Claim Missing Document
Check
Articles

Found 8 Documents
Search

Pengembangan Media Pembelajaran Leap Motion Materi Pengenalan Hewan untuk Meningkatkan Motorik Anak Usia Dini Esti Kurniawati Mahardika; Gunawan Wiradharma; Mario Aditya Prasetyo; Khaerul Anam; Muktia Pramitasari
BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains Vol. 8 No. 5 (2025): Bioedusains: Jurnal Pendidikan Biologi dan Sains
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/veph3n31

Abstract

This study aims to develop an interactive learning medium based on Leap Motion, namely LeapZoo: Zoo-Based Educational Game, which is designed to improve early childhood motor skills through virtual animal recognition. The method used was research and development (R&D) with the ADDIE model, focusing on the design and development stages. Validation was carried out by media, language, and early childhood education experts to assess technical and pedagogical feasibility. The results showed that LeapZoo is feasible to be used as a learning medium in early childhood education. In conclusion, gesture-based interactions such as stroking and feeding animals can stimulate children’s fine and gross motor coordination and align with Vygotsky’s theory, which emphasizes the role of social interaction and digital scaffolding in the zone of proximal development.  Keywords: Early Childhood, Gesture-Based Learning, Leap Motion, Learning Media, Motor Skills, Animal Recognition
E-katalog produk fashion UMKM Desa Lulut Kabupaten Bogor untuk mendukung digitalisasi dan penjualan online Gunawan Wiradharma; Meirani Harsasi; Mario Aditya Prasetyo; Karina Pramita Ningrum; Khaerul Anam
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 10, No 2 (2026): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v10i2.38080

Abstract

AbstrakBerdasarkan hasil kegiatan Pengabdian kepada Masyarakat (PkM) tahun 2024 yang difokuskan pada pelatihan foto produk, ditemukan bahwa agar program PkM memberikan dampak yang lebih berkelanjutan bagi mitra, perlu dilakukan kegiatan lanjutan yang lebih aplikatif dan sesuai dengan kebutuhan nyata pelaku UMKM. Merespons masukan dari mitra dalam evaluasi kegiatan tersebut, program PkM tahun 2025 diarahkan untuk fokus pada pelatihan dan pendampingan pembuatan e-katalog produk sebagai strategi peningkatan kapasitas pemasaran digital dan digitalisasi produk fashion UMKM. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan meningkatkan kapasitas pelaku UMKM di Desa Lulut, Kabupaten Bogor dalam mengembangkan e-katalog berbasis WhatsApp Business sebagai media pemasaran digital. Metode yang digunakan meliputi ceramah, praktik langsung, dan pendampingan. Evaluasi dilakukan terhadap 30 peserta UMKM menggunakan instrumen pretest dan posttest berbasis skala Likert 1–5 untuk mengukur perubahan pengetahuan, keterampilan, dan keyakinan peserta. Hasil menunjukkan peningkatan signifikan pada seluruh indikator, baik secara deskriptif maupun statistik (p < 0,001) dengan efek intervensi yang sangat besar (Cohen’s d > 1,7). Selain itu, temuan kualitatif menunjukkan tingginya antusiasme peserta terhadap keberlanjutan program dalam bentuk pelatihan lanjutan dan bimbingan usaha. Secara praktis, kegiatan ini menghasilkan luaran utama berupa migrasi penggunaan ke WhatsApp Business serta pembuatan katalog produk digital di dalam platform tersebut, yang secara langsung meningkatkan visibilitas dan aksesibilitas produk UMKM. Pelatihan e-katalog ini terbukti efektif dalam meningkatkan literasi digital dan daya saing pelaku UMKM. Program ini direkomendasikan untuk direplikasi dengan dukungan pendampingan lanjutan guna memperkuat adopsi digital dalam ekosistem UMKM lokal. Kata kunci: e-katalog; umkm; pemasaran digital; literasi digital; whatsapp business. Abstract Based on the results of the 2024 Community Service (PkM) program focused on product photography training, it was found that more sustainable impacts require follow-up activities that are more practical and aligned with the real needs of MSMEs. In response to partner feedback from the evaluation, the 2025 PkM program was designed to focus on training and mentoring in the development of product e-catalogs as a strategy to enhance digital marketing capacity and support the digitalization of fashion MSMEs. This program aimed to improve the capacity of MSME actors in Lulut Village, Bogor Regency, in developing e-catalogs based on WhatsApp Business as a digital marketing medium. The methods employed included lectures, hands-on practice, and mentoring. Evaluation was conducted on 30 MSME participants using pretest and posttest instruments based on a Likert scale (1–5) to measure changes in participants’ knowledge, skills, and beliefs. The results showed significant improvements across all indicators, both descriptively and statistically (p < 0.001), with a very large intervention effect (Cohen’s d > 1.7). In addition, qualitative findings revealed high participant enthusiasm for program sustainability through advanced training and business mentoring. Practically, the program resulted in the migration from personal to WhatsApp Business accounts and the creation of digital product catalogs within the platform, which directly enhanced product visibility and accessibility. This e-catalog training proved effective in improving digital literacy and the competitiveness of MSMEs. The program is recommended for replication with continued mentoring support to strengthen digital adoption within local MSME ecosystems. Keywords: e-catalog; msmes; digital marketing; digital literacy; whatsapp business.
Media Edukasi Literasi Budaya Di Sekolah Dasar Melalui Implementasi Gim Pembelajaran Berbasis Leap Motion Cicilia Clara Devi Anggraini; Mario Aditya Prasetyo; Gunawan Wiradharma; Agus Joko Purwanto; Danar Kristiana Dewi
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.463

Abstract

Indonesia memiliki keragaman budaya yang perlu dikenalkan sejak jenjang Sekolah Dasar, salah satunya melalui pembelajaran rumah adat. Namun, pembelajaran budaya masih sering disampaikan secara konvensional sehingga kurang mendorong keterlibatan aktif siswa. Penelitian ini bertujuan untuk mengimplementasikan dan mengevaluasi kelayakan awal gim edukatif ArchiLeap berbasis motion gesture sebagai media pembelajaran literasi budaya pada materi rumah adat Indonesia. Penelitian ini menggunakan metode Research and Development dengan model ADDIE yang difokuskan pada tahap implementasi dan evaluasi. Subjek penelitian terdiri atas 10 guru Sekolah Dasar sebagai pengguna awal. Instrumen penelitian berupa angket kelayakan dengan 33 butir pernyataan yang mencakup aspek kesesuaian materi dan literasi budaya, pembelajaran dan motivasi belajar, interaksi motion gesture, tampilan visual dan desain gim, serta bahasa. Data dianalisis secara deskriptif kuantitatif dengan konversi skor ke dalam persentase kelayakan. Hasil penelitian menunjukkan bahwa ArchiLeap memperoleh skor 1.049 dari skor maksimal 1.320 dengan persentase 79,47% dan termasuk kategori layak. Aspek bahasa memperoleh persentase tertinggi sebesar 82,50%, sedangkan interaksi motion gesture memperoleh persentase terendah sebesar 76,00%. Temuan ini menunjukkan bahwa ArchiLeap layak digunakan sebagai media pembelajaran pendukung literasi budaya, tetapi masih memerlukan penyempurnaan pada aspek teknis gesture sebelum diujicobakan langsung kepada siswa.
PEMBELAJARAN ARITMATIKA SOSIAL SEKOLAH DASAR MELALUI PENDEKATAN ETNOMATEMATIKA DENGAN PEMANFAATAN GIM EDUKASI BERBASIS VIRTUAL REALITY Khaerul Anam; Gunawan Wiradharma; Mario Aditya Prasetyo; Ronny Basista
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.12204

Abstract

ABSTRACT The low level of student engagement in learning social arithmetic and the limited integration of local culture into mathematics instruction highlight the need for more interactive and meaningful learning media. This study aimed to develop and evaluate the feasibility of SIVIRA (Social Arithmetic Virtual Reality), a Virtual Reality (VR)-based educational game that integrates an ethnomathematics approach into elementary school social arithmetic learning. The media was designed by incorporating local culture from the Riau Islands, particularly the context of Luti Gendang, to provide an immersive, contextual, and enjoyable learning experience. This study employed a Research and Development (R&D) method using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The participants included 30 fifth-grade elementary school students and three mathematics teachers. Data were collected through questionnaires and analyzed using descriptive quantitative techniques. The results indicated that the aspects of usability, material quality, user satisfaction, and learning benefits were rated in the very good category by students. Teachers also assessed the content feasibility, pedagogical effectiveness, and integration of ethnomathematical content as very good. These findings demonstrate that SIVIRA is a feasible learning medium for teaching social arithmetic and has the potential to enhance conceptual understanding, student engagement, and appreciation of local culture through the innovative use of VR technology ABSTRAK Rendahnya keterlibatan siswa dalam pembelajaran aritmatika sosial serta kurang optimalnya pemanfaatan budaya lokal sebagai konteks pembelajaran mendorong perlunya pengembangan media yang lebih interaktif dan bermakna. Penelitian ini bertujuan mengembangkan dan menguji kelayakan media pembelajaran SIVIRA (Social Arithmetic Virtual Reality), yaitu gim edukasi berbasis Virtual Reality (VR) yang mengintegrasikan pendekatan etnomatematika dalam pembelajaran aritmatika sosial di sekolah dasar. Media ini dikembangkan dengan memanfaatkan budaya lokal Kepulauan Riau, khususnya konteks Luti Gendang, untuk menghadirkan pengalaman belajar yang imersif, kontekstual, dan menyenangkan. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian terdiri atas 30 siswa kelas V sekolah dasar dan tiga guru matematika. Data dikumpulkan menggunakan angket dan dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa aspek kemudahan penggunaan, kualitas materi, kepuasan pengguna, dan kebermanfaatan pembelajaran memperoleh kategori sangat baik berdasarkan penilaian siswa. Penilaian guru terhadap kelayakan isi, efektivitas pedagogis, serta integrasi konten etnomatematika juga menunjukkan kategori sangat baik. Temuan ini menunjukkan bahwa SIVIRA layak digunakan sebagai media pembelajaran aritmatika sosial serta berpotensi meningkatkan pemahaman konsep, keterlibatan belajar, dan apresiasi siswa terhadap budaya lokal melalui pemanfaatan teknologi VR yang inovatif.
Toward a Smart Campus: A Qualitative Study of the Digital Learning Ecosystem Model in Indonesian Higher Education Stefani Made Ayu Artharini Koesanto; Gunawan Wiradharma; Mario Aditya Prasetyo; Arina Rubyasih; Enang Rusyana; Karina Pramita Ningrum
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 12 No. 1 (2026): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v12i1.19810

Abstract

This study aims to describe the implementation of innovative campuses in Indonesia based on a digital learning ecosystem model, while also analyzing how universities leverage technology to foster institutional innovation and support the development of a Smart Campus framework. This research employed a descriptive qualitative approach by conducting interviews with lecturers and students from several universities in Indonesia, including Makassar State University, Pontianak State Polytechnic, IPB University, Gadjah Mada University, Budi Luhur University, and Multimedia Nusantara University. Data were collected through semi-structured in-depth interviews using an interview protocol that focused on technology utilization, system integration, digital literacy, and organizational readiness. The data were analyzed using thematic analysis to identify recurring patterns in the implementation of Smart Campus initiatives. The findings reveal that the implementation of Smart Campus in Indonesian universities remains partial and fragmented due to limited system integration, unequal technological infrastructure, and varying levels of digital readiness among academic staff. These findings indicate that developing a sustainable Digital Learning Ecosystem requires not only the provision of technological infrastructure but also strong institutional alignment, continuous digital literacy development, and the design of integrated digital platforms.
Desain Sistem Aplikasi Pelaporan Pelanggaran di Destinasi Pariwisata Prioritas Indonesia Berbasis Prinsip Keberlanjutan Zulham Adamy; Gunawan Wiradharma; Mario Aditya Prasetyo; Miftahunnisa’ Igiriza; Khaerul Anam
PERSPEKTIF Vol. 15 No. 1 (2026): PERSPEKTIF January
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/perspektif.v15i1.15757

Abstract

Amid growing demands for transparency and public participation in tourism governance, public reporting technology is still rarely positioned as a strategic instrument for citizen participation in sustainable tourism destinations. This study aims to analyze the needs and design a complaint reporting system for violations in Indonesia's priority tourism destinations by integrating sustainability principles and RAD approach. Using in-depth interviews with tourism experts and application developers, questionnaires, and field observations in super-priority destinations. The results show that the limitations of manual complaint systems not only hamper the effectiveness of follow-up violations but also weaken the participation of tourists as actors in destination governance. The main findings indicate that a responsive, secure, and transparent digital reporting system has the potential to strengthen the practice of co-production of public services and increase the accountability of tourism destination management. The scientific contribution of this research lies in the expansion of the RAD model's application in the context of participatory technology in the tourism sector, while enriching the e-governance discourse by positioning complaint applications as a medium for tourists and destination managers. This research emphasizes that public reporting technology is strategic instrument in building participatory, ethical, and sustainable tourism destination governance.
OPTIMALISASI PEMASARAN DIGITAL UMKM MELALUI PELATIHAN DAN PENDAMPINGAN PEMBUATAN WEBSITE PRODUK DI DESA LULUT, KABUPATEN BOGOR Gunawan Wiradharma; Meirani Harsasi; Mario Aditya Prasetyo; Karina Pramita Ningrum; Khaerul Anam
COMMUNITY : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/community.v6i2.14043

Abstract

ABSTRACT This Community Service Program (Pengabdian kepada Masyarakat/PkM) was conducted as a follow-up to the evaluation of the previous community service program, which revealed that Micro, Small, and Medium Enterprises (MSMEs) in Lulut Village, Bogor Regency, had limited utilization of websites as digital marketing media. Most MSME owners still relied on conventional marketing and simple social media promotion, resulting in product information that was not presented comprehensively or professionally. This program aimed to improve the knowledge and skills of MSME owners in developing and managing product catalog websites as digital promotional media. The program employed a training and mentoring approach consisting of website marketing instruction, hands-on website development practice, mentoring, and evaluation through pretests and post-training questionnaires. A total of 30 MSME owners participated in the program. The pretest results indicated that 86.7% of participants did not yet have a product website, although 93.3% recognized the importance of websites as a source of product information for potential customers. The evaluation results showed that all participants (100%) considered the training beneficial for their businesses, 93.3% reported increased knowledge after the training, 100% understood the functions of product websites, 90.0% understood the importance of attractive website design, 83.3% understood how to manage product websites, and 96.7% expressed the need to develop a website or digital product catalog for their businesses. These findings indicate that the community service program contributed to strengthening the digital capacity of MSME owners through the utilization of websites as effective digital marketing media to enhance business competitiveness. ABSTRAK Kegiatan Pengabdian kepada Masyarakat (PkM) ini dilaksanakan sebagai tindak lanjut atas hasil evaluasi program PkM tahun sebelumnya yang menunjukkan bahwa pelaku Usaha Mikro, Kecil, dan Menengah (UMKM) di Desa Lulut, Kabupaten Bogor, masih menghadapi keterbatasan dalam pemanfaatan website sebagai media pemasaran digital. Sebagian besar pelaku UMKM masih mengandalkan pemasaran konvensional dan media sosial sederhana sehingga informasi produk belum tersaji secara lengkap dan profesional. Kegiatan ini bertujuan meningkatkan pemahaman dan keterampilan pelaku UMKM dalam membuat serta mengelola website katalog produk sebagai media promosi digital. Metode pelaksanaan menggunakan pendekatan pelatihan dan pendampingan yang meliputi pemberian materi mengenai website marketing, praktik pembuatan website produk, pendampingan, serta evaluasi melalui pretest dan kuesioner setelah pelatihan. Kegiatan diikuti oleh 30 pelaku UMKM. Hasil pretest menunjukkan bahwa sebagian besar peserta belum memiliki website produk, meskipun mereka telah menyadari pentingnya website sebagai media informasi bagi konsumen. Hasil evaluasi pelatihan menunjukkan bahwa kegiatan ini memberikan manfaat bagi peserta, meningkatkan pengetahuan mereka mengenai pemanfaatan website sebagai media pemasaran, serta memperkuat pemahaman tentang fungsi, pentingnya tampilan website yang menarik, dan cara pengelolaannya. Selain itu, peserta juga menunjukkan kesadaran akan pentingnya mengembangkan website atau katalog produk sebagai upaya mendukung pengembangan usahanya. Dengan demikian, kegiatan PkM ini memberikan kontribusi dalam memperkuat kapasitas digital pelaku UMKM melalui pemanfaatan website sebagai media pemasaran yang lebih efektif serta mendukung peningkatan daya saing usaha.
INTEGRASI LEAP MOTION DAN PENDEKATAN ETNOMATEMATIKA DALAM MEDIA PEMBELAJARAN MATERI PECAHAN UNTUK SISWA SEKOLAH DASAR Khaerul Anam; Azizah Mujahidah Annisa; Ronny Basista; Gunawan Wiradharma; Mario Aditya Prasetyo
ELEMENTARY: Jurnal Inovasi Pendidikan Dasar Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/elementary.v6i4.14764

Abstract

ABSTRACT Fraction learning in elementary schools remains challenging because the topic is often taught procedurally and is inherently abstract, causing students to experience difficulties in understanding fractions as parts of a whole, comparing fraction values, and connecting fractions to real-life situations. This study aims to develop an initial prototype of SAFIR (Surabi Fraction Adventure), a Leap Motion-based learning media that integrates ethnomathematics and Realistic Mathematics Education (RME) approaches for teaching fractions to elementary school students. This study employed a Research and Development (R&D) method using the ADDIE model and focused on the design and development stages. The design stage involved developing the learning sequence, storyboard, game flow, interface, learning materials, and Leap Motion-based gestural interactions. The development stage included prototype development, creation of visual assets featuring traditional surabi cakes, integration of the gesture system, and validation by media, language, and subject-matter experts. The data were analyzed using descriptive quantitative analysis based on the feasibility assessment results. The validation results showed that SAFIR achieved feasibility scores of 85.3% from the media expert, 82.4% from the language expert, and 87.1% from the subject-matter expert, resulting in an overall feasibility score of 84.9%, categorized as highly feasible. Therefore, SAFIR is considered a highly feasible initial prototype for fraction learning media that is interactive, contextual, and grounded in local culture. Further research is needed to examine the practicality and effectiveness of the media in actual classroom learning. ABSTRAK Pembelajaran pecahan di sekolah dasar masih menghadapi berbagai kendala karena materi cenderung diajarkan secara prosedural dan bersifat abstrak, sehingga siswa mengalami kesulitan dalam memahami pecahan sebagai bagian dari keseluruhan, membandingkan nilai pecahan, serta mengaitkannya dengan situasi kehidupan sehari-hari. Penelitian ini bertujuan mengembangkan prototipe awal media pembelajaran SAFIR (Surabi Fraction Adventure) berbasis teknologi Leap Motion dengan mengintegrasikan pendekatan etnomatematika dan Realistic Mathematics Education (RME) pada materi pecahan untuk siswa sekolah dasar. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE dan difokuskan pada tahap design dan development. Tahap design meliputi perancangan alur pembelajaran, storyboard, game flow, antarmuka, materi, serta interaksi gestural berbasis Leap Motion. Tahap development meliputi pengembangan prototipe, pembuatan aset visual kue serabi, integrasi sistem gesture, dan validasi oleh ahli media, bahasa, dan materi. Data dianalisis secara deskriptif kuantitatif berdasarkan hasil penilaian kelayakan. Hasil validasi menunjukkan bahwa media SAFIR memperoleh persentase kelayakan sebesar 85,3% dari ahli media, 82,4% dari ahli bahasa, dan 87,1% dari ahli materi, dengan rata-rata keseluruhan sebesar 84,9% yang termasuk kategori sangat layak. Dengan demikian, SAFIR dinilai sangat layak sebagai prototipe awal media pembelajaran pecahan yang interaktif, kontekstual, dan berbasis budaya lokal. Pengujian lebih lanjut diperlukan untuk mengetahui kepraktisan dan efektivitas media dalam pembelajaran di kelas.