih dewasa dan pemilih orang tua. Responden yang temasuk pemilih pemula dalam penelitian tersebut merupakan responden pada usia sekolah dan kuliah yang memiliki kemampuan untuk menggunakan teknologi, menerima dan terbuka adanya teknologi baru. Namun, di tengah optimisme pemerintah dalam penerapan e-voting, muncul tantangan besar bagi pemerintah yaitu masih awamnya masyarakat tentang e-voting. Kata Kunci : E-voting, Pemilu Teknology. Abstract Voter participation in general elections is one of the necessities for the continuation of democracy so that the political system in Indonesia is not hampered. The emergence of e-voting is expected to increase voter participation in general elections. Beginner voters have more intention to use e-voting in general elections than adult voters and elderly voters. Respondents who included novice voters in this study were respondents at school and college age who had the ability to use technology, accept and be open to new technologies. However, in the midst of the government's optimism in implementing e-voting, a major challenge arose for the government, namely that the public was still unfamiliar with e-voting. Keywords : Election, E-votting, Technology
Implementasi Sistem Pelaporan Kerusakan Lab Komputer Berbasis QR Code dengan Pendekatan Agile pada Mahasiswa Andri, RM Chairil; Oktaviati, Risna
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 1 (2025): Januari 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i1.179

Abstract

Computer lab facilities play a crucial role in supporting the learning process, particularly in the fields of engineering and technology. However, the manual reporting system for facility damages at the Computer Engineering Department, Politeknik Negeri Sriwijaya, is often inefficient and poorly documented. This study aims to analyze the impact of implementing a digital reporting system using QR Code technology on students' understanding and responsibility in maintaining lab facilities. The research employed the Agile Software Development method, encompassing five stages: requirements, design, development, testing, and deployment. Data were collected through interviews, literature reviews, as well as pre-test and post-test surveys using a Likert scale questionnaire. The results revealed a significant improvement in reporting experience (96.4%) and awareness of facility maintenance (92.8%) following the system's implementation. The system effectively facilitated real-time reporting of facility conditions by students and enhanced the efficiency of damage handling by technicians. Challenges, such as data input errors and QR Code sticker distribution, were addressed with corrective measures. This research contributes to the sustainable management of educational facilities and recommends further refinement to optimize the system.
Pengembangan Video Pembelajaran Anggota Tubuh dengan Animasi dan Lagu untuk Anak Usia Dini Oktaviati, Risna; Andri, RM Chairil
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 1 (2025): Januari 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i1.180

Abstract

The use of engaging and interactive educational media is essential to support the development of early childhood, especially in introducing human body parts. This study aims to develop and evaluate an educational video based on animation and songs designed to enhance young children's understanding. The research methodology employs a mixed-method approach (qualitative and quantitative) using the Multimedia Development Life Cycle (MDLC) model, which includes six stages: concept, design, material collection, assembly, testing, and distribution. Observations were conducted on 10 toddlers at a daycare in Depok, while quantitative data were collected through questionnaires completed by media and learning content experts. The results of material and media validation tests show that the animated video is highly feasible for use (score 89.2%) and effective in improving children's understanding (effectiveness 84.75%). The video is considered user-friendly, interactive, and presents content that is engaging and suitable for early childhood. The songs included in the video aid in enhancing children's memory of the learning material. However, aspects such as the structure of material delivery and interactivity elements can be further improved. This study concludes that the combination of animation and songs in educational videos significantly enhances young children's understanding of body parts. These findings open opportunities for developing more interactive and effective multimedia-based learning media to support early childhood education.
ARphabet: Pembelajaran Abjad Inovatif Berbasis Augmented Reality untuk Anak Usia Dini Andri, RM Chairil; Juniarti, Revie; Oktaviati, Risna
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 2 (2025): Mei 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i2.194

Abstract

Letter recognition is a fundamental aspect of early childhood literacy development. Unfortunately, conventional media such as printed books and flashcards often lack appeal due to their limited ability to deliver simultaneous visual and auditory stimuli. This study aims to develop and evaluate an interactive Augmented Reality (AR)-based learning application called ARphabet, designed to assist young children in recognizing letters through 3D visualizations, supporting objects, and pronunciation audio. The application was developed using the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. Evaluation was conducted through two approaches: expert validation using a questionnaire instrument with indicators including ease of use, effectiveness of content delivery, child appropriateness, and interactivity; and user testing using a quantitative approach through pre-tests and post-tests involving 21 kindergarten students. The expert validation results indicated a high feasibility score, with an average of 92.5%. Meanwhile, user testing showed that 90.5% of the children demonstrated improved letter recognition after using the application. These findings suggest that the use of AR technology can offer an innovative and effective solution to support early childhood literacy learning. The application also holds potential for further development, including syllable introduction, vocabulary building, or other age-appropriate educational content.
Belajar Huruf dengan Augmented Reality di TK Islam Siti Fatimah Palembang Juniarti, Revie; Andri, RM Chairil; Hargita, Bhramastya Sandy; Tuti, Resti Ries; Wahyuni, Sri; Oktaviati, Risna
Jurnal Pengabdian Masyarakat Bangsa Vol. 3 No. 3 (2025): Mei
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v3i3.2318

Abstract

Pengabdian Kepada Masyarakat (PKM) ini bertujuan untuk mengembangkan sebuah media pembelajaran inovatif berbasis Augmented Reality (AR) untuk meningkatkan kemampuan literasi pengenalan huruf pada anak usia dini di TK Islam Siti Fatimah Palembang. Metode yang digunakan dalam pengembangan ini meliputi analisis kebutuhan, perancangan konsep media AR, pengembangan aplikasi, dan uji coba skala kecil terhadap anak-anak. Media AR yang dikembangkan menyajikan visualisasi huruf yang interaktif dan menarik melalui perangkat seluler, memungkinkan anak-anak belajar sambil bermain. Hasil uji coba awal menunjukkan respon positif dan peningkatan minat belajar pada anak-anak. Diharapkan, media AR ini dapat menjadi alternatif yang efektif dan menyenangkan dalam menstimulasi kemampuan literasi awal anak usia dini
Meningkatkan Daya Saing UMKM melalui Pelatihan Produksi Video Promosi di Palembang Darlies, Meiyi; Andri, RM Chairil; Oktaviati, Risna; Juniarti, Revie; Bey, Safitriana
Jurnal Pengabdian Masyarakat Bangsa Vol. 3 No. 5 (2025): Juli
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v3i5.2676

Abstract

Artikel ini bertujuan untuk mendeskripsikan upaya peningkatan daya saing UMKM di Kota Palembang melalui pelatihan pembuatan video promosi. Permasalahan yang diangkat adalah rendahnya literasi digital dan keterampilan pelaku UMKM dalam memproduksi konten promosi visual secara mandiri. Untuk menjawab hal tersebut, kegiatan pengabdian ini dilaksanakan dengan metode pelatihan berbasis praktik (hands-on training) yang dikombinasikan dengan sesi pendampingan pasca-pelatihan. Tahapan kegiatan meliputi identifikasi kebutuhan peserta, pelaksanaan pelatihan teknik produksi dan penyuntingan video menggunakan aplikasi mobile, serta pendampingan peserta untuk penyempurnaan hasil video. Evaluasi dilakukan dengan membandingkan hasil pre-test dan post-test serta observasi langsung terhadap video yang dihasilkan peserta. Hasil kegiatan menunjukkan peningkatan signifikan dalam pemahaman peserta terhadap teknik produksi video, kepercayaan diri untuk mempromosikan produk secara visual, serta kemampuan menggunakan alat dan aplikasi secara mandiri. Pelatihan ini terbukti efektif dalam meningkatkan kapasitas promosi digital UMKM dan dapat menjadi model pemberdayaan yang aplikatif, terjangkau, serta mudah direplikasi di wilayah lain.