Claim Missing Document
Check
Articles

Found 4 Documents
Search
Journal : Journal of Innovation Information Technology and Application (JINITA)

Game Edukasi Pengenalan Negara-Negara ASEAN Untuk Siswa SMP Kelas VIII Berbasis Android Jihan Nadila; Irfan Santiko; Retno Waluyo
Journal of Innovation Information Technology and Application (JINITA) Vol 3 No 1 (2021): JINITA, June 2021
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1791.328 KB) | DOI: 10.35970/jinita.v3i1.295

Abstract

Technological developments are booming. Game or game use is particularly helpful in the learning process. At a time when materials are familiar with the countries of asean students will be more likely to get bored because the state map introduction, the capital and naturalness are only in the books, the need for a learning medium to be used by teachers so that students do not get bored quickly. The purpose of research is to make teachers easier in delivery of materials and easier students to study asean's introduction materials. The educational game was developed using multimedia development life cycle, as the result of the MDLC method (multimedia development life cycle), a introduction to countries in the asean program that matches the 2013 curriculum. The survey of 30 respondents scored an average of 92.19%, thereby falls into a category strongly in favor of the "educational introduction to asean state for siosswa middle school vii for android based" to be adopted as an alternative medium
Pengembangan Media Pembelajaran Mesin Menggunakan Teknologi Augmented Reality Hellik Hermawan; Retno Waluyo; Muhammad Ichsan
Journal of Innovation Information Technology and Application (JINITA) Vol 1 No 1 (2019): JINITA, December 2019
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (660.276 KB) | DOI: 10.35970/jinita.v1i1.88

Abstract

Learning media are all things that can be used to channel messages and stimulate the learning process for students. Learning machine of two-wheeled vehicles in SMK YPT 2 Purbalingga is still using Ms. Powerpoint as a learning medium. In one of the subjects that discussed the partitioning machine parts, how to work a motorcycle engine and troubleshooting the machine parts as well as how to repair or replace spare parts, students felt the use of Ms. media. Powerpoint is less interesting and difficult to understand the material. Educators also see students tend to get bored easily when learning so that they need other alternatives as a learning medium. For that reason, the writer applies a markerless augmented reality technology as a medium for learning two-wheeled vehicles to help as well as learning media for students, the method used is MDLC (Multimedia Development Life Cycle). This research produces an augmented reality application that helps visualize motorcycle engines in the form of 3D models for vocational students.
Pemanfaatan Augmented Reality Sebagai Media Pembelajaran Protozoa Fatki Sahida; Yusmedi Nurfaizal; Retno Waluyo
Journal of Innovation Information Technology and Application (JINITA) Vol 2 No 2 (2020): JINITA, December 2020
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (660.276 KB) | DOI: 10.35970/jinita.v2i2.291

Abstract

One of the efforts to improve the quality of education is the use of technology as a medium of learning. The learning media used by XYZ SMA teachers to teach about protozoa in class X MIPA still use graphic images in books. Problems that occur students find it difficult to understand the form, name and function of protozoa animals. To see protozoan animals in real terms, a microscop tool is needed, but there are not many microscopes owned by XYZ SMA. The purpose of this research is to make learning media with Augmented Reality technology about Protists on mobile devices. This application will only display four 3D objects, namely Paramecium, Flagellata, Sporozoa, and Amoeba. The method used by MDLC consists of six stages, namely concept, desing, material collecting, assembly, testing, and distribution. The results of this study are in the form of an Augmented Reality application as a learning medium for the discussion of protozoa. After testing using the alpha test, all buttons / menus run according to their function. Then in testing using the beta test, respondents stated that the application is very good for use as a learning medium.
Analisis Literasi Internet pada Aparatur Desa dengan Konsep Personal Capability Maturity Model (P-CMM) (Studi Kasus : Kecamatan Randudongkal) Retno Waluyo; Gustin Setyaningsih; Muhammad Kholil
Journal of Innovation Information Technology and Application (JINITA) Vol 1 No 1 (2019): JINITA, December 2019
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (457.801 KB) | DOI: 10.35970/jinita.v1i1.66

Abstract

The development of information and communication technology (ICT) has brought change for the people of Indonesia. With ICT, people can more easily access various information and support work. But the problem that arises is the uneven penetration of ICT throughout Indonesia, including in the Randudongkal sub-district. This results in a digital divide and also weak ICT literacy. This study aims to describe the level of ICT Literacy, specifically internet literacy in the village apparatus in the Randudongkal sub-district. Measurement of internet apparatus of village apparatus in Randudongkal sub-district by using three indicators, namely basic knowledge, skills and utilization. The method for measuring literacy levels uses the Personal Capability Maturity Model (P-CMM). The results of internet literacy measurement research with three measurement indicators namely the internet have been used by village officials, but have not mastered and understood internet usage and currently, the level of internet apparatus in village apparatus is at level 2 by using Personal Capability Maturity Model (P-CMM).