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Journal of Engineering, Technology, and Applied Science (JETAS)
ISSN : 27217949     EISSN : 27218090     DOI : https://doi.org/10.36079/lamintang.jetas
The aim of this journal is to publish high-quality articles dedicated to all aspects of the latest outstanding developments in the field of Engineering, Technology and Applied Science. Subject areas cover, but not limited to Physics, Chemistry, Biology, Environmental Sciences, Geology, Engineering, Agriculture, Biotechnology, Nanotechnology, Mathematics and Statistics, Computer Science, Architecture, Industrial and all other science and engineering disciplines.
Articles 5 Documents
Search results for , issue "Vol 4 No 2: August 2022" : 5 Documents clear
Mathematical Subjects Computerized Games in the Basic Operations Topics Che Mohd Sukri, Nur Syazwi; Abdul Rahman, Mohd Hishamuddin
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 2: August 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0402.378

Abstract

Mata pelajaran Matematik sentiasa mengalami anjakan paradigma apabila unsur-unsur baru dimasukkan ke dalam sukatan pelajarannya bagi memenuhi kehendak dan cabaran masa hadapan setiap pelajar. Matlamat pendidikan matematik sekolah rendah ialah untuk membina kemahiran asas mengira. Justeru itu program Matematik sekolah rendah memberi tumpuan kepada kemahiran mengira iaitu tambah, tolak, darab, bahagi dan penyelesaian masalah harian secara berkesan. Aplikasi ini telah dibangunkan untuk memberi keseronokan kepada murid untuk bermain sambil belajar dalam topik Operasi Asas dalam subjek Matematik. Setelah aplikasi ini dibangunkan, borang soal selidik telah diedarkan untuk memastikan aplikasi ini dijalankan mengikut spesifikasi yang ditetapkan oleh permainan komputer. Dengan pembelajaran dan pengajaran topik ini menjadi lebih menarik. Permainan ini terdiri daripada 5 peringkat. Berdasarkan hasil kajian, para pengguna berpuas hati dengan permainan komputer ini yang menjadikannya lebih mudah dan lebih menarik dalam pembelajaran untuk murid. Mathematical Subjects Computerized Games in the Basic Operations Topics Abstract: New elements are included in Mathematics subject as a syllabus to meet the future needs and challenges of each student. The goal of primary school mathematics education is to build basic counting skills. Therefore, the primary school Mathematics program focuses on counting skills, such as addition, subtraction, multiplication, division and effective daily problem solving. Application has been developed to give students fun to play while learning in the topic of Basic Operations in the subject of Mathematics. After the application was developed, a questionnaire was distributed to ensure that the application was carried out according to the specifications set by the computer game. By learning and teaching these topics become more attractive. The game consists of 5 levels. Based on the results of the study, users are satisfied with this computer game which makes it easier and more interesting in learning for students. Keywords: Basic Operation, Computer Game, Learning Tools.
Development of Online Courseware for Low-Achieving Special Education Students Learning Communication Jumi, Miliana; Muhamad Adnan, Muhamad Hariz
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 2: August 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0402.379

Abstract

In 2019, the government announced the Movement Control Order due to pandemic covid19. The situation leads to the closure of every school and premises to avoid the number of cases increasing. Every teacher conducts online classes where most of the students also facing difficulties in following the session. The study aims is to propose an online courseware for a lowly-achieving student based on communication subject. This study focuses on the development of courseware for form 1 of secondary school user. Lowly functional students are referring to students who unable to master the skills of reading, writing, and counting at a minimal level. The methodology used in this research is the evolutionary prototype with the integration of the SAM model, an instructional design model. A quantitative study was made among teachers and parents. As a result, a courseware called the BrightEdu were developed to help the children agree with the theoretical conclusions and research results of other authors.
Aplikasi Plant Structure Introduction Learning Application for Early Childhood using Augmented Reality Pratiwi, Adinda Putriani; Riyanto, Joko
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 2: August 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0402.382

Abstract

Pemanfaatan Teknologi Informasi (TI) dalam proses penyampaian informasi mengalami perkembangan pesat. Saat ini, teknologi terbaru yang digunakan dalam penyampaian informasi adalah teknologi Augmented Reality (AR). Pada teknologi AR, pengguna dapat menvisualisasikan objek dalam bentuk 3 dimensi. AR memiliki kelebihan bersifat interaktif dan real time sehingga AR banyak diimplementasikan di berbagai bidang. Di dunia pendidikan, AR digunakan sebagai media untuk mengenalkan struktur dan fungsi tumbuhan, terlebih mengenai mata pelajaran IPA yang terkesan susah dipahami di kalangan para pelajar. Media pembelajaran Augmented Reality Struktur dan Fungsi Tumbuhan dibuat melalui android menggunakan Unity 3D dengan Vuforia, dan menggunakan bahasa pemrograman C#, serta untuk design tampilan aplikasi menggunakan software 3D Studio Max. Dan untuk metode pengembangan perangkat lunak yang digunakan adalah waterfall. Untuk pengujian aplikasi yang dilakukan menggunakan Blackbox. Hasil dari penelitian ini adalah menjadikan proses belajar-mengajar peserta didik lebih interaktif dan inovatif. Plant Structure Introduction Learning Application for Early Childhood using Augmented Reality Abstract: Utilization of Information Technology (IT) in the process of delivering information has developed rapidly. Currently, the latest technology used in the delivery of information is Augmented Reality (AR) technology. In AR technology, users can visualize objects in 3-dimensional form. AR has the advantage of being interactive and real time so that AR is widely implemented in various fields. In the world of education, AR is used as a medium to introduce the structure and function of plants, especially regarding science subjects which seem difficult to understand among students. Learning media for Augmented Reality Structure and Function of Plants is made using Android using Unity 3D with Vuforia, and using the C# programming language, as well as for application display design using 3D Studio Max software. And for the software development method used is the waterfall. For application testing carried out using Blackbox. The result of this research is to make the teaching and learning process of students more interactive and innovative. Keywords: Augmented Reality, Plant Structure and Function, Unity 3D, Vuforia, Waterfall.
Animal Identification Learning Media for Elementary School Students Using Android-Based Augmented Reality Irfansyah, Juki; Anifah, Lilik
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 2: August 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0402.384

Abstract

Rumusan kompetensi sikap, pengetahuan, dan keterampilan yang dipergunakan dalam Kurikulum 2013 mengedepankan pentingnya kreativitas dan komunikasi. Metode pembelajaran yang digunakan untuk kurikulum 2013 pada tingkat SD berikut menggunakan pendekatan pembelajaran tematik. Dimana guru dituntut untuk memberikan materi pembelajaran dengan cara yang kreatif dan inovatif maka dari itu salah satu alternatifnya berupa sebuah media pembelajaran interaktif. Media pembelajaran dalam hal ini memakai fitur yang terbilang masih baru yaitu fitur Augmented Reality dimana fitur ini memadukan antara objek nyata dengan objek maya. Media pembelajaran ini dibuat dengan menggunakan software Unity3D dengan memasukan unsur objek 3D yang dibuat dengan menggunakan software Blender/Lightwave 3D sebagai peraga. Materi pembelajaran diambil dari buku panduan Kelas 1 SD Kurikulum 2013 mengenai Hewan di Sekitarku. Hasil dari pengujian aplikasi Pengenalan Hewan dapat berjalan pada berbagai perangkat mobile Android. Berdasarkan hasil data pengujian dapat disimpulkan bahwa aplikasi ini dapat membantu meningkatkan minat dan pemahaman siswa dalam belajar. Animal Identification Learning Media for Elementary School Students Using Android-Based Augmented Reality Abstract: The learning method used for the 2013 curriculum at the following SD level uses the thematic learning approach. Where teachers are required to provide learning material in a creative and innovative way, then one of the alternatives is in the form of an interactive learning media. The learning media in this case uses a feature that is still relatively new, namely the Augmented Reality feature where this feature combines real objects with virtual objects. This learning media is made using Unity3D software by including 3D object elements made using Blender/Lightwave 3D software as props. The learning material is taken from the 2013 Curriculum Class 1 SD guidebook on Animals Around Me. The results of testing the Animal Identification application can run on various Android mobile devices. Based on the results of the testing data, it can be concluded that this application can help increase students' interest and understanding in learning. Keywords: Animal Identification, Augmented Reality, Lightwave 3D.
Applying an Augmented Reality as an Android-Based Tajweed Science Learning Media Sari, Linda
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 2: August 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0402.386

Abstract

Augmented Reality sesuai digunakan untuk membuat media pembelajaran yang menarik. Ada pun tujuan dari penelitian ini adalah membuat media pembelajaran Ilmu Tajwid bisa terbuat dengan menggunakan teknologi Augmented Reality yang diditerapkan ke dalam fitur mobile Android. Tujuan pembuatan media pembelajaran ini adalah untuk meningkatkan mutu ketaqwaan pada Allak SWT, mewujudkan tanggung jawab seseorang mukmin kepada Al-Quran, membawakan seseorang mukmin membaca Al-Quran dengan ber-Tajwid, menolong warga pemeluk mukmin berlatih Ilmu Tajwid tanpa wajib menghadiri kursus serta dapat berlatih dimanapun serta kapanpun. Kesimpulan dari penelitian ini adalah dengan memakainya aplikasi AR pengguna lebih menguasai Ilmu Tajwid tanpa terikat durasi waktu serta tempat, dan pengguna lebih atensi serta terpikat dalam berlatih Ilmu Tajwid. Applying an Augmented Reality as an Android-Based Tajweed Science Learning Media Abstract: Augmented Reality is suitable to be used to create interesting learning media. The purpose of this research is to make Tajweed Science learning media can be made using Augmented Reality technology which is applied to Android mobile features. The purpose of making this learning media is to improve the quality of piety to Allah SWT, realize the responsibility of a believer to the Al-Quran, bring a believer to read the Qur'an with Tajweed, help believers practice Tajweed without having to attend courses and can practice wherever and whenever. The conclusion of this study is that by using the AR application, users are more familiar with Tajweed Science without being bound by the duration of time and place, and users are more attentive and captivated in practicing Tajweed Science. Keywords: Augmented Reality, Learning Media, Tajweed. Applying an Augmented Reality as an Android-Based Tajweed Science Introduction Media Abstract: The Tajweed Science upgrading tool can be made using Augmented Reality technology which is applied to Android mobile features. The purpose of this research is to improve the quality of piety to Allah SWT, to realize the responsibility of a believer to the Qur'an, to bring a believer to read the Qur'an with Tajweed, to help believers practice Tajweed without having to attend courses and to be able to practice anywhere and anytime. The conclusion of this study is that by using the AR application, users are more familiar with Tajweed Science without being bound by the duration of time and place, and users are more attentive and captivated in practicing Tajweed Science. Keywords: Augmented Reality, Learning Media, Tajweed.

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