Claim Missing Document
Check
Articles

Found 2 Documents
Search

Development of an Automatic Portable Calibrator for Tipping Bucket Rain Gauge (TBRG) Using a Load Cell and Simple Water Sensor Rohmah, Dani Zulfia; Jasruddin; Subaer; Utomo, Bagus Satrio
Jurnal Penelitian Pendidikan IPA Vol 10 No 9 (2024): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i9.7634

Abstract

The tipping bucket rain gauge is an automatic rain gauge that can measure rain intensity in mm/hour. Accurate measurement of rain intensity requires calibration of the rain gauge to ensure traceability. Calibration of a tipping bucket rain gauge is related to the volume of water as a calibration medium and time so as to produce a discharge that can be converted into rain intensity. Technological developments can make tipping bucket rain gauge calibration automatic by utilizing an Arduino Mega2560 microcontroller, a load cell and a simple water sensor based on the LM393 comparator IC, and combined with a compact design printed using a three-dimensional printer so that it can be used for ex-situ calibration. The data produced by this tool can be downloaded via the application that was built and produces a file in Excel form.
Developing and Evaluating Content-Based Virtual Reality for Improving Learning Effectiveness in IT Education Jasruddin; Daud Mahande, Ridwan; Prima Putra, Kurnia
Information Technology Education Journal Vol. 4, No. 3, August (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i3.10442

Abstract

Undergraduate Information Technology (IT) education often faces challenges in delivering complex instructional materials that are difficult for students to understand using conventional learning methods. Technology-based visualization, particularly Virtual Reality (VR), has a significant potential to enhance conceptual comprehension by offering immersive and interactive learning experiences. This study aims to develop Content-Based Virtual Reality (CBVR) and evaluate its effectiveness in supporting the learning of desktop PC hardware introduction. A research and development (R&D) approach was implemented by adapting the Alessi and Trollip model, which consists of planning, design, and development stages. Expert validation was conducted to assess the accuracy and quality of the content, while practicality and effectiveness tests involved students from the Informatics and Computer Engineering Education program. Data were gathered through questionnaires and observations and analyzed using descriptive statistics from Jamovi. The findings showed that the developed CBVR content is valid, feasible, and capable of providing a more engaging and immersive learning environment. The effectiveness results indicate a notable improvement in students’ understanding compared to conventional learning approaches, reflected in increased learning scores and higher engagement levels. CBVR has proven effective in enhancing both conceptual and procedural understanding and holds strong potential for broader application in undergraduate IT education.