Claim Missing Document
Check
Articles

Found 3 Documents
Search

Picture Dictionary Augmented Reality based for Pre-School Children's Learning Rusyaidi; Muhammad Asyraf Abdullah Zawawi; Salini Krishna Pillai
International Journal of Multimedia and Recent Innovation Vol 4 No 1 (2022)
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.ijmari-0401.330

Abstract

The use of technology in education has shown that technology can increase motivation in learning. This study will highlight the Augmented Reality Application For Picture Dictionary For Pre-School Children’s Learning. The objective of this study is to design application features that can make children interested in knowing the content found in the picture dictionary and test the usability and functionality of applications that children can use. This research was conducted using the ADDIE design model based on five phases namely analysis phase, design phase, development phase, implementation phase and testing phase. These five phases are described in detail in the methodology component of the study. This study was analyzed through a descriptive study which is a type of quantitative study involving 20 children. Children’s acceptance of the developed Augmented Reality (AR) application was assessed by answering a questionnaire with the help of a teacher. The results show that the developed AR applications work well and can attract children to learn.
Ease of Use of Augmented Reality as an Online Learning Tool to Improve Student Performance and Achievement in Wood Carving Art Salini Krishna Pillai; Nur Iksan; Harleny Abd Arif; Ismail Yusuf Panessai; Azmi Shawkat Abdulbaqie; Achmad Yani; Ismail
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 2 (2021)
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-0302.256

Abstract

Krisis global pasca merebaknya epidemi Covid-19 berdampak pada proses belajar mengajar (PdP). Masalah utama pdP selama epidemi Covid-19 adalah keterbatasan dalam melakukan kegiatan tatap muka di dalam kelas. Oleh karena itu, diperlukan bantuan pembelajaran agar PdP dapat berjalan optimal meskipun tidak ada interaksi tatap muka antara guru dan siswa. Penelitian ini menyoroti penerapan Augmented Reality untuk mendukung pembelajaran jarak jauh dalam situasi epidemi Covid-19, khususnya dalam topik seni ukiran kayu. Aplikasi selular AR Wood Carving Art menggunakan model desain ADDIE. Aplikasi seluler AR Wood Carving Art dievaluasi berdasarkan kegunaannya (ease of use). Berdasarkan hasil penelitian, responden menyetujui bahwa aplikasi selular AR Wood Craving Art berguna dan aplikasi menghemat waktu ketika pengguna menggunakannya sehingga aplikasi selular AR Wood Craving Art efektif digunakan dalam pembelajaran yang membuat pengguna lebih produktif, kreatif, dan inovatif. Ease of Use of Augmented Reality as an Online Learning Tool to Improve Student Performance and Achievement in Wood Carving Art Abstract: The global crisis following the outbreak of the Covid-19 epidemic has had an impact on the teaching and learning process (PdP). The main problem with PdP during the Covid-19 epidemic was the limitation in conducting face-to-face activities in the classroom. Therefore, a learning aid is needed to enable PdP to run optimally even though there is no face-to-face interaction between teachers and students. This research highlights the application of Augmented Reality to support distance learning in the Covid-19 epidemic situation, specializing in Wood Carving Art for the subject of Visual Arts. The AR Wood Carving Art mobile application uses the ADDIE design model. The AR Wood Carving Art mobile application is evaluated based on its ease of use. Based on the result, respondents agree that the AR Wood Craving Art mobile application is useful and the application saves time when users use it, therefore the AR Wood Craving Art mobile application is effectively used in learning which makes users more productive, creative, and innovative. Keywords: Augmented Reality, Ease of Use, Teaching and Learning.
Mr. Dr. Health-Assistant Chatbot Md Meem Hossain; Salini Krishna Pillai; Sholestica Elmie Dansy; Aldrin Aran Bilong; Ismail Yusuf Panessai
International Journal of Artificial Intelligence Vol 8 No 2: December 2021
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.ijai-0802.301

Abstract

Research says 60% of visits to a doctor are for simple small-scale diseases, 80% of which can be diagnosed at home using simple check-up. These diseases mostly include common cold and cough, headache, abdominal pains etc. Whereas, chat-bots in healthcare are highly in demand, which functioning can offer various services from symptom checking and appointment scheduling. Therefore, the purpose of the research aims to design, develop and evaluate a health-assistant Chat-bot Application entitled “MR.Dr.” that helps users to ask any personal query related to healthcare without physically available to the hospital. MR.Dr. is evaluated in term of usability. 30 respondents attended the survey of usability evaluation. In the system usability scale MR.Dr. achieved 87.6 % rating which means Grade A (excellent). User's feedback level was pretty satisfying where 24/7 service is the highest one.