Background: Studies on developing multimedia content for eLearning have widely been conducted. In previous studies, multimedia learning contents were developed without applying any principles, making them less efficient in supporting user's mental effort. To this end, this study extends the current state by applying the coherence principle and signaling principle to make the multimedia learning content usable and interesting to use. Furthermore, the paper aims at describing the dilemma when applying both principles together.
Speed and simplicity in the process of finding documents and information have become a necessity in the campus library. The speed in finding a skripsi document that is currently still very long to find the data and more simple in displaying what you are looking for then we aim to search and find skripsi documents in a digital library at a private university in Jakarta more quickly and display what which is searched precisely. An approach is needed using the VSM method that encourages without complete keywords, and to see the effectiveness of research searches. The results of the VSM method can be applied for the development of prototype applications. The prototype used to facilitate the process of searching or finding the documents and information needed is fast and simple.
Abstrak: Augmented Reality (AR) digunakan untuk pembelajaran maupun permainan anak-anak. Para penggunanya dapat berinteraksi real time. Augmented Reality memberikan pengalaman kepada pengguna untuk berinteraksi dengan konten virtual di dunia nyata. Dengan tujuan untuk meningkatkan pemahaman peserta mengenai Augmented Reality, maka dilaksanakan pengabdian kepada masyarakat melalui webinar dengan tema pengenalan dan pelatihan pembuatan aplikasi Augmented Reality. Peserta pengabdian kepada masyarakat ini adalah anggota Komunitas Bogor Mengabdi dengan menggunakan metode ceramah, demonstrasi dan praktik pembuatan Augmented Reality. Pada akhir kegiatan disampaikan angket untuk mengetahui perbedaan pengetahuan peserta sebelum dan sesudah kegiatan pengabdian masyarakat, serta menguji keberhasilan kegiatan bagi peserta dalam mendapatkan pengetahuan Augmented Reality melalui transfer pengetahuan, penguasaan materi, kejelasan penyampaian materi, dan ketepatan alokasi waktu. Dari hasil penyebaran angket didapatkan rata-rata persentase pemahaman peserta mengenai Augmented Reality sebelum kegiatan pengabdian kepada masyarakat ini adalah lebih kecil dari 10 persen dan setelah kegiatan meningkat menjadi 96,42%. Luaran kegiatan ini dapat membantu dalam membentuk masyarakat digital, khususnya anggota Komunitas Bogor Mengabdi yang memiliki pemahaman mengenai Augmented Reality dan pembuatannya.Abstract: Augmented Reality (AR) is used for learning and children's games. The users can interact in real time. Augmented Reality provides users with an experience to interact with virtual content in the real world. With the aim of increasing participants' understanding of Augmented Reality, community service is carried out through webinars with the theme of introduction and training in making Augmented Reality applications. Participants in this community service are members of the Bogor Mengabdi Community using the lecture, demonstration, and practice of making Augmented Reality. At the end of the activity, it was presented to find out the differences in the knowledge of the participants before and before community service, as well as to test the success of the participants in gaining knowledge through knowledge transfer, mastery of material, giving materials, and time allocation. From the results of the questionnaire distribution, it was found that the average percentage of participants' understanding of Augmented Reality before this community service activity was less than 10 percent and after the activity increased to 96.42%. The output of this activity can help in shaping a digital society, especially members of the Bogor Serving Community who have an understanding of Augmented Reality and its creation.
Pelaksanaan penyaluran dana bantuan, PT. Pos Indonesia telah berupaya secara optimal menerapkan internal struktur yang telah dibuat oleh kantor Pos Pusat. Berdasarkan hasil penelitian dan riset pada PT. Pos Indonesia Bogor, prosedur-prosedur yang terdapat didalamnya sudah berjalan secara terkomputerisasi. Akan tetapi pada proses pelaksanaan penyaluran dana bantuan masih ditemukan masalah di lapangan. Metode yang digunakan pada pengembangan perangkat lunak ini menggunakan model waterfall. Berdasarkan permasalahan diatas, maka PT.Pos Indonesia Bogor perlu membuat sistem pelacakan data penerima KPM (Keluarga Penerima Manfaat) agar mempermudah petugas pembayaran dapat mengontrol serta mengecek data penerima bantuan sosial yang terjadi di PT.Pos Indonesia Bogor untuk meminimalisir terjadinya kesalahan sebuah sistem yang disebabkan oleh manusia. Dengan adanya perancangan sistem informasi pelacakan KPM penyaluran bantuan sosial tunai pada PT. Pos Indonesia (Bogor), maka permasalahan yang ada dapat teratasi dengan penambahan menu pelacakan KPM (Keluarga Penerima Manfaat). Dengan adanya menu perancangan sistem ini mempermudah petugas dalam melakukan pelacakan penerima bantuan yang sudah mengambil bantuan tetapi penerima tidak merasa mengambil bantuan).
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