Fardani Annisa Damastuti
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Perancangan dan Pembuatan Pembelajaran Daring (E-Learning) Pada Sekolah Menengah Pertama 1 Tarik Sidoarjo Mufid, Mohammad Robihul; Marcell Bintang Setiawan; Arif Basofi; Saniyatul Mawaddah; Yunia Ikawati; Arna Fariza; Rosiyah Faradisa; Darmawan Aditama; Fardani Annisa Damastuti
J-Dinamika : Jurnal Pengabdian Masyarakat Vol 8 No 3 (2023): Desember
Publisher : Politeknik Negeri Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25047/j-dinamika.v8i1.4158

Abstract

SMP Negeri 1 Tarik is an educational institution located on Jl. Raya Tarik, Tarik, Sidoarjo. In the learning process at SMP Negeri 1 Tarik, so far students have studied face-to-face, and have never used or had a platform that can start learning online. The 2020 pandemic had such an impact on schools that schools had to try to carry out online education, but due to limited platforms for starting online learning it was a challenge in itself.Therefore this research exists to help schools so that if the same situation occurs again, the school will have no trouble, and with this research it helps schools to take advantage of technology, especially the web, in the learning process. This research resulted in an e-learning web-based application or Learning Management System (LMS) which will be useful for students and teachers in the learning process starting from making assignments, managing materials, recording attendance, and giving grades to assignments. Data collection was carried out by means of observation and interviews. From this study, the results of testing with several indicators with scores of Learnability (4.56), Memorability (4.37), Efficiency (4.36), Accuracy (4.47), Satisfaction (4.45). With an average score of (4.44). It can be concluded that the e-learning website for SMP Negeri 1 Tarik can be stated to be easy to learn, effective, and comfortable to use.
Pengenalan Rumah Adat Nusantara Berbasis Mobile AR Fardani Annisa Damastuti; Jauari Akhmad Nur Hasim; Irma Wulandari; Darmawan Aditama; Aji Sapta Pramulen; Ibrohim Yofid Fananda; Dita Aulia Rahma
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1221

Abstract

A traditional house is a house that has a characteristic building that symbolizes the culture of a region. The uniqueness of traditional houses in Indonesia is one of the learning materials for students in Indonesia. Books that are a medium for introducing traditional houses in Indonesia still have shortcomings in the form of limited visual display of traditional houses. So that it reduces children's interest in recognizing the traditional houses of the archipelago. This can lead to cultural erosion. Therefore, to increase interest and insight into the culture of this traditional house, technology and culture are combined. This combination uses augmented reality technology to introduce the traditional houses of the archipelago. Traditional houses are visualized through 3-dimensional objects in the android application. The augmented reality application developed is dynamic, so that the addition of content can be done without modifying the program code. This application will visualize 9 traditional houses from 9 provinces in Java, Nusa Tenggara, and Bali. The test results show an increase in knowledge of SDN Banjarmendalan students by 56% which means the application is quite effective to help students recognize the traditional houses of the archipelago and from the assessment of student satisfaction with the application get a score of 90.5% which means the application is enough to attract students to learn to recognize traditional houses.
Pengenalan Rumah Adat Nusantara Berbasis Mobile AR Fardani Annisa Damastuti; Jauari Akhmad Nur Hasim; Irma Wulandari; Darmawan Aditama; Aji Sapta Pramulen; Ibrohim Yofid Fananda; Dita Aulia Rahma
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 16 No. 2 (2023): 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.v16i2.1221

Abstract

A traditional house is a house that has a characteristic building that symbolizes the culture of a region. The uniqueness of traditional houses in Indonesia is one of the learning materials for students in Indonesia. Books that are a medium for introducing traditional houses in Indonesia still have shortcomings in the form of limited visual display of traditional houses. So that it reduces children's interest in recognizing the traditional houses of the archipelago. This can lead to cultural erosion. Therefore, to increase interest and insight into the culture of this traditional house, technology and culture are combined. This combination uses augmented reality technology to introduce the traditional houses of the archipelago. Traditional houses are visualized through 3-dimensional objects in the android application. The augmented reality application developed is dynamic, so that the addition of content can be done without modifying the program code. This application will visualize 9 traditional houses from 9 provinces in Java, Nusa Tenggara, and Bali. The test results show an increase in knowledge of SDN Banjarmendalan students by 56% which means the application is quite effective to help students recognize the traditional houses of the archipelago and from the assessment of student satisfaction with the application get a score of 90.5% which means the application is enough to attract students to learn to recognize traditional houses.