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INDONESIA
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 5 No 1: April 2023" : 5 Documents clear
Development of an Interactive Courseware “MyInterval” in the Topic of Intervals for Music Education Students at UPSI Sutopo, Zuhayril; Mat Zin, Harnani
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 5 No 1: April 2023
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-0501.484

Abstract

Perkembangan teknologi sentiasa berkait rapat dengan perkembangan sistem pendidikan. Pembangunan koswer MyInterval ini adalah bertujuan untuk membantu pelajar memahami topik dengan lebih mudah dan dapat memberikan pelajar merasai pengalaman pembelajaran yang menyeronokkan dengan gabungan elemen multimedia. Objektif utama dalam pembangunan koswer ini adalah untuk membangunkan koswer yang mengandungi elemen multimedia yang mampu membantu pelajar muzik dalam topik Interval bagi kursus Aural 1. Metodologi yang digunakan dalam pembangunan koswer ini adalah Model Hanifin dan Peck. Koswer yang telah lengkap dibangunkan, diuji kepada 21 responden yang terpilih. Responden kajian ini terdiri daripada seorang pensyarah dan 20 pelajar UPSI yang mengambil jurusan Pendidikan Muzik. Kajian ini dijalankan bagi mengetahui keberkesanan hasil akhir produk yang telah dibangunkan. Hasil kajian mencatatkan min keseluruhan bagi kebolehgunaan koswer adalah pada tahap yang sangat tinggi iaitu sebanyak 4.35. Maklum balas daripada responden adalah positif. Responden menyatakan pembangunan koswer adalah sangat menarik dan dapat membantu pelajar untuk kemahiran Aural dalam Muzik. Selain itu, Dari segi teks, pemilihan teks adalah bersesuaian dan pemilihan konsep permainan (interval games) juga adalah menarik. Hasil dapatan kajian menunjukkan bahawa koswer MyInterval yang dibangunkan dapat membantu pensyarah dan pelajar dalam memahami topik dengan lebih baik. Dapat disimpulkan bahawa koswer MyInterval ini telah mendapat respon yang baik dan positif dan sesuai untuk dijadikan sebagai alat bantu mengajar kerana kandungan dan elemen multimedia yang disediakan adalah menarik dan mudah untuk difahami. Development of an Interactive Courseware “MyInterval” in the Topic of Intervals for Music Education Students at UPSI Abstarct: The development of technology is always closely related to the development of the education system. The aim of developing MyInterval courseware is to help students to understand the topic easier as well as providing a fun learning experience with a combination of multimedia elements. The main objective developing this courseware is to develop a courseware that contains multimedia elements which can help music students in the interval topic for the Aural 1 course. The methodology used in the developing MyInterval course by using the Hanafin and Peck model. The completed courseware was tested on 21 selected respondents. The data were analysed with a sample of one lecturer and 20 UPSI students majoring in Music Education as the respondents. This study was conducted to investigate on the effectiveness of the final product of the courseware that has been developed. By the analysis, the overall mean of study conducted on the usability of the courseaware was at a very high level which is 4.35. The feedback from respondents was positive. Respondents stated that the courseware developed was interesting and helps students with the Aural skills in Music. In terms of text, simple text selection was appropriate. The game concept (interval games) was also interesting. The findings show the MyInterval courseware developed helps lecturers and students in understanding the topic much better. As per conclude, MyInterval courseware has received good and positive response and can be used as a teaching tool because the content and multimedia elements provided are interesting and easy to understand. Keywords: Courseware, Hanifin & Peck, Interactive Courseware.
Integrating Augmented Reality in Learning 2D and 3D Shapes Mohd Fadzil, Mohamad Zulfadzli; Mohd Noor, Noor Anida Zaria
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 5 No 1: April 2023
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-0501.500

Abstract

Augmented Reality (AR) adalah sebuah teknologi yang semakin berkembang dalam bidang pendidikan. Tujuan kajian ini adalah untuk dijalankan adalah untuk membangunkan sebuah aplikasi pembelajaran berasaskan Augmented Reality yang bertajuk “Mari Mengenal Bentuk”. Objektif pembangunan aplikasi pembelajaran ini adalah untuk membantu murid Tahun Satu dalam mata pelajaran STEM iaitu mata pelajaran Matematik dalam topik Bentuk. Metodologi yang digunakan dalam pembangunan aplikasi ini adalah model ADDIE yang melibatkan lima fasa. Fasa penilaian yang dijalankan untuk mendapatkan maklum balas yang diperoleh daripada 18 orang responden. Hasil dapatan kajian dikumpul dengan menggunakan kaedah kuantitatif melalui pautan Google Form. Dapatan kajian menunjukkan guru-guru memberikan pandangan yang positif terhadap aplikasi ini digunakan sebagai bahan pembelajaran. Guru juga bersetuju bahawa aplikasi ini sesuai digunakan oleh murid Tahun Satu dengan bimbingan daripada guru atau ibu bapa. Integrating Augmented Reality in Learning 2D and 3D Shapes Abstract: Augmented Reality (AR) is a growing technology in the field of education. The purpose of this study is to develop an Augmented Reality-based learning application titled "Mari Mengenal Bentuk". The objective of the development of this learning application is to help Year One students in STEM subjects that is Mathematics subject in the topic of “Bentuk”. The methodology used in the development of this application is the ADDIE model which involves five phases. Evaluation phase conducted to obtain feedback obtained from 18 respondents. The results of the study were collected using quantitative methods through the Google Form link. Findings of the study showed that teachers gave a positive view of this application used as a learning material. Teachers also agreed that this app is suitable for use by Year One pupils with guidance from teachers or parents. Keywords: 2D and 3D Shapes, ADDIE, Augmented Reality, Teaching and Learning Aids.
Augmented Realiti Application For Introducing Animal Names in Kadazandusun Language Primary School Salun, Rozella; Ahmad Zaki, Nadia Akma; Yani, Achmad; Iksan, Nur
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 5 No 1: April 2023
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-0501.502

Abstract

Kajian ini adalah mengenai satu Aplikasi Augmented Realiti, dimana ia menjurus kepada memperkenalkan nama-nama haiwan dalam subjek Bahasa Kadazandusun untuk murid Tahun. Selain itu, aplikasi ini dibangunkan sebagai BBM bagi subjek BKD di sekolah rendah, dimana subjek ini masih baru diperkenalkan dan memerlukan BBM yang berbentuk teknologi dalam PDP untuk memastikan pembelajaran lebih bermakna. Objektif utama pembangunan projek ini adalah untuk membangunkan satu aplikasi yang membolehkan murid mengenali nama-nama haiwan dalam Bahasa Kadazandusun secara nyata melalui aplikasi Augmented Realiti. Keadah yang saya gunakan untuk membangunkan aplikasi ini adalah, kaedah ADDIE yang terdiri daripada fasa analisis, fasa reka bentuk, fasa pembangunan, fasa pelaksanaan dan fasa penilaian. Aplikasi ini dibangunkan dengan menggunakan beberapa perisian iaitu, perisian unity 3D, perisian JSK, dan perisian SDK. Pengkaji menggunakan borang soal selidik sebagai instrumen utama kajian untuk mendapatkan maklumat penting daripada respondon untuk dianalisis. Kesimpulannya, aplikasi Augmented Realiti adalah salah satu alat bantu mengajar kepada para guru agar pembelajaran di dalam kelas lebih menarik perhatian murid. Augmented Realiti Application For Introducing Animal Names in Kadazandusun Language Primary School Abstract: This research is about Augmented Reality application, where it leads to introducing animal names in Kadazandusun language subject in primary school year 1. More than that, the application was develop as teaching aids in primary school, where the Kadazandusun language subject newly introduced and need teaching more meaningful. The main objective to this application development is allows students to recognize the Kadazandusun language in real time through Augmented Reality application. The method that I was used to develop the application is, ADDIE method which consists of analysis phase, design phase, development phase, implementation phase and assessment phase. The application was develop using some software, unity 3D software, JSK software and SDK software. The researcher used a questionnaire as the main instrument of the study to option important information from respondents for analysis. In conclusion, Augmented Reality application is one of the teaching aids for teachers so that learning in the classroom is more attractive to students. Keywords: ADDIE, Augmented Reality, Teaching and Learning Aids.
Home Monitoring System Design Using Wireless Sensor Networks and Smart Cameras Shamsuddin, Muhammad Asyraaf Adha; Ibrahim, Abu Bakar; Abdul Kadir, Akmanisah
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 5 No 1: April 2023
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-0501.507

Abstract

Rangkaian Penderia wayarles ialah rangkaian wayarles yang memudahkan antara muka yang menyediakan sambungan antara pelbagai nod dan sistem berwayar sedia ada. WSN digunakan dalam banyak isi rumah masa nyata, bidang industri dan penyelidikan untuk pemantauan dan kawalan. Kertas kerja ini dijalankan untuk mengkaji pemantauan rumah menggunakan WSN dan kamera pintar. Objektif kajian adalah Untuk meningkatkan keselamatan kediaman dengan sistem pemantauan rumah menggunakan WSN dan kamera pintar, untuk membangunkan sistem yang boleh memantau dan mengawal peralatan rumah dari jauh serta membantu mengurangkan kadar jenayah di kawasan perumahan. Penggunaa Penderia Tanpa Wayar semakin meningkat, dan konsep serta aplikasi baharu sedang ditunjukkan, beberapa isu asas masih tidak dapat diselesaikan. Walaupun banyak isu ini tidak perlu diselesaikan untuk bukti reka bentuk konsep, ia adalah isu penting yang perlu ditangani apabila merujuk kepada operasi jangka panjang sistem ini. Salah satu isu ini ialah jangka hayat sistem, yang berkaitan dengan jangka hayat nod, di mana sistem itu disusun. Berdasarkan output soal selidik yang diedarkan kepada 100 responden didapati bahawa nilai min 0.56 bagi pengetahuan dan kesedaran tentang pemantauan rumah menggunakan WSN dan kamera pintar. Home Monitoring System Design Using Wireless Sensor Networks and Smart Cameras Abstract: A wireless Sensor Network is a wireless network that facilitates an interface that provides connectivity between various nodes and existing wired systems. WSNs are used in many real-time household, industrial and research fields for monitoring and control. This paper is conducted to study home monitoring using WSN and smart cameras. The objective of the study is to improve home security with a home monitoring system using WSN and smart cameras, to develop a system that can remotely monitor and control home appliances and help reduce crime rates in residential areas. The use of Wireless Sensors is increasing, and new concepts and applications are being demonstrated, some fundamental issues remain unresolved. Although many of these issues do not need to be resolved for proof of concept designs, they are important issues to address when referring to the long-term operation of these systems. One of these issues is the lifetime of the system, which is related to the lifetime of the nodes, on which the system is composed. Based on the output of the questionnaire distributed to 100 respondents, it was found that the mean value was 0.56 for knowledge and awareness about home monitoring using WSN and smart cameras. Keywords: Intelligent Cameras, IOT, Wireless Sensor Network
Navigating the Disruption of Digital and Conventional Media in Changing Media Consumption Landscape in Digital Era Mohammad Alzub, Ahmad
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 5 No 1: April 2023
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-0501.517

Abstract

The landscape of media consumption has undergone a significant transformation as a direct result of the proliferation of digital media in our century. This research study investigates the impact that digital media has had on traditional media formats, such as print, broadcast, and advertising. Specifically, the author investigates how the proliferation of digital platforms has had an effect on traditional media formats. This article examines the numerous ways in which digital media has disrupted traditional media by doing a thorough assessment of the available literature and conducting an analysis of the various ways in which digital media has changed consumer behaviour, business models, content generation, and distribution. Additionally, this article explores the difficulties and possibilities that traditional media confront in this age of digital technology and offers suggestions for how scholars and practitioners in the field of media might adapt to and succeed in this shifting environment.

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