Claim Missing Document
Check
Articles

Found 3 Documents
Search

Rancang Bangun Praktikum Instrumentasi Industri Menggunakan Augmented Reality Indra Sukadiana Putra; Ida Bagus Gede Manuaba; Linawati .
Jurnal Teknologi Elektro Vol 20 No 1 (2021): (Januari - Juni ) Majalah Ilmiah Teknologi Elektro
Publisher : Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/MITE.2021.v20i01.P03

Abstract

Augmented Reality technology applied in the world of education can make the learning process more effective and more efficient. This study built an augmented reality application by applying the marker based tracking method which was then applied to the industrial instrumentation practicum course at the Faculty of Agricultural Technology, Udayana University. This aims to make practicum more effective and efficient. The resulting application is then tested using 2 tests, namely usability testing using the Usability method with a Likert scale and comparison testing using the Paired Sample T-test method. Usability testing aims to determine an assessment of the usability level of the application. In this test, we get a reusability value of 73.5 from a scale of 0-100. These results can be interpreted that this application has a good usability value. Comparative testing using the Paired Sample T-test method aims to obtain information on the extent of the comparison of the understanding of each respondent before and after the application of augmented reality in industrial instrumentation courses. In this test, the Sig. (2-tailed) of 0,000 which is still below the threshold of the Paired Sample T-test, which is 0.05. So this research concludes that there is a real difference between the results before and after the respondents used the application. This study concludes that the functionality of using this application can be considered to replace the visit of industrial instrumentation practicum courses so that the implementation of practicum becomes more effective and efficient.
Developing TAMEx Model For Availability Aspect of E-Exam Security in WLAN Environment Gede Sukadarmika; Rukmi Sari Hartati; Linawati .; Nyoman Putra Sastra; A.A.N. Amrita
International Journal of Engineering and Emerging Technology Vol 5 No 1 (2020): January - June
Publisher : Doctorate Program of Engineering Science, Faculty of Engineering, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/IJEET.2020.v05.i01.p07

Abstract

The internet has provided tremendous impact in educational development throughout the world. E-Exam system is one of educational component which has been used increasing dramatically for evaluating educational process. As an e-exam feature, uniformity of system access and time duration of the exam to all examinees is very important to be considered. Exam manager usually utilizes a fixed network to connect all e-exam terminal in order to maintain service stability on e-exam systems. However, the use of a fixed network will be difficult to be implemented if the number of examines is large. There are not many Education institutions have adequate ICT infrastructure or e-exam terminals for all students. Most institutions develop WLAN networks as an alternative to being able to provide ICT services to all students. With the development of mobile device technology (Handphone or Laptop) that strongly supports the learning process through mobile devices. This research aims to develop application of the Time Adaptive for Mobile E-Exam (TAMEx) Model. It serves to maintain the reliability of e-exam implementation on WLAN networks. The possible connection disruptions is anticipate by seeking time compensation only to participants who has experienced the connection problem. The time compensation must be accordance to the duration of the occurrence of connection loss. Application development has been carried out and is functioning properly. The report of application shows that it has succeeded in identifying the connection disturbance duration and provide time compensation to the proper examinee.
GAMIFIKASI DALAM PEMBELAJARAN ONLINE DAPAT MENINGKATKAN MOTIVASI INTRINSIK I Putu Suryadharma; Linawati .; Ni Made Ary Esta Dewi Wirastuti
Jurnal Teknologi Informasi dan Komputer Vol 7, No 4 (2021): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

ABSTRACTGamification plays a large role in increasing learning motivation and other activities. This study aims to determine the role of gamification in increasing intrinsic motivation. A total of 60 research subjects were divided into two parts, namely 30 subjects intervened with gamification and 30 other subjects without gamification in online learning. This treatment was given in 12 learning meetings. In addition, as many as 125 respondents, some of whom were treated subjects, were involved in filling out the questionnaire about the relationship between gamification and intrinsic motivation. Of the 125 respondents, it was found that 60% believed that gamification could increase intrinsic motivation, 37% expressed doubt and 3% said no. Based on the test results of respondents who were tested with one way ANOVA, it was found that there was no significant difference (p> 0.05) between the groups that were given gamification and without gamification. Respondents also 47.2% stated that they were not sure that gamification could increase test scores, although 46.4% said they were sure. Based on these results, it can be concluded that the gamification intervention can increase the intrinsic motivation of the learning participants, but it does not automatically increase the test scores.Key Words : Gamification, intrinsic motivation, test scoresABSTRAKGamifikasi banyak berperan dalam meningkatkan motivasi belajar dan aktivitas lainnya. Penelitian ini bertujuan untuk mengetahui peran gamifikasi dalam meningkatkan motivasi intrinsic. Sebanyak 60 subjek penelitian yang dibagi atas dua bagian yaitu 30 subjek diintervensi dengan gamifikasi dan 30 lainnya tanpa gamifikasi dalam pembelajaran online. Perlakuan tersebut diberikan dalam 12 kali pertemuan pembelajaran. Selain itu sebanyak 125 responden, dimana sebagian merupakan subjek yang diberi perlakuan, dilibatkan dalam pengisian kuisener tentang hubungn gamifikasi dengan motivasi intrinsik. Dari 125 responden diperoleh 60% yakin bahwa gamifikasi dapat meningkatkan motivasi intrinsik, 37% menyatakan ragu dan 3% menyatakan tidak. Berdasarkan hasil ujian responden yang diuji dengan one way anova , diperoleh hasil tidak ada perbedaan yang signifikan (p>0,05) antara kelompok yang diberikan gamifikasi dan tanpa gamifikasi. Responden juga 47,2% menyatakan tidak yakin gamifikasi dapat meningkatkan nilai ujian, walaupun 46,4% menyatakan yakin. Berdasarkan hasil tersebut dapat disimpulkan bahwa intervensi gamifikasi dapat meningkatkan motivasi intrinsik peserta pembelajaran, tetapi tidak otomatis dapat meningkatkan nilai hasil ujian.Kata kunci : Gamifikasi, motivasi intrinsik, nilai ujian