Muh. Ihsan Zulfikar
Universitas Negeri Makassar

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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID Muh. Ihsan Zulfikar; Muhammad Yusuf Mappeasse; Hasrul
Jurnal Media Elektrik Vol. 19 No. 2 (2022): MEDIA ELEKTRIK
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/metrik.v19i2.5441

Abstract

Penelitian ini bertujuan untuk (1) mengetahui hasil Pengembangan Media Pembelajaran Interaktif Berbasis Android pada Materi Konversi Bilangan Digital dan (2) untuk mengetahui tanggapan pengguna terhadap Media Pembelajaran Interaktif Berbasis Android pada Materi Konversi Bilangan Digital. Penelitian ini adalah penelitian Research and Development dengan model pengembangan 4D. Tahapan proses penelitian ini antara lain: tahap Define; tahap Design; dan tahap Develop. Teknik analisis data yang digunakan adalah analisis deskriptif kuantitatif. Subjek penelitian adalah Mahasiswa dari Fakultas Teknik Universitas Negeri Makassar. Validasi ahli meliputi validasi yang dilakukan oleh delapan orang ahli yang meliputi aspek instrumen penelitian, aspek media, aspek program, dan aspek materi. Berdasarkan hasil penelitian yang telah dilakukan, maka dapat disimpulkan bahwa: (1) berdasarkan saran-saran dan hasil penilaian para ahli serta pengujian yang dilakukan kepada subjek/ sasaran penelitian, maka dihasilkan sebuah produk akhir Media Pembelajaran Interaktif Berbasis Android pada Materi Konversi Bilangan Digital. (2) Hasil tanggapan pengguna terhadap media yang dikembangkan, dapat disimpulkan bahwa: berdasarkan uji coba one to one, media dinyatakan baik; berdasarkan uji coba kelompok kecil, media dinyatakan sangat baik; berdasarkan uji coba diperluas, media dinyatakan sangat baik.
Enhancing Pedagogical Deep Learning in Vocational High Schools Through Multimarker Augmented Reality Media Muh. Ihsan Zulfikar; Muhammad Riska
Information Technology Education Journal Vol. 4, No. 2, May (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i2.9249

Abstract

This study focuses on creating and assessing an interactive learning media that uses multimarker augmented reality (AR) to improve pedagogical deep learning among vocational students at SMK Gowa. The development process followed the ADDIE model, covering analysis, design, development, implementation, and evaluation phases. The AR application allows students to interact with several 3D virtual objects linked to physical markers, offering an engaging and immersive learning environment suited for vocational subjects. Expert reviews confirmed that the media is accurate, technically sound, and pedagogically appropriate. Testing the application on different smartphones showed it performs well on mid to high-range devices, with minor glitches on lower-end phones that did not affect overall functionality. Feedback from 60 students illustrated strong usability, motivation, and acceptance of the media. Learning assessments before and after the intervention revealed significant gains in student understanding and critical thinking (p < 0.01). Interviews with participants supported these findings, highlighting increased engagement and improved knowledge retention. Overall, the study indicates that AR multimarker media is a practical and effective tool for fostering meaningful and deeper learning in vocational education. The study recommends expanding content, optimizing performance on various devices, and providing teacher support to enhance its use in classrooms. This research adds valuable insights into advancing the role of AR technology in vocational learning to align with modern educational needs.
Assessing Teaching Factory Implementation through Students’ Perceptions: A CIPP Model Approach Sanatang; Dwi Rezky Anandari Sulaiman; Ninik Rahayu Ashadi; Muh. Ihsan Zulfikar
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.10530

Abstract

This study aims to assess the implementation of the Teaching Factory (TeFa) program through students’ perceptions using the CIPP (Context, Input, Process, Product) evaluation model. The evaluation focused solely on students’ viewpoints as direct beneficiaries of production-based vocational learning, excluding teachers’ and industry partners’ perspectives. A quantitative survey method was employed, involving 70 students from SMKN 10 Makassar, who completed a 12-item questionnaire with high internal reliability (Cronbach’s α = 0.894). Data were analyzed descriptively and through Spearman’s rank correlation to examine the relationships among the CIPP dimensions. The results indicate that students’ perceptions of TeFa implementation were within the “fair to good” range: Context (47.14% fair, 28.57% good, 24.29% very good), Input (41.43% fair, 38.57% good, 18.57% very good), Process (40% fair, 42.86% good, 14.29% very good), and Product (40% fair, 30% good, 24.29% very good). All dimensions showed positive and significant correlations (ρ = 0.619–0.794, p < 0.001), with the strongest relationship between Process and Product (ρ = 0.794), indicating that better learning processes are closely linked to improved learning outcomes. In conclusion, the Teaching Factory program is perceived as moderately effective by students. Improvement efforts should prioritize the Input dimension such as facilities, learning materials, and industrial engagement—and strengthen the Process dimension through enhanced mentoring and integration of production activities. Future research should involve teachers and industry partners to provide a more comprehensive CIPP-based evaluation.
Accuracy and Detection Efficiency in Stacked PVC-based Transparent Markers for Augmented Reality Systems Kurnia Prima Putra; Andi Baso Kaswar; Muh. Ihsan Zulfikar; Tri Afirianto
Journal of Embedded Systems, Security and Intelligent Systems Vol 6, No 3 (2025): September 2025
Publisher : Program Studi Teknik Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/jessi.v6i3.10447

Abstract

Augmented Reality (AR) marker-based tracking has evolved from single-marker systems, which limit spatial coverage and robustness, to multi-marker approaches that enable simultaneous detection for expanded interactivity. Prior research using libraries like Vuforia and AR.js has applied multi-markers in education (e.g., solar system simulations) and interactive media, improving redundancy and workspace; however, stacked transparent overlays—treating layers as unified yet distinct entities—remain underexplored, especially for alignment precision and opacity effects in translucent materials like PVC.This study evaluates tracking accuracy and detection efficiency of stacked transparent markers (2–7 layers) in AR.js, printed on 0.3 mm PVC sheets and tested with a Vivo V30 Pro camera under controlled lighting. Well-aligned configurations maintain accuracy near single-marker baselines (0.85 mm to 1.15 mm deviation), with detection rates from 98.5% to 88.3%, though processing time rises from 16.9 ms to 25.9 ms, lowering frame rates from 59.2 FPS to 38.6 FPS. Translational (2–5 mm) and rotational (5°–15°) misalignments sharply degrade performance, reducing 7-layer detection to 65.4% and 58.2%, respectively.The primary contribution is quantitative benchmarks for PVC-based overlays in AR.js, confirming feasibility for multi-layered tracking while defining tolerances (<2 mm translation, <3° rotation) to sustain >90% detection in 3–5 layers. These insights guide AR design for robust, extended applications in education and industry.