Zakaria, Aminudin
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Development of Virtual Reality Hydroelectric (VIRRIC) for teaching students about renewable energy Zakaria, Aminudin; Anggaryani, Mita
ORBITA: Jurnal Pendidikan dan Ilmu Fisika Vol 10, No 2 (2024): November
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/orbita.v10i2.24960

Abstract

Understanding abstract physics theories, such as energy, can be challenging for students. Teachers also face the difficulty of meeting learning objectives within limited classroom time. The purpose of this research is to develop physics learning media to teach high school students about renewable energy. The learning media is presented as virtual reality, focusing on the energy conversion process in hydroelectric power plants. The goal is for students to apply their understanding of energy conversion concepts in hydroelectric power plants as one type of renewable energy source. The research process follows the ADDIE model, focusing on the analysis, design, and development stages. Data is collected through validation sheets completed by media experts, which provide valuable suggestions for revisions. The data was analyzed using descriptive statistical methods. It is known that at this level of education, the cognitive level required for understanding renewable energy material is C4 according to the revised Bloom's taxonomy. At the design stage, storyboards are used to frame the media development process, comprising a problem orientation scene and an exploration scene. After development, the VIRRIC media was validated based on visual aspects, interest, usefulness, accuracy, legitimacy, and structure. The final media expert validation score for the VIRRIC media is 0.87, categorized as highly valid. The lowest score was in the visual aspect, which was 0.77. This was due to some text information in the media being difficult to read. The text is observable when not using a gyro device, but becomes difficult to read when observed using a gyro device. Based on these results, the VIRRIC media is deemed suitable for testing in learning after making improvements.
Pengembangan VR Cardboard sebagai Sarana Media Pembelajaran Fisika Berbasis Realitas Virtual Zakaria, Aminudin; Anggaryani, Mita
IPF: Inovasi Pendidikan Fisika Vol. 13 No. 3 (2024): Volume 13 Nomor 3 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The research is focused on developing VR Cardboard as a tool for accessing physical learning media through virtual reality. Virtual reality-based media has been advancing over the past decade, requiring additional devices for an optimal learning experience. The research included data collection, design, development, validation, and revision. The VR Cardboard design follows the template provided by the open-source Google Cardboard platform, using cardboard cut to a predetermined design. The VR Cardboard received a validation score of 79%, indicating its suitability for use. The validator recommends adjusting the focal distance of the biconvex lens by 45 mm for clearer observation of 3D objects. Additionally, it is recommended that the VR Cardboard be packaged in a container resistant to wetness, fire, and pressure to ensure its longevity.
Pelatihan Penggunaan Fitur Kesehatan Digital Untuk Mencegah Kecanduan Gadget Pada Anak-Anak Zakaria, Aminudin; Safitri, Afaurina Indriana; Pertiwi, Nadila Wahyu; Febrianto, M. Aflah Rizqi; Alhusni, Hanan Zaki; Mahtari, Saiyidah; Yantidewi, Meta
Dedikasi: Journal of Community Engagement and Empowerment Vol. 1 No. 1 (2023): June 2023
Publisher : Mitra Edukasi dan Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58706/dedikasi.v1n1.p22-27

Abstract

Teknologi mengalami perkembangan yang sangat pesat ketika memasuki abad ke-20 serta memberikan dampak besar berupa perubahan dalam kehidupan manusia. Salah satu hal yang mampu memberikan perubahan besar dalam kehidupan manusia ialah gadget. Gadget merupakan barang yang memiliki kecanggihan memuat berbagai macam aplikasi serta menyediakan hal yang menjadi kebutuhan manusia. Di sisi lain, kemajuan teknologi berdampak pada perkembangan gadget tersebut memberikan dampak dalam kehidupan manusia, terutama bagi tumbuh kembang anak yaitu secara tidak langsung mampu memengaruhi kesehatan tubuh manusia, merubah sikap social anak, serta mampu menurunkan jiwa kreativitas siswa. Oleh karena itu, penulis menggagas kegiatan sosial dengan judul “Pelatihan Penggunaan Fitur Kesehatan Digital untuk Mencegah Kecanduan Gadget pada Anak-Anak”. Tujuan dari penulisan karya ini adalah untuk meningkatkan kesadaran orang tua serta anak agar bijak dalam menggunakan gadget. Metode penulisan yang digunakan dalam karya tulis ilmiah ini adalah deskriptif kuantitatif, dengan teknik pengumpulan data berupa kuisioner untuk memperkuat gagasan yang diajukan. Pada kuesioner, dapat dilihat masih rendahnya kesadaran masyarakat akan bahaya penggunaan gadget yang berlebihan serta pengetahuan fitur kesehatan untuk monitoring dan control penggunaan gadget. Dapat diketahui sebanyak 90% peserta dapat memasang fitur kesehatan digital dan timer aplikasi. 10% belum dikarenakan smartphone yang digunakan masih menggunakan sistem operasi dibawah android 8.1.