Claim Missing Document
Check
Articles

Found 4 Documents
Search

Analisis Perbandingan Metode Marker dan Markerless Angka 0-9 3D Pada Teknologi Augmented Reality Mulia, Yudhi Bahtera; Bangun, Eka Uliyanti Putri Br
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 5 No 4 (2023): Oktober 2023
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v5i4.886

Abstract

In the current era, which is growing rapidly and has a very significant impact, various types of new discoveries are present and bring solutions to every problem that exists in everyday life. With this very rapid technological development, the learning process has also undergone several changes, which used to be the learning process only by using books, newspapers, now we can use smartphones that we use every day, especially now there is a very interesting technology called Augmented Reality. With Augemnted Reality technology, educators can implement AR in the teaching and learning process. The method used in this study is to analyze the comparison between the marker based tracking method and the markerless method contained in Augmented Reality. This study will focus on the effect of light intensity and detection distance on the success of the two methods in generating 3D objects in the form of numbers. The result of this trial is that the average distance from the minimum detection is 8 cm while the average maximum detection distance is 83.5 cm which has been obtained through the marker based tracking method. Whereas the markless method has an average distance of minimum detection of 4.2 cm and an average distance of maximum detection of 300 cm. The whole system can display objects with an intensity of 97 lux -1605 lux.
The Attractiveness of Blended Learning in the 21st Era in Higher Education Nofirman, Nofirman; Salong, Amjad; Rachman, Azhariah; Zulkarnain, Ihwan; Bangun, Eka Uliyanti Putri br
Al-Hijr: Journal of Adulearn World Vol. 3 No. 1 (2024)
Publisher : Sekolah Tinggi Agama Islam Al-Hikmah Pariangan Batusangkar, West Sumatra, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/alhijr.v3i1.578

Abstract

The face-to-face learning process in the classroom has lost its appeal in this 21st era. The development of technology in the era of the industrial revolution 4.0 requires an educator to innovate in packaging the teaching and learning process to be more efficient and interesting. The learning process must prioritize skills. Learning in higher education is required to emphasize aspects of creativity and innovation, critical thinking and problem solving, communication and collaboration. Learning in higher education requires lecturers and students to always be open and invite students to do technology-based problem solving. This writing uses the literature review method. Literature review contains reviews, summaries, and written thoughts about several library sources (can be articles, books, slides, information, internet, etc.), about the topics discussed. Learning must be creative and innovative. Blended Learning can be an effective alternative and strategy, especially in universities. A learning innovation with the main goal of providing opportunities for various characteristics so that an independent, sustainable, lifelong learning process occurs so that learning will be effective, more efficient, interesting and fun.
Character-based Learning Planning in the 21st Century Meisuri, Meisuri; Poncowati, Srikandi Dwi; Syarofa, Najwa; Suyitno, Suyitno; Bangun, Eka Uliyanti Putri br
Al-Hijr: Journal of Adulearn World Vol. 3 No. 1 (2024)
Publisher : Sekolah Tinggi Agama Islam Al-Hikmah Pariangan Batusangkar, West Sumatra, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/alhijr.v3i1.593

Abstract

Character-based learning planning is material or tools that teachers must prepare when they want to carry out the teaching and learning process, here the teacher emphasizes more on the affective aspects and character values that are planned to be realized. The purpose of this study is to explain the importance of character-based learning planning in the 21st century, because currently there are still many lessons that do not prioritize character. Researchers used quantitative methods by using google form as a survey tool addressed to teachers in several schools in Tanah Datar. The result of this research is to know that character-based learning in the era of increasingly sophisticated technology is still too little applied, because learning is still adrift to general knowledge that does not prioritize character. The conclusion of this research is that character-based learning in the 21st century really needs to be applied in order to produce students who have good morals. The limitation of this research is that character-based learning materials are only contained in a few subjects, researchers hope that future researchers can develop it further.  
Development of English Learning Media in Narrative Texts based on RPG Game with Pancasila Character at SMP Al-Ijtihad Bangun, Eka Uliyanti Putri Br; Saputri, Fiqih Hana; Putra , Dimas Aji Syah; Anwar, Ridho
G-Tech: Jurnal Teknologi Terapan Vol 8 No 2 (2024): G-Tech, Vol. 8 No. 2 April 2024
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33379/gtech.v8i2.4173

Abstract

SMP Al-Ijtihad 2 Kuta Baru is a school located in Tangerang. Lack of learning media affects to the learning process. A variety learning media can increase student’s motivation towards learning English is an ongoing problem. So, Development of English Learning Media in Narrative Texts based on RPG Games with Pancasila Character was created to make it easier for students to learn English. The aim of this research is to develop an English educational game that can increase the interest and understanding of students regarding narrative text material containing the character of Pancasila in English subjects. The method used is the Waterfall Method. This research used Waterfall. The results of the development of learning media that is interesting, interactive and user friendly. From the results of calculating the level of feasibility, it can be seen that the satisfaction value of respondents from filling in the questionnaire is 95% of the 10 respondents. It can be concluded that the English learning media in narrative text with Pancasila characters has reached good impact and satisfactory level. In conclusion, the development of narrative text English learning media has good potential to increase students’ in SMP Al-Ijtihad 2 Kutbaru interest and understanding of narrative text material in English subjects.