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Implementasi Augmented Reality Untuk Pengenalan Huruf Dan Angka Isyarat Untuk Anak SLB B Andhi Yanto Wibowo; Murinto
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 5 No 1 (2023): May
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i1.333

Abstract

exchange or delivery of information and messages from one party to another in order to understand each other between the two. Communication is usually done orally or verbally so that it can be understood by both parties. children with special needs, deaf in communicating have difficulty communicating and understanding messages, so they need to use language that suits their needs. Therefore the use of media to improve the ability of children with hearing impairments must be assisted by using media that can help children learn sign language by attracting students' attention and increasing interest in learning. This research uses the Multimedia Development Life Cycle method which has six stages. These stages are concept, design, material collecting, assembly, testing and distribution. This research utilizes Marker Augmented Reality technology as a tool to represent the introduction of the Sign Language System (SIBI). This application is used as a media or tool to help students learn to recognize letters and numbers in sign language. Based on the results of black box testing, all functions in this application have been running properly and are valid. Testing with the System Usability Scale (SUS) obtained a score of 85, so the application was declared ACCEPTABLE. Media expert testing gets a score of 91 with a percentage of 91% and can be categorized as very high so it is feasible to use. Material expert testing gets a score of 85% and is categorized as very high so it is feasible to use with revisions according to suggestions.
Pengenalan Dan Pelatihan UI/UX Serta Jenjang Karir Di Masa Depan untuk Siswa Siswi SMK Informatika Wonosobo Abdul Fadlil; Murinto; Asno Azzawagama Firdaus; Dianda Rifaldi
Humanism : Jurnal Pengabdian Masyarakat Vol 4 No 3 (2023): Desember
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/hm.v4i3.20285

Abstract

Artikel ini menyajikan kegiatan pengabdian yang dilaksanakan pada 12 Juni 2023 di SMK Informatika Wonosobo, Jawa Tengah. Kegiatan tersebut difokuskan pada pengenalan desain UI/UX dan pelatihan terkait desain UI/UX untuk membantu siswa mempersiapkan karir di bidang tersebut di masa depan. Sebanyak 20 orang siswa ikut serta dalam kegiatan ini yang didampingi oleh pihak sekolah. Peserta menunjukkan antusiasme yang tinggi selama kegiatan berlangsung. Kegiatan berupa sosialisasi dan tanya jawab hingga praktik langsung ini memang baru kali pertama diselenggarakan pada SMK Informatika Wonosobo tersebut sehingga siswa belum memiliki pemahaman mengenai desain UI/UX. Hal tersebut terlihat dari peningkatan skor akhir yang signifikan dalam evaluasi pra dan pasca pembekalan menggunakan pre test dan post test dengan metode perhitungan likert. Skor akhir meningkat dari 44,2% pada pre test menjadi 93,6% pada post test. Hasil ini menunjukkan bahwa kegiatan pengabdian ini berhasil meningkatkan pemahaman dan pengetahuan peserta dalam bidang desain UI/UX. Pihak sekolah mengharapkan kegiatan serupa dapat tetap dilaksanakan di SMK Informatika Wonosobo guna meningkatkan pengetahuan dan pemahaman siswa mengenai dunia kerja.