Claim Missing Document
Check
Articles

Found 35 Documents
Search

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

Abstract

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 AN AUGMENTED REALITY APPLICATION FOR LEARNING THE VOLUME AND SURFACE AREA OF THREE-DIMENSIONAL SHAPES Sapta, Andy
JURTEKSI (jurnal Teknologi dan Sistem Informasi) Vol. 11 No. 4 (2025): September 2025
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.v11i4.4056

Abstract

Abstract: This study focuses on the development of an Augmented Reality (AR)–based learning application designed to assist students in understanding the mathematical concepts of volume and surface area of three-dimensional geometric shapes. The development process adopted the Multimedia Development Life Cycle (MDLC) model, which consists of six systematic stages: concept, design, material collecting, assembly, testing, and distribution. The research concentrated on the development and expert validation stages. Validation results from content and media experts indicate that the application meets pedagogical and technical feasibility standards. The content expert confirmed that the materials align with the national mathematics curriculum and are presented in a clear, contextual, and accurate manner, while the media expert highlighted the user-friendly interface, interactive features, and visual appeal of the application. Theoretically, this AR-based medium bridges the gap between abstract mathematical concepts and concrete visualization by enabling students to interact directly with virtual 3D objects. Practically, the application enhances learning motivation and engagement by providing dynamic, interactive experiences. Overall, this research contributes to the advancement of educational technology by offering a systematic model for developing AR-based learning media that support active and meaningful learning in the digital era. Keywords: Augmented Reality; geometry learning; surface area ; volume
SEIRS MATHEMATICAL MODEL FOR ANALYZING THE SPREAD AND PERSISTENCE OF GADGET ADDICTION IN ELEMENTARY SCHOOL CHILDREN Panjaitan, Dedy Juliandri; Siregar, Annisa Fadhillah Putri; Sapta, Andy; Aprilia, Rima
BAREKENG: Jurnal Ilmu Matematika dan Terapan Vol 20 No 1 (2026): BAREKENG: Journal of Mathematics and Its Application
Publisher : PATTIMURA UNIVERSITY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/barekengvol20iss1pp0585-0602

Abstract

Gadget addiction among elementary school-aged children has become a serious concern, especially with the increasing screen time that potentially disrupts learning focus, social interaction, and emotional development. Despite various efforts to control gadget usage, many schools and parents struggle to monitor and predict addiction trends effectively. This gap highlights the need for a structured approach to analyze and predict the spread of gadget addiction. Therefore, this study aims to model the dynamics of gadget addiction using the SEIRS (Susceptible-Exposed-Infected-Recovered-Susceptible) mathematical model. Data were collected through questionnaires to categorize individuals into susceptible (S), exposed (E), addicted (I), and recovered (R) groups. The model was numerically solved using the 5th-order Runge-Kutta method in MATLAB. Simulation results show a decrease in the susceptible group over time, an initial increase and eventual decline in exposed and addicted individuals, and a steady increase in the recovered group, with possible relapse into susceptibility. The analysis reveals that gadget addiction is likely to persist when the basic reproduction number exceeds a critical threshold, signifying the potential for long-term behavioral entrenchment. Sensitivity analysis indicates that the dynamics of gadget addiction are strongly influenced by the rate of peer interaction and the speed at which exposure leads to addiction, whereas higher recovery rates play a significant role in reducing its prevalence. The numerical analysis contributes by offering a reliable and accurate method for simulating real-world addiction patterns. This model provides a quantitative basis for designing more effective intervention strategies. However, this study is limited by the absence of real-time observational data and relies on parameter estimation from survey-based responses.
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.
The Effect of Interactive Video-Assisted Problem Based Learning Model on Computational Thinking Skills Based on Student Activeness Angglena, Dinalia; Sapta, Andy; Nurcahyono, Novi Andri
Journal of Social Work and Science Education Vol. 7 No. 2 (2026): Journal of Social Work and Science Education
Publisher : Yayasan Sembilan Pemuda Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52690/jswse.v7i2.1436

Abstract

This study aims to test the effect of a Problem-Based Learning (PBL) model assisted by interactive videos on the computational thinking skills of second-grade elementary school students in Banyuasin III. Utilizing a quantitative approach with a quasi-experimental method, data were collected through tests and observations. Statistical analysis was performed using SPSS version 26 to examine the causal relationship between the instructional model and learning outcomes. The results demonstrate that students taught with the PBL and interactive video model achieved a significantly higher average computational thinking ability than those taught with a direct instruction model. The novelty of this research lies in its specific integration of interactive video media to scaffold the PBL process for very young learners, a demographic underrepresented in computational thinking research. A key practical implication is the actionable framework it provides for elementary teachers to enhance 21st-century skills by combining collaborative problem-solving with engaging digital visualization tools. The study contributes empirical evidence to the field of primary education technology, validating a multimedia-enhanced PBL strategy as an effective pedagogical intervention for developing foundational computational thinking.