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Developing and Evaluating Content-Based Virtual Reality for Improving Learning Effectiveness in IT Education Jasruddin; Ridwan Daud Mahande; Kurnia Prima Putra
Information Technology Education Journal Vol. 4, No. 3, August (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i3.10442

Abstract

Undergraduate Information Technology (IT) education often faces challenges in delivering complex instructional materials that are difficult for students to understand using conventional learning methods. Technology-based visualization, particularly Virtual Reality (VR), has a significant potential to enhance conceptual comprehension by offering immersive and interactive learning experiences. This study aims to develop Content-Based Virtual Reality (CBVR) and evaluate its effectiveness in supporting the learning of desktop PC hardware introduction. A research and development (R&D) approach was implemented by adapting the Alessi and Trollip model, which consists of planning, design, and development stages. Expert validation was conducted to assess the accuracy and quality of the content, while practicality and effectiveness tests involved students from the Informatics and Computer Engineering Education program. Data were gathered through questionnaires and observations and analyzed using descriptive statistics from Jamovi. The findings showed that the developed CBVR content is valid, feasible, and capable of providing a more engaging and immersive learning environment. The effectiveness results indicate a notable improvement in students’ understanding compared to conventional learning approaches, reflected in increased learning scores and higher engagement levels. CBVR has proven effective in enhancing both conceptual and procedural understanding and holds strong potential for broader application in undergraduate IT education.
PKM Pelatihan Figma untuk Meningkatkan Kualitas User Interface Project Mahasiswa Demi Mendukung Hasil Project-Based Learning Kurnia Prima Putra; Dewi Fatmarani Surianto; Wahyu Hidayat; Jasruddin Jasruddin; Ridwan Daud Mahande
Jurnal Sipakatau: Inovasi Pengabdian Masyarakat Vol. 1 No. 3 (2024): Jurnal Sipakatau
Publisher : PT. Global Research Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/jsipakatau.v1i3.247

Abstract

In the era of project-based learning (PjBL), the quality of student learning is a primary concern. However, often the quality of user interface (UI) in these projects is neglected. Therefore, we conducted intensive training using Figma to enhance UI quality in PjBL projects. With a practical approach, students were encouraged to become more engaged and understand UI design concepts better. The results were surprising: there was a significant improvement in the quality of student project UIs. Not only were they more actively involved, but they were also able to apply good design principles. These findings offer new hope in curriculum development and teaching practices for the future, reinforcing Figma's contribution to enhancing student learning quality.
Implementasi Sistem Absensi Otomatis Berbasis QR-Code dan ESP32 dengan Notifikasi WhatsApp di SMK Negeri 5 Gowa Fathahillah Fathahillah; Abdul Muis Mappalotteng; Dyah Darma Andayani; Kurnia Prima Putra; Ayu Lestari
Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2026): Jurnal Pengabdian Masyarakat (Abdimas)
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/abdimas.v4i1.12846

Abstract

SMK Negeri 5 Gowa sebagai mitra saat ini menerapkan sistem absensi manual berupa tanda tangan yang direkapitulasi ke dalam buku, sehingga proses rekapitulasi lambat, rentan kesalahan, dan tidak mampu menyajikan data kehadiran secara real-time. Kondisi ini diperberat oleh masih adanya siswa yang membolos serta keterbatasan informasi waktu kehadiran dan kepulangan siswa bagi orang tua. Kegiatan pengabdian kepada masyarakat ini bertujuan mengimplementasikan sistem absensi otomatis berbasis QR Code (Quick Response Code) dan mikrokontroler ESP32 dengan basis data MySQL sebagai hasil penelitian yang diterapkan secara nyata kepada masyarakat. Kegiatan dilaksanakan pada Februari–Maret 2026 melalui tahapan koordinasi dan persiapan, pemasangan dan penyiapan sistem, pengujian alat, pelatihan dan pendampingan, serta evaluasi. Hasil kegiatan menunjukkan sebanyak 880 pengguna berhasil didaftarkan, terdiri atas 58 guru dan 822 siswa, dengan dua unit perangkat terpasang pada gerbang dan lobi sekolah. Modul GM67 mampu membaca kartu hingga jarak 10 cm, sedangkan notifikasi kehadiran siswa diterima orang tua melalui WhatsApp dalam waktu rata-rata 35 detik. Evaluasi memperoleh rata-rata tanggapan positif sebesar 99%. Dengan demikian, sistem yang diimplementasikan mempercepat rekapitulasi kehadiran secara real-time, mendukung pemantauan kehadiran siswa, dan meningkatkan transparansi informasi kepada orang tua.