Claim Missing Document
Check
Articles

Found 3 Documents
Search

Peningkatan Kapasitas Mengajar Guru menggunakan Media Pembelajaran Digital di SDN 14 Bonto-Bonto Kabupaten Pangkep Anugrayani Bustamin; Indrabayu -; Ingrid Nurtanio; Christoforus Yohannes; Zulkifli Tahir; A. Ais Prayogi
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 2 No 1 (2019): Membangun Masyarakat yang Kuat dan Ulet
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (364.845 KB) | DOI: 10.25042/jurnal_tepat.v2i1.52

Abstract

The application of digital technology can provide solutions to community problems, especially in the education sector. But there are still many teachers whose teaching abilities have not been supported by these digital technologies. SDN 14 Bonto-Bonto located in Pangkep Regency is the place for the digital learning training process as well as a form of community service carried out by the team of the Informatics Engineering Department of the Faculty of Engineering, Hasanuddin University. This activity is also a venue for socialization and introduction of research results from lecturers and students. Digital learning models can be divided into 2 namely electronic based learning and internet based. Some digital learning methods taught include Augmented Reality, Mind Mapping, and Educational Games. Augmented Reality is a technology that involves overlaying computer graphics in the real world, where three-dimensional virtual worlds can be brought into real-world environments in real-time. Learning to use AR makes students' visual appeal in learning as well as educational games. Mind Mapping is a learning method in the form of visualizing ideas, thoughts or plans to form interconnected diagrams. With this method, students are trained to think structured and easy to solve problems. Mind mapping application itself has been widely available and can be downloaded for free. The training in developing digital learning media that is held is expected to help teachers and students understand the concepts while at the same time foster motivation in learning. This service activity also adds insight to teachers about new learning methods that can make the learning process more enjoyable.
Implementasi Metode Ajar Interaktif dengan Augmented Reality untuk Mata Pelajaran Biologi Intan Sari Areni; Indrabayu -; Wardi -; Muh Niswar; A. Ais Prayogi
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 1 No 2 (2018): Improving Quality of Life within Society
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (200.413 KB) | DOI: 10.25042/jurnal_tepat.v1i2.27

Abstract

Pengabdian masyarakat dilaksanakan di SMP Negeri 1 Takalar ini bertujuan untuk memberikan wawasan baru bagi guru dan siswa terkait metode dan materi pembelajaran interaktif dengan Augmented Reality, yang diharapkan dapat meningkatkan motivasi belajar dan pemahaman siswa, khususnya mata pelajaran Biologi. Augmented Reality merupakan sebuah teknologi yang melibatkan overlay grafis komputer pada dunia nyata, dimana dunia maya tiga dimensi bisa dibawa ke lingkungan dunia nyata secara real-time. Augmented Reality merupakan salah satu teknologi yang dapat digunakan sebagai media pembelajaran. Sebagai media pembelajaran baru, maka diharapkan dapat menambah wawasan bagi para guru dan murid di SMP Negeri 1 Takalar. Selain itu, pengabdian masyarakat ini juga sebagai ajang sosialisasi hasil-hasil penelitian dari dosen dan mahasiswa pada Program Studi Teknik Elektro dan Teknik Informatika Universitas Hasanuddin. Pelaksanaan pengabdian pada masyarakat ini dibagi dalam 2 tahap, yaitu tahap sosialisasi metode pembelajaran dengan memanfaatkan teknologi Augmented Reality dengan smartphone dan tahap pelatihan penggunaan aplikasi edukasi sebagai hasil penelitian tim pengusul. Antusiasme dari kepala sekolah, guru dan siswa saat pelaksanaan kegiatan ini.
Sosialisasi Penggunaan Game Matematika Bagi Siswa Madrasah Ibtidaiyah Al Hidayah Makassar Indrabayu -; Ingrid Nurtanio; Christoforus Yohannes; Zulkifli Tahir; Ais Prayogi; Anugrayani Bustamin; Riny Yustica Dewi; Rizka Irianty
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 3 No 2 (2020): Penguatan Aplikasi Teknologi untuk Masyarakat pada Masa Pandemi
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25042/jurnal_tepat.v3i2.127

Abstract

Mathematics is an important subject taught in schools. Learning mathematics gives students' the ability to reason and develop their mindset. However, many students feel less interested in mathematics. This results in students’ poor learning achievesment. One solution to increase student interest in learning is to use tools that utilize technology. The community service carried out at Madrasah Ibtidaiyah Al Hidayah Makassar aims to provide new insights for students regarding digital learning methods and materials at school. It also aims to foster motivation to learn mathematics, which is often seen as a fearful subject by students. The implementation of this community service is divided into 2 stages, which are the stage of socializing the technology-based learning methods, in this case using android smartphones, and the training stage on how to use the Mathology educational applications. This community service is also a venue for disseminating the research regarding the application ofinteractive learning media from Department of Informatics Engineering, Engineering Faculty, UNHAS.