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ASPEK HISTORIS INDUSTRI OLAHRAGA Syallomita Pompayo
Jurnal Praba : Jurnal Rumpun Kesehatan Umum Vol. 2 No. 4 (2024): Desember : Jurnal Praba : Jurnal Rumpun Kesehatan Umum
Publisher : STIKES Columbia Asia Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62027/praba.v2i4.213

Abstract

The sports industry has undergone significant transformations since the 19th century. Since the emergence of modern organized sports in the era of the industrial revolution, sports have become more than just physical activities, but a means of expressing national identity and a political tool. The main findings show that industrialization created the conditions for the development of professional sports, while the post-war era was marked by the globalization of sports and the emergence of the mass media as a significant actor in the commercialization of sports. By understanding the historical aspects of the sports industry, this research contributes to a deeper understanding of how sport developed into a global phenomenon involving various economic, political, and cultural sectors.
Mengenali Bagian-Bagian Komputer Melalui Teknologi Augmented Reality Syallomita Pompayo; Melky Pangemanan; Augustinus Robin Butarbutar
Jurnal Praba : Jurnal Rumpun Kesehatan Umum Vol. 2 No. 2 (2024): Juni : Jurnal Praba : Jurnal Rumpun Kesehatan Umum
Publisher : STIKES Columbia Asia Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62027/praba.v2i2.97

Abstract

Learning about computer components in schools often relies on textbooks or practical exercises, which can sometimes result in student boredom. Therefore, learning requires innovation to optimize the student learning experience and provide a fresh perspective on the material. One such innovative approach is the use of augmented reality (AR) technology. AR is a breakthrough and innovation in the fields of multimedia and image processing that is rapidly evolving. This technology can transform a previously flat or two-dimensional object into something that appears real and integrated with the surrounding environment. Consequently, it can be applied in education to provide an engaging and enjoyable visual experience. This research aims to develop an educational application for introducing computer components using augmented reality technology, which is expected to assist teachers in delivering the material effectively to students. The research employs a Research and Development methodology, with application testing conducted using Alpha testing. The result of this study is an educational media application for learning about computer components using augmented reality technology, which is engaging and adds a new dimension to the teaching and learning process.