Mochammad Machlul Alamin
Universitas Nahdlatul Ulama Sidoarjo

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Penerapan Teknologi Augmented Reality Untuk Pembelajaran Gerbang Logika Pada Mata Pelajaran Sistem Komputer Mochammad Machlul Alamin; Hendrawan Armanto; Indra Maryati
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 4, No 3 (2020): Juli 2020
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v4i3.2128

Abstract

Logic Gate is one of the materials in the subject of Computer Systems at the level of SMK in class X. However, until now the learning media only uses textbooks, power point slides and manual simulations using blackboards. While the material about logic gates is very difficult if it is not directly simulated because it is directly related to the interaction of inputs and outputs at each logic gate. During the use of textbooks and manual simulation media students find it difficult to understand the material about this logic gate. The advantage of learning that utilizes augmented reality is an attractive display and displays 3D logic gate objects and input buttons that can be used to interact directly and the output is also in the form of 3D lamp objects, with this augmented reality technology will be very helpful and useful for simulating the gate logic is directly and easily understood by students. 3D logic gate animations are created using the 3D Blender application and the Augmented Reality process is created using the Unity and Vuforia SDK Library. This logic gate learning application has been applied to two classes, namely the control class and the experimental class. From the results of the Pre Test and Post Test that have been done, the control class has a 22.0% increase in percentage, while the experimental class has a 33.4% increase in percentage. Thus the learning application that utilizes Augmented Reality technology can be applied as a medium for learning logic gates at the vocational level of class X
Pengembangan Aplikasi Pembelajaran Gerbang dan Rangkaian Logika Memanfaatkan Augmented Reality Untuk Siswa SMK Mochammad Machlul Alamin; Anggay Luri Pramana
Jurnal Informatika Upgris Vol 9, No 1: Juni 2023
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v%vi%i.15599

Abstract

As time goes by, technological developments are getting faster, one of which is mobile technology. In mobile technology in this era, what is often used is the use of augmented reality technology. The following study aims to provide an overview of several steps involved in making augmented reality-based Android learning media applications, gate materials, and a series of computer system lesson logic for vocational level students. In addition, to produce android learning media applications utilizing augmented reality logic circuit material for vocational level students that are practical, effective and valid. In this research, the type is application development. The process of developing this application applies the ADDIE method which is composed of five stages, namely Analysis, Design, Development, Implementation and Evaluation. From this study, the average score of validity of android mobile learning applications using augmented reality gates and logic circuits for vocational students is 4.54 and is included in the very valid section. The response results showed that students responded positively to mobile learning media, augmented reality-based logic circuits. From student responses, 80% of students responded in agreement to each part of the response, and 85% of students obtained scores above the minimum completeness criteria so that the use of logic circuit learning applications using augmented reality is categorized as effective. Â