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Augmented Reality Innovations for Showcasing East Kalimantan Sculptures: Evaluation and Development Khosasih, Mikhael Ming; Lisana; Octavia, Erline
Indonesian Journal of Educational Research and Review Vol. 7 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijerr.v7i3.82294

Abstract

Nowadays, there is a tendency among the younger generation to be less familiar with regional cultures in Indonesia, particularly the culture of statues, which are a heritage from our ancestors, such as the statues in East Kalimantan. Introducing these statues to the younger generation can help them understand the function of the statues and the appropriate behavior when encountering sacred statues. The objective of this research is to design an application equipped with augmented reality features and to evaluate the application to help the younger generation learn about and recognize the traditional statues of East Kalimantan. The analysis of the current situation was used to meet the needs in developing an application that displays 3D models along with information on the statues using augmented reality. This research employed a quantitative method involving 60 respondents. Each respondent completed a pre-test and a post-test, and the test results were compared using the paired sample t-test. The test results indicated a difference in the number of correct answers, with an average of 23 respondents on the pre-test and 58 respondents on the post-test. The results were statistically significant, with a value of 0.000. The evaluation was carried out through a questionnaire to determine the level of user satisfaction with the application. Based on the test and evaluation results, it was proven that the augmented reality application designed can enhance public knowledge about and recognition of the traditional statues of East Kalimantan.
Higher Education Students’ Use and Continuous Intention to Use Generative AI: A Systematic Literature Review Pranoto, Velicia Marveline; Lisana
Jurnal Locus Penelitian dan Pengabdian Vol. 5 No. 3 (2026): JURNAL LOCUS: Penelitian dan Pengabdian
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/locus.v5i3.5275

Abstract

This systematic literature review aims to examine existing studies on higher education students’ use and continuous intention to use generative AI to support their studies. Using PICOTQ to build the research question, as well as establish inclusion and exclusion criteria. PRISMA framework was used for the selection process. From 33 records, it was found that most studies were conducted in 2024. China was the country with most studies about generative AI. Most study populations were university students. The generative AI tool most frequently examined was ChatGPT. Most papers employed the UTAUT framework, and the most used factor in the studies was perceived usefulness. Future research should explore relevant moderators, and consider diverse student populations and generative AI tools beyond ChatGPT.