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Journal : Jurnal Ilmu Komputer dan Sistem Informasi

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.