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DEVELOPMENT OF VIRTUAL REALITY APPLICATION FOR DESKTOP COMPUTER ASSEMBLY Sapta, Andy; Mansur, Hamsi; Hakim, Abdul; Agung, Muhammad; Dalu, Zaudah Cyly Arrum
JURTEKSI (jurnal Teknologi dan Sistem Informasi) Vol. 11 No. 1 (2024): Desember 2024
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v11i1.3680

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Abstract: Both hardware and software technologies offer their advantages in helping to facili- tate student learning activities. Virtual reality technology allows users to interact directly with  the virtual reality environment, giving the effect of a pleasant learning sensation because it pro- vides direct experience for students to actively do desktop computer assembly practicum inde- pendently and guided. This research is R & D (Research and Development), which aims to pro- duce a product as a desktop computer assembly virtual reality learning application. This re- search procedure adapts the Lee & Owens development model. The subjects of this research  were students at the Open University, Makassar State University, and Lambung Mangkurat  University. The results showed that using Virtual Reality in desktop computer assembly can  provide extraordinary experiences to users, bridging the gap between the real and virtual worlds.  This is achieved through specially designed hardware to create a virtual environment that re- sembles the actual reality or even creates an entirely new reality.  Keywords: desktop computer; assembly; virtual reality     Abstrak: Teknologi perangkat keras (hardware) maupun lunak (software) menawarkan  keunggulannya dalam membantu memfasilitasi aktivitas belajar dan pembelajaran ma- hasiswa. Teknologi virtual reality memiliki kemampuan bagi penggunanya untuk dapat  melakukan interaksi langsung dengan lingkungan realitas maya, memberi efek sensasi  pembelajaran yang menyenangkan karena memberikan pengalaman langsung bagi ma- hasiswa untuk aktif melakukan pratikum perakitan computer desktop secara mandiri  maupun terbimbing. Penelitian ini adalah R & D (Research and Development) yang ber- tujuan untuk menghasilkan suatu produk yaitu berupa aplikasi pembelajaran virtual real- ity perakitan computer desktop. Prosedur penelitian ini mengadaptasi model pengem- bangan Lee & Owens. Subjek penelitian ini adalah mahasiswa pada Universitas Ter- buka,  Universitas  Negeri  Makassar,  dan  Unibversitas  Lambung  Mangkurat.  Hasil  penelitian diperoleh bahwa penggunaan Virtual Reality dalam perakitan computer desk- top mampu memberikan pengalaman luar biasa kepada pengguna, menjembatani jurang  antara dunia nyata dan dunia maya. Hal ini dicapai melalui penggunaan perangkat keras  yang dirancang khusus untuk menciptakan lingkungan virtual yang menyerupai realitas  sebenarnya atau bahkan menciptakan realitas yang sama sekali baru. Kata kunci: computer desktop; perakitan; virtual reality  
DEVELOPMENT OF MATHEMATICS LEARNING USING BATAK CULTURE- BASED MEDIA IN INDONESIA Panjaitan, Dedy Juliandri; Firmansyah, Firmansyah; Sapta, Andy; Aprilia, Rima; Siregar, Annisa Fadhillah Putri
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 9 No. 3 (2025): Volume 9, Nomor 3, September 2025
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v9i3.43196

Abstract

This study aims to develop Batak culture-based domino card learning media to enhance students’ interest and academic achievement in three challenging mathematics topics: trigonometry, integer operations, and logarithms. The research explores how local cultural values, specifically the Batak kinship philosophy Dalihan Na Tolu, can be meaningfully integrated into mathematics instruction. Employing a design-based research (DBR) approach, the study was conducted in seven schools across North Sumatra Province, Indonesia. The development process encompassed media design, expert validation, classroom implementation, and iterative refinement. Instruments utilized included teacher interviews, classroom observations, student questionnaires, and achievement tests. The findings indicate that integrating Dalihan Na Tolu values into game- based learning media provides culturally resonant analogies that enhance students’ understanding of abstract mathematical concepts. In trigonometry, visual and cultural representations helped students distinguish among triangle elements and apply ratio concepts in problem-solving. In the context of integer operations, the domino gameplay facilitated students’ comprehension of signed numbers through contextual scenarios such as altitude and temperature changes. For logarithms, visual simulations and matching exercises supported students in grasping the inverse relationship between exponents and logarithmic expressions. The application of culturally contextualized game-based media not only improved students’ comprehension across all three mathematical topics but also significantly increased their engagement and interest in learning. These findings suggest that incorporating local cultural values into instructional tools can offer an innovative and effective model for advancing mathematics education, particularly in culturally diverse contexts.
Analisis Kemampuan Penalaran Siswa Melalui Media Calculate Your Path Sri Rahmah Dewi Saragih; Syahriani Sirait; Andy Sapta; Nida Yusriani
JURNAL PENA EDUKASI Vol. 9 No. 1 (2022): April 2022
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpe.v8i2.695

Abstract

Abstract: The purpose of this study was to determine the reasoning ability of students in solving the problem of summing up the AL-Mudzakir Kisaran Integrated PAUD students. This research method is descriptive qualitative. The subjects in this study were 21 students of the Integrated PAUD Al-Mudzakir Kisaran. The data collection technique used is a test designed in the calculate your path media. The results of data analysis showed that the category of students as much as 15.4%, the reasoning ability of students in the medium category there were 14. students as many as 65.6%, the reasoning ability of students in the low category there were 4 students as much as 19%. From the data analysis, the percentage of the average value of the achievement of students' reasoning abilities is 61%. so it can be concluded that the reasoning ability of Al-Mudzakir Integrated PAUD students is in the medium category.Keyword: student's reasoning ability, Calculate Your Path Media Abstrak: Tujuan penelitian ini bertujuan untuk mengetahui kemampuan penalaran siswa dalam menyelesaikan soal penjumlahan pada siswa PAUD Terpadu AL-Mudzakir Kisaran. Metode penelitian ini adalah kualitatif deskriptif. Subjek dalam penelitian ini adalah 21 siswa PAUD Terpadu Al-Mudzakir Kisaran.  teknik pengumpulan data yang digunakan adalah tes yang di desain di dalam media calculate your path. Hasil analisis data menunjukkan bahwa kategori kemampuan penalaran siswa dalam kategori tinggi terdapat siswa sebanyak 15,4%, kemampuan penalaran siswa dalam kategori sedang terdapat 14.siswa sebanyak 65,6%, kemampuan penalaran siswa dalam kategori rendah  terdapat 4 siswa sebanyak 19%. Dari analisis data di peroleh persentase nilai rata-rata pencapaian kemampuan penalaran siswa adalah 61%. sehingga dapat disimpulkan bahwa kemampuan penalaran siswa PAUD Terpadu Al-Mudzakir tergolong dalam kategori sedang.Kata kunci: kemampuan penalaran siswa, media Calculate Your Path
OPTIMALISASI PENGGUNAAN APLIKASI DIGITAL DALAM PROSES PEMBELAJARAN DI SEKOLAH DASAR PADA KOTA SERANG Rif'at Shafwatul Anam; Andy Sapta; Monika Handayani; Faizal Akhmad Adi Masbukhin; Pirdayuni Pirdayuni; Ati Rohmawati
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol. 4 No. 2 (2024): Desember 2024
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v4i2.2253

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Abstract: The rapid advancement of technology in various fields, including education, demands that teachers keep up with these developments. Today, teachers need to be able to teach conventionally and use technology as a teaching medium. To face the challenges of 21st-century learning, teachers need to have skills in Information and Communication Technology (ICT) to transfer this knowledge to students, equipping them with strong knowledge and technological skills. Teachers must also instill character and personality education in students, as knowledge and technology alone are not sufficient to meet the challenges of 21st-century learning. Therefore, teachers must possess extensive knowledge, think innovatively, be prepared to face various challenges and be wise in solving problems. This Community Service Activity (CSA) aims to strengthen teachers’ abilities in using digital applications in the learning process to make it more optimal, such as using applications like Canva, Quizizz, and others. The methods used in this PkM activity include training and assignments for teachers to create learning that meets the current needs of students. The impact of this activity is that teachers become more motivated to innovate in their classroom teaching processes.Keyword: digital applications; 21st century learning; elementary school Abstrak: Kemajuan teknologi yang pesat di berbagai bidang, termasuk pendidikan, menuntut guru untuk mengikuti perkembangan tersebut. Saat ini, guru tidak hanya harus mampu mengajar secara konvensional, tetapi juga harus menggunakan teknologi sebagai media pembelajaran. Untuk menghadapi tantangan pembelajaran di abad ke-21, guru perlu memiliki keterampilan dalam Teknologi Informasi dan Komunikasi (TIK) agar dapat mentransfer pengetahuan ini kepada siswa, sehingga siswa memiliki bekal pengetahuan dan teknologi yang kuat. Selain itu, guru juga harus membekali siswa dengan pendidikan karakter dan kepribadian, karena pengetahuan dan teknologi saja tidak cukup untuk menghadapi tantangan pembelajaran abad ke-21. Oleh karena itu, guru harus memiliki banyak pengetahuan, mampu berpikir inovatif, siap menghadapi berbagai tantangan, dan bijak dalam menyelesaikan masalah. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk memperkuat kemampuan guru dalam menggunakan aplikasi digital dalam proses pembelajaran agar lebih optimal, seperti penggunaan aplikasi Canva, Quizizz, dan lainnya. Metode yang digunakan dalam kegiatan PkM ini adalah pelatihan dan penugasan kepada guru untuk menciptakan pembelajaran yang sesuai dengan kebutuhan siswa saat ini. Dampak dari kegiatan ini adalah guru menjadi lebih terpacu untuk berinovasi dalam proses pembelajaran di kelasnya.Kata kunci: aplikasi digital, pembelajaran abad 21, sekolah dasar
Analisa Kinerja Algoritma C.45 Dalam Memprediksi Hasil Belajar Muhammad Ardiansyah Sembiring; Mustika Fitri Larasati Sibuea; Andy Sapta
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 1 No. 1 (2018): February 2018
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v1i1.110

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This research was done to predict the cumulative achievement index of students STMIK Royal Kisaran is based on students' academic history at the time of senior high school. This research will inform the student for early anticipation in following the lecture in order to get the maximum learning. The method used in solving this problem is by the method Decission tree C.45 algorithm starts from the formation of the decision system as preliminary data have attribute values and decision condition. Then calculate the entropy of each attribute. Calculating the highest gain value which would then be used as nodes. Determining Following the decision of the result tree Decission process using if-then logic begins from the highest to the root of the lowest roots. This research resulted in 7 pieces of pattern rules (rule) as a basis for predicting student achievement of learning outcomes. Keywords: data mining, algorithm C.45, learning Outcomes.
OPTIMASI DISTRIBUSI ROTI MENGGUNAKAN MODEL STEPPING STONE (Studi Kasus: Pabrik Roti Gedangan, Asahan) Cici Padillah; Egi Adelia; Andy Sapta
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 1 No. 2 (2018): August 2018
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v1i2.237

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Abstract: This study aims to solve the problem of transportation costs for Bagus Bakery and Early Bakery producers by using the Stepping Stone model transportation method. The first step in completing the minimum transportation costs is to form the distribution costs, the amount of production and demand into the transportation model. Furthermore, the transportation model was analyzed using the stepping stone model. The application of the distribution transportation model using the stepping stone model can provide a solution for bakeries in optimizing bread distribution costs of 68,550 IDR. Thus in the calculation process using the Stepping Stone it turns out that it can minimize transportation costs with a difference in costs of 81,450 IDR. Keywords: transportation method, stepping stone Abstrak: Penelitian ini bertujuan untuk menyelesaikan permasalahan biaya transportasi produsen Bagus Bakery dan Dini Bakery dengan menggunakn metode transportasi model Stepping Stone. Langkah pertama dalam menyelesaikan biaya transportasi yang minimum adalah membentuk biaya pendistribusian, jumlah produksi dan permintaan kedalam model transportasi. Selanjutnya model transportasi dianalisis menggunakan model stepping stone. Penerapan model transportasi distribusi dengan menggunakan model stepping stone dapat memberikan solusi pada toko roti dalam pengoptimalan biaya distribusi roti sebesar Rp 68.550. Dengan demikian pada proses perhitungan dengan menggunakan Stepping Stone ternyata dapat meminimumkan biaya transportasi dengan selisih biaya sebesar Rp 81.450. Kata kunci: metode transportasi, stepping stone
PENGGUNAAN MODEL PEMBELAJARAN MAKE A MATCH PADA MATERI OPERASI HITUNG BILANGAN BULAT Isnadayanti Isnadayanti; Andy Sapta
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 6 No. 3 (2023): October 2023
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v6i3.1483

Abstract

Abstract: This research was conducted on grade VI students of Al Washliyah Elementary School Cab XII Sei Kepayang with the aim of improving student learning outcomes through the implementation of the learning process that applies the Make a Match type cooperative learning model on whole number counting operation material in grade VI of Al Washliyah Elementary School Cab XII Sei Kepayang. The type of research is Classroom Action Research which is conducted in two cycles. The data obtained in this study are student learning outcomes taken from giving learning outcomes test questions at the end of each cycle and observation sheets in each cycle. The results of the research in cycle I showed a percentage of classical completeness of 55% with eleven students who reached the KKM. While the research results in cycle II showed the percentage of classical completeness of 87.7% with eighteen students who reached the KKM. From this study it was concluded that by applying the cooperative learning model of the make a match type, the learning outcomes of grade VI students of Al Washliyah Elementary School Cab XII Sei Kepayang in the 2023/2024 academic year on the material of counting operations of whole numbers.Keywords: integers, Make a Match, number operations.Abstrak: Penelitian ini dilaksanakan pada siswa kelas VI SD Al Washliyah Cab XII Sei Kepayang bertujuan guna mengingkatkan hasil belajar siswa melalui pelaksanaan proses pembelajaran yang menerapkan model pembelajaran kooperatif tipe Make a Match pada materi operasi hitung bilangan bulat kelas VI SD Al Washliyah Cab XII Sei Kepayang. Adapun jenis penelitian ini adalah Penelitian Tindakan Kelas yang dilaksanakan dalam dua siklus. Data yang diperoleh dalam penelitian ini adalah hasil belajar siswa yang diambil dari pemberian soal tes hasil belajar pada akhir setiap siklus dan lembar observasi pada setiap siklus. Hasil penelitian pada siklus I menunjukkan persentase ketuntasan klasikal 55% dengan sebelas siswa yang mencapai KKM. Sedangkan hasil penelitian pada siklus II menunjukkan persentase ketuntasan klasikal 87,7% dengan delapan belas siswa yang mencapai KKM. Dari penelitian ini disimpulkan bahwa dengan diterapkan model pembelajaran kooperatif tipe make a match maka hasil belajar siswa kelas VI SD Al Washliyah Cab XII Sei Kepayang tahun pelajaran 2023/2024 pada materi operasi hitung bilangan bulat. Kata kunci: bilangan bulat, Make a Match, oprasi bilangan.