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Integrating Augmented Reality with Management Information Systems for Enhanced Data Visualization in Retail Asta, Ngr. Putu Raka Novandra; Setiawan, Setiawan; Saputra, Memed; Najmuddin, Najmuddin; Bedra, Kddour Guettaoi
Journal of Social Science Utilizing Technology Vol. 2 No. 2 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jssut.v2i2.964

Abstract

Background. Effective data management and visualization are essential for fast and informed decision-making in the retail industry. However, traditional data visualization methods are often less interactive and need help comprehensively conveying information. Augmented Reality (AR) offers great potential to improve visualizing data, allowing users to interact with data more intuitively and dynamically. Purpose. This research aims to integrate Augmented Reality technology with Management Information Systems (MIS) in retail, focusing on improving data visualization. The main objective is to evaluate the effectiveness of AR in presenting complex data more clearly and interactively to enhance the quality of decision-making in retail management. Method. The research method used is application development and testing. First, an AR application integrated with MIS is developed using an iterative software development approach. Once the application is created, testing is done in a retail environment. Qualitative and quantitative data were collected through observations, interviews, and surveys to evaluate the effectiveness and acceptability of this technology. Results. Research results show that integrating AR with MIS significantly improves how retail managers visualize and understand data. AR applications enable more interactive and easy-to-understand data visualization, which helps managers analyze trends and make better decisions. Users report improvements in decision-making efficiency and accuracy after using this app. Conclusion. Integration of Augmented Reality with Management Information Systems in retail has proven effective in improving data visualization. This technology not only makes data more accessible and understandable but also enhances user interaction with the data, leading to more informed decision-making. This research suggests a more comprehensive application of AR technology in the retail industry to support better and more efficient management.
Integrating Augmented Reality with Management Information Systems for Enhanced Data Visualization in Retail Asta, Ngr. Putu Raka Novandra; Setiawan, Setiawan; Saputra, Memed; Najmuddin, Najmuddin; Bedra, Kddour Guettaoi
Journal of Social Science Utilizing Technology Vol. 2 No. 2 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jssut.v2i2.964

Abstract

Background. Effective data management and visualization are essential for fast and informed decision-making in the retail industry. However, traditional data visualization methods are often less interactive and need help comprehensively conveying information. Augmented Reality (AR) offers great potential to improve visualizing data, allowing users to interact with data more intuitively and dynamically. Purpose. This research aims to integrate Augmented Reality technology with Management Information Systems (MIS) in retail, focusing on improving data visualization. The main objective is to evaluate the effectiveness of AR in presenting complex data more clearly and interactively to enhance the quality of decision-making in retail management. Method. The research method used is application development and testing. First, an AR application integrated with MIS is developed using an iterative software development approach. Once the application is created, testing is done in a retail environment. Qualitative and quantitative data were collected through observations, interviews, and surveys to evaluate the effectiveness and acceptability of this technology. Results. Research results show that integrating AR with MIS significantly improves how retail managers visualize and understand data. AR applications enable more interactive and easy-to-understand data visualization, which helps managers analyze trends and make better decisions. Users report improvements in decision-making efficiency and accuracy after using this app. Conclusion. Integration of Augmented Reality with Management Information Systems in retail has proven effective in improving data visualization. This technology not only makes data more accessible and understandable but also enhances user interaction with the data, leading to more informed decision-making. This research suggests a more comprehensive application of AR technology in the retail industry to support better and more efficient management.
Internalizing Islamic Education Values based on National Heroes in the Millennial Generation in the Minangkabau Tribe Febriani, Suci; Hanif, Muhammad; Fadhil, Muhamad; Bedra, Kddour Guettaoi
Jurnal Penelitian Ilmu Pendidikan Indonesia Vol. 1 No. 2 (2022): Volume 1 No 2
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (357.607 KB) | DOI: 10.31004/jpion.v1i2.18

Abstract

Character education is the main domain in balancing the cognitive abilities of learners. As the process of internalizing the values ​​of Islamic education can be adopted through the example of the heroes. This is due to the lack of critical studies related to the development of exemplary-based Islamic educational values​​, especially for the millennial generation. On that basis, this study aims to investigate the internalization of Islamic education values ​​based on the example of national heroes in the millennial generation. This study adopted a qualitative approach with a phenomenological study method in the millennial generation in the Minangkabau. The sample used was 33 students from various universities with Minangkabau ethnic backgrounds. Analysis of the data used is based on triangulation techniques with three ways of collecting data including limited interviews, observation and documentation. The results show that the values ​​of Islamic education in the millennial generation can be internalized through the adoption of exemplary figures. The research findings identify that the examples of the heroes are able to encourage the internalization of the values ​​of Islamic education in the millennial generation in the Minangkabau tribe. This study recommends further research to use a variety of ethnic samples and study topics
Feasibility Study of Integrated Arabic Bilingual Book at Islamic Elementary School Putri, Neli; Febriani, Suci Ramadhanti; Mustika, Dela; Yassirli, Ulfa; Bedra, Kddour Guettaoi
Arabiyat : Jurnal Pendidikan Bahasa Arab dan Kebahasaaraban Vol. 10 No. 1 (2023)
Publisher : Syarif Hidayatullah State Islamic University of Jakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/a.v10i1.31814

Abstract

The book “I Love Arabic” is a learning resource used in Arabic lessons for Class IV Dâr El-Iman Islamic Elementary School in Padang. This book is based on a bilingual system, namely by presenting Arabic and English study materials. This bilingual Arabic book is still a new category, so the content and presentation of the material need to be analyzed for its feasibility and suitability aspects with the character of bilingual books and the demands of the applicable curriculum. This study aims to analyze the bilingual book from the perspective of the feasibility of its content and presentation. This library research used a qualitative approach with secondary data. The main reference used the Bilingual Book “I Love Arabic & English” Class IV Dâr El-Iman Padang textbooks and other relevant additional references. Data was collected through recording documentation in observation and content analysis. The data analysis technique used follows Miles and Huberman. The results identified: First, the content qualifications of the bilingual book “I Love Arabic & English” Class IV published by Dâr el-Iman are in the very proper category with a score of 75%. Second, the presentation of the material is in a feasible category with a percentage score of 65%. This book still needs to be refined to suit the character of a bilingual-based textbook.
Game-Based Language Learning: Implementing Arabic Speaking Proficiency through Truth or Dare with Spin Wheel Hasibuan, Renni; Jundi, Muhammad; Ali, Ibadurrahman; Febriani, Suci Ramadhanti; Bedra, Kddour Guettaoi
Lughawiyah: Journal of Arabic Education and Linguistics Vol 6, No 1 (2024)
Publisher : UIN Mahmud Yunus Batusangkar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/lughawiyah.v6i1.12224

Abstract

Game-based learning, incorporating both digital and traditional methods, has been extensively researched over the past decade. The current research aimed to conduct an in-depth investigation into implementation of the Truth or Dare with Spin the Wheel game in Arabic speaking learning. This research employs a qualitative approach, integrating observation and interviews, conducted within a learning environment consisting of 34 students. The results revealed that the implementation of Truth or Dare with Spin the Wheel in Arabic speaking learning involved three stages. First, preparation included setting up the Spin the Wheel application and preparing Truth or Dare questions. Next, the opening stage introduced the learning flow using the game. Then, the core stage had students actively participating by responding to questions or challenges in Arabic, followed by evaluation of their responses in the final stage. The game was considered successful in increasing students' active engagement in speaking Arabic, this is supported by observational data showing a 40% increase in student participation during game sessions compared to regular class activities, with each student taking an average of 3 speaking turns per session with the game versus just 1 turn per session in traditional methods, alongside a 50% rise in peer interactions, a 35% increase in teacher-student interactions, and a notable boost in confidence levels, as evidenced by more students volunteering to participate without hesitation.  Future research is recommended to explore the long-term impact of using the Truth or Dare with Spin the Wheel game in Arabic speaking learning.