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INITIAL ANALYSIS OF STUDENT NEEDS FOR DIGITAL PLATFORM DEVELOPMENT Syukma Netti; Hidayat Hidayat; Zulfadli Zulfadli; Aulia Khairunnisa
Cerdas Proklamator Vol 10 No 2 (2022): JURNAL CERDAS PROKLAMATOR
Publisher : Program Studi PGSD FKIP Universitas Bung Hatta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37301/cerdas.v10i2.154

Abstract

Until now, students' behavior in handling waste has not had a broad impact on social life. For this reason, more massive efforts are needed to provide education that has a real impact, namely by creating a digital platform. The purpose of this research is to describe the results of an analysis of the initial needs of elementary school students for the development of digital platforms. Students' needs for the form of display of e-modules in digital platforms that students like and students' views on current waste management. The research method used is survey method. The sample in this study were 397 elementary school students in Padang City. The instrument used is a questionnaire. Data is processed using descriptive statistics. Based on data processing, it was found that the e-module model that was relatively preferred by elementary school students was the e-module which was presented with a composition of lots of writing with few pictures as much as 57%, little writing with lots of pictures as much as 39% and in all written form as much as 4%. When compared to videos, comics and books dominant students prefer in the form of ordinary digital books as much as 43%, in the form of comics 22% and in the form of videos as much as 35%. The behavior of elementary school students in the city of Padang is relatively good in handling waste, more than 63% have disposed of waste in its place. However, segregated waste handling is still low, namely
The Implementation of Augmented Reality Based on Vuforia and Unity for Interactive Learning in Introducing Ragam Randang Objects Zulfadli Zulfadli; Budi Sunaryo; Reihan Hanafi Wiyanatra; Randi Proska Sandra
Andalasian International Journal of Applied Science, Engineering and Technology Vol. 3 No. 2 (2023): July 2023
Publisher : LPPM Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/aijaset.v3i2.84

Abstract

Augmented Reality (AR) is a technology that combines objects from the real world and virtual or virtual objects with real-time or direct conditions. The merging of real and virtual objects occurs because of the right technological support while the interactions that are carried out can occur using certain devices. AR is a variation of Virtual Environments (VE), better known as Virtual Reality (VR). This VR technology allows users to fully immerse themselves in a virtual environment. While Augmented Reality technology is developing very fast, many applications in Indonesia use AR technology. This study uses the waterfall system development method, where the research flow will follow the phases of the waterfall. This application is built using Unity and Vuforia. The purpose of this research is an interactive application to make it easier for students and museum visitors to understand augmented reality through mobile devices. So that museum visitors and students can see objects containing information interactively