<p class="Abstrak">Museum merupakan tempat yang didalamnya terdapat benda-benda warisan budaya yang dapat digunakan untuk menambah wawasan dan pengetahuan terkait sejarah di masa lalu. Namun pada kenyataannya, banyak benda bersejarah di museum yang rusak akibat dari kelalaian pengunjung dan pihak pengelola museum. <em>Augmented Reality</em> (AR) merupakan teknologi yang berkembang dan sangat diminati saat ini sehingga menawarkan peluang baru sebagai media alternative pengenalan benda-benda di museum. Penelitian ini bertujuan untuk mengimplementasikan teknologi AR untuk mengenalkan benda-benda museum sehingga terlihat interaktif bagi pengunjung serta dapat mengurangi resiko kerusakan benda di museum. Dengan dikembangkannya aplikasi ini, diharapkan mampu meminmalisir jumlah benda-benda yang rusak karena kelalaian pengunjung serta dengan adanya sistem yang interaktif dapat meningkatkan minat masyarakat untuk mengunjungi musium sebagai salah satu tempat untuk mengenal dan menambah informasi terkait warisan budaya dan sejarah. Aplikasi ini dikembangkan dengan mengadopsi <em>Agile</em> proses untuk lebih mudah mengakomodasi perubahan. Hasil pengujian fungsionalitas setelah aplikasi diimplementasikan menunjukan bahwa semua kebutuhan fungsional telah terpenuhi oleh sistem dan dapat digunakan sesuai dengan kebutuhan. Hasil pengujian juga menunjukkan bahwa semua fitur aplikasi dapat dijalankan dengan baik di berbagai versi platform Android. Hasil dari pengujian usabilitas aplikasi dengan memberikan kuesioner <em>System Usability Scale</em> (SUS) kepada pengunjung museum dan staf museum, menunjukkan angka kepuasan pengunjung sebesar 86%. Dari nilai tersebut dapat disimpulkan bahwa aplikasi ini dapat dengan mudah digunakan untuk membantu pengenalan benda koleksi museum. </p><p class="Abstrak"> </p><p class="Abstrak">Abstract</p><p class="Judul2"><em>Museum is </em><em>a place that contain various </em><em>objects of cultural heritage </em><em>that can lead to gain new </em><em>insight and knowledge</em><em> for young generations</em><em>. However, there </em><em>are many cases that many museum’s objects are damaged by museum visitors. Augmented Reality (AR) is an emerging technology that offer new possibilities as an alternative media to display museum collections to visitors</em><em>. </em><em>This work aim to develop</em><em> an augmented reality application to introduce museum </em><em>collection</em><em>s </em><em>in more</em><em> interesting</em><em> ways for visitors and also to mitigate the risk about damaged museum collections by careless visitors</em><em>. </em><em>This application was developed using Agile software development process. Functional testing of proposed application shows that all functional requirements have been met</em><em> by the system.</em><em> Additionally, testing results indicate that all application features can be well executed in various version of Android.</em><em> The result of usability testing by giving questionnaires of System Usability Scale (SUS) to the respondents of museum visitors and museum staf, obtaining visitor satisfaction result gets 86% of museum staf satisfaction toward application. From these values can be concluded that this application can help the introduction of museum objects to museum visitors. Compatibility testing indicates that the work validity of these features can be well executed. </em></p>
<p>Blog merupakan sebuah media yang digunakan untuk mem-<em>posting</em> berita, informasi, video berbasis <em>website</em>. Jenis blog yang ada saat ini yaitu yang berbayar atau yang bebas biaya seperti Blogspot, wordpress dan lain-lain. Saat ini, pengguna blog berjumlah banyak. Hal ini dikarenakan fungsi dari blog tidak hanya untuk <em>posting</em> berita atau informasi tetapi pembaca bisa memberikan saran terkait konten ataupun bertanya kepada blogger tersebut. Dalam dunia pendidikan, blog bisa digunakan sebagai media pembelajaran yang dapat membantu <em>posting</em> materi pelajaran, pengumuman ulangan harian, ataupun diskusi terkait materi pelajaran. Namun penggunaan dari blog sebagai media pembelajaran kurang terlihat. Tujuan penelitian ini diantaranya untuk mengetahui persentase guru dalam menggunakan blog gratis sebagai media pembelajaran alternatif pada SMK, dan mengimplementasikan UTAUT sebagai model dasar dalam penilaian penerimaan teknologi blog sebagai media pembelajaran alternatif pada SMK. Metode UTAUT (Unified Theory of Acceptance and Use of Technology) ini digunakan untuk menguji penerimaan teknologi oleh <em>user</em> terhadap penggunaan blog sebagai media pembelajaran di sekolah. Populasi dari penelitian ini adalah semua guru SMK yang ada di Kota Malang. Dengan teknik <em>random sampling</em> pada 61 guru SMK. Instrumen yang digunakan pada penelitian ini adalah kuesioner yang menggunakan indikator dari metode UTAUT. Hasil yang didapatkan berupa blog gratis yang paling banyak digunakan oleh guru SMK sebagai media pembelajaran alternative adalah (1) blogspot sebesar 63%, wordpress sebesar 18.5%, Edmodo sebesar 17.4% dan lainnya sebesar 1.1%; (2) hasil dari implementasi kuesioner yang menggunakan metode UTAUT menghasilkan <em>effort expectancy</em> sebesar 94.02%, <em>performance expectancy</em> sebesar 89.50%, <em>social influence</em> sebesar 88.04%, <em>supporting facilities</em> sebesar 86.04%, <em>use behavior</em> sebesar 85.71% dan <em>behavioral intention</em> sebesar 84.39%.</p><p> </p><p>Abstract</p><p>Blog is a medium used to post news, information, video-based websites. The types of blogs that exist today are paid or free of charges such as Blogspot, WordPress, and others. Currently, blog users are numerous. This is because the function of the blog not only for posting news or information but the reader can provide advice related to the content or ask the blogger. In the world of education, blogs can be used as a medium of learning that can help post the subject matter, daily repetition announcements, or discussion related subject matter. But the use of the blog as a learning medium is less visible. This research has some intentions are: discovering the percentage of teachers which is used a free blog as an alternative learning media, implementing the UTAUT method to evaluate in accepting technology in free blog as an alternative learning media. The method of UTAUT (Unified Theory of Acceptance and Use of Technology) is used to test the acceptance of technology by the user against the use of blog as a medium of learning in school. The Vocational Teachers of Malang are being used in this research as a population. From this population, we should use the sampling method. And the sampling method is used random sampling which is 61 samples from all of the teacher in Vocational School in Malang. The result from this research are: (1) Blogspot is the most used by teacher in vocational school as learning media is about 63%, then wordpress is about 18.5%, Edmodo is about 17.4% and other is about 1.1%; (2) and at about 94.02% in effort expectancy, 89.50% in performance expectancy, 88.04% in social influence, 86.04% in supporting facilities, 85.71% in use behavior, and 84.39% in behavioral intention.</p>
Advances in smartphone technology have led to the strong emergence of mobile learning (m-learning) on the market to support foreign language learning purposes, especially for the Japanese language. No matter what kind of m-learning application, their goal should help learners to learn the Japanese language independently. However, popular Japanese m-learning applications only accommodate on enhancing reading, vocabulary and writing ability so that user experience issues are still prevalent and may affect the learning outcome. In the context of user experience, usability is one of the essential factors in mobile application development to determine the level of the application’s user experience. In this paper, we advocate for a user experience improvement by using the mental model and A/B testing. The mental model is used to reflect the user’s inner thinking mode. A comparative approach was used to investigate the performance of 20 high-grade students with homogenous backgrounds and coursework. User experience level was measured based on the usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction. The results then compared with an existing Japanese m-learning to gather the insight of improvement of our proposed method. Experimental results show that both m-learning versions proved can enhance learner performance in pragmatic attributes. Nevertheless, the study also reveals that an m-learning that employs the conversational mental model in the learning process is more valued by participants in hedonic qualities. Mean that the proposed m-learning which is developed with the mental model consideration and designed using A/B testing is able to provide conversational learning experience intuitively.
<p>Public transportation is important issue in Taiwan. Recently, mobile application named Bus Route Planning was developed to help the user to get information about public transportation using bus. But, this application often gave the user inaccurate bus information and this application has less attractive GUI. To overcome those 2 problems, it needed 2 kinds of solutions. First, a more accurate time prediction algorithm is needed to predict the arrival time of bus. Second, augmented reality technology can be used to make a GUI improvement. In this research, Automatic Data Collector system was proposed to give support for those 2 solutions at once. This proposed system has 3 main functionalities. First, data collector function to provide some data sets that can be further analyzed as an base of time prediction algorithm. Second, data updater functions to provide the most updated bus information for used in augmented reality system. Third, data management function to gave the system better functionality to supported those 2 related systems. This proposed Automatic Data Collector system was developed using batch data processing scenario and SQL native query in Java programming language. The result of testing shown this data processing scenario was very effective to made database manipulation especially for large-sized data.</p>
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