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Educational Media Introducing Computer Devices Based on Augmented Reality for Elementary Schools Hafizh, Maulana; Ilham Faisal; Arief Budiman
Journal of Artificial Intelligence and Engineering Applications (JAIEA) Vol. 4 No. 2 (2025): February 2025
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59934/jaiea.v4i2.885

Abstract

Early mastery of technology is a crucial step in preparing young generations to face the challenges of the digital era. Therefore, introducing computer devices to elementary school students is essential. This study aims to develop an educational media based on Augmented Reality (AR) as an interactive learning tool for introducing computer devices to elementary school students. This educational media is designed to facilitate a more engaging and immersive learning process by visualizing computer devices in three dimensions and allowing students to interact with virtual objects. Through the use of AR, students can learn about computer components such as monitors, keyboards, mice, and CPUs in a more interactive and enjoyable way. Trials conducted in several elementary schools students indicate that the use of this media improves students' understanding of computer device concepts compared to conventional teaching methods. Therefore, this AR-based educational media is expected to serve as an innovative alternative in information technology education at the elementary school level.
Pengaruh Brand Awareness dan Store Atmosphere Terhadap Keputusan Pembelian melalui Minat Beli Konsumen PEDRO Grand Indonesia Hafizh, Maulana; Tarigan, Chatarina Yunita
Innovative: Journal Of Social Science Research Vol. 4 No. 4 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i4.12953

Abstract

Tujuan penelitian adalah untuk mengidentifikasi apakah Brand Awareness, dan Store Atmosphere berpengaruh terhadap keputusan pembelian melalui minat beli di PEDRO Grand Indonesia. Sebanyak 250 responden dikumpulkan menggunakan purposive sampling oleh penulis dengan memanfaatkan program SmartPLS3 dan teknik analisis Partial Least Square (PLS). Dalam penelitian menggunakan metodologi kuantitatif dan deskriptif. Populasi penelitian ini adalah konsumen yang telah melakukan pembelian brand PEDRO di Grand Indonesia. Hasil penelitian ini mengidentifikasi bahwa Brand Awareness tidak memiliki pengaruh signifikan terhadap keputusan pembelian, Store Atmosphere memiliki pengaruh signifikan terhadap keputusan pembelian, Brand Awareness  memiliki pengaruh signifikan terhadap minat beli, Store Atmosphere memiliki pengaruh signifikan terhadap minat beli, Brand awareness  memiliki pengaruh signifikan terhadap keputusan pembelian melalui minat beli, Store Atmosphere memiliki pengaruh signifikan terhadap keputusan pembelian melalui minat beli dan keputusan pembelian berpengaruh signifikan terhadap minat beli.