The use of paper directly proportional to the growth in the number of people. The impact is in the form of environmental problems where there is logging of forest trees, and deforestation so that it affects the ecosystem and the natural environment. Trees are cut down and made into paper for human needs, including to make books as learning media. In the current technological era, the use of books as a medium of learning has an impact on students’ declining motivation to learn. To solve the problem, we proposes the application of Augmented Reality (AR) as a learning medium. This research uses Game Engine Unity and Vuforia which can display 3-dimensional objects, and uses Android as the basis of the system. In this paper, we introduce four equipments of athletic sports. The aim of this research is to reduce the use of paper as a learning medium and increase learning motivation. The result of the research is an Augmented Reality-based athletics introduction application that has been tested for its performance using blackbox testing using various conditions of its marker.
Public and Private Schools must always develop to improve the quality of education with professional service to school residents. Information Technology will produce a well-computerized system to support human resources with performance in management tasks. The Student Parent Book information system is the most important thing in education in order to fulfill the need for information for students so that the process of making reports and recording administrative data at SMA Negeri 1 Kelekar can be even better. With the existing system, it will provide menu features that exist in the unit category component or an information and will be obtained as a guide for students, SMA Negeri 1 Kelekar currently uses, manages and stores student data in the Parent Book. Not yet computerized in data processing. Students, there will be a risk that it will be difficult to find information on student data identity and the creation of a student data report that has been recorded in the student main book. The information system at SMA Negeri 1 Kelekar which will build a new system will be very useful, this information system will be designed as a web-based system that is more easily accessible, in order to provide benefits for the school, especially the School Administration Staff so that they can use the information system in accordance with future needs. All the menu features available in this system are to facilitate the process of recording and reporting the student master book, so that it can be accelerated in searching for student data at SMA Negeri 1 Kelekar in using the existing student master book process that is available to run well and smoothly.Keywords : System, Master Book, Web Based, PHP and MySQLÂ
Puskesmas is a functional organizational unit that organizes comprehensive, integrated, equitable health efforts that are acceptable and affordable to the community. The function of the puskesmas is to provide health services to the community through the Community Health Efforts (UKM) and Individual Health Efforts (UKP) programs which are at the forefront of providing health services to the community, especially the prevention and treatment of diseases. The disease is divided into 3 types namely infectious diseases or diseases caused by germs that attack the human body. This research will attempt to handle infectious diseases, namely dengue hemorrhagic fever (DHF). Dengue fever or dengue fever (abbreviated as DHF) is an infection caused by dengue virus. Mosquitoes or some types of mosquitoes transmit (or spread) dengue virus. Then a computerized analysis using data mining software that supports the flow of data and information in accordance with the needs of handling dengue fever from these processes and the selection of a more suitable method is used that is using K-Means clustering.Keywords : The location determination system, dengue faver, K-Means Clusterring
Hasil observasi pada salah satu sekolah di SMA Pangkalpinang adalah banyak siswa yang mengalami kesulitan parah dalam pembelajaran matematika. Pembelajaran matematika lebih bermakna dan mudah diingat oleh siswa jika konsep yang belum mereka ketahui dapat mereka temukan sendiri. Oleh sebab itu abstraksi reflektif siswa dirasa sangat penting untuk dikembangkan. Penelitian ini bertujuan untuk meningkatkan abstraksi reflektif siswa dengan menggunakan media pembelajaran matematika berbantuan augmented reality. Penelitian dilakukan melibatkan siswa kelas X sebanyak 44 orang yang terbagi pada dua kelas. dua kelas yang dilibatkan terdiri dari satu kelas eksperimen dan satu kelas lagi sebagai kelas kontrol masing-masing berjumlah 22 siswa. Pengumpulan data menggunakan teknik tes yang diberikan saat pretest dan postest. Soal pretest dan postest sudah disesuaikan dengan indikator abtraksi reflektif sehingga dapat dipastikan kredibel dalam pengukuran abstraksi reflektif siswa. Analisis data menggunakan uji prasyarat kolmogorov smirnov dan levenenyang sebelumnya dilakukan uji N-Gain terlebih dahulu, lalu dilanjutkan dengan uji hipotesis menggunakan uji U-Mann Whitney. Hasil yang didapatkan adalah, dengan menggunakan media pembelajaran matematika berbantuan augmented reality dapat meningkatkan kemampuan abstraksi reflektif siswa. The result of observations at one of the high schools in Pangkalpinang shows that many students experienced severe difficulties in learning mathematics. Mathematics learning is more meaningful and easy for students to memorize if they are able to find the unknown concepts on their own. Therefore, students' reflective abstraction is considered very important to develop. This study aims to improve students' reflective abstraction by using augmented reality assisted mathematics learning media. The research was conducted involving 44 grade 10 students who were divided into two classes. The two classes involved consist of one experimental class and one control class; each class consists of 22 students. The data collection used is the test technique given during the pretest and posttest. The pretest and posttest questions have been adapted to indicators of reflective abstraction so that it can be ascertained that the questions are credible in measuring student’s reflective abstraction. The data analysis used is the Kolmogorov Smirnov and Levenen prerequisite tests which were previously carried out by the N-Gain test first, then continued with hypothesis testing using the U-Mann Whitney test. The results obtained show that the application of augmented reality mathematics learning media can improve students' reflective abstraction abilities
Education is a process of changing knowledge, increasing, skills, improving attitudes and behavior of humans or groups that are trying to educate the life of the nation and humans by carrying out learning and teaching process activities as well as guidance on training learning. Among the developments in science and technology (science technology), technology applications to websites are now widely available and can facilitate the student learning process in an interactive and active way, with the application of this technology it provides opportunities for students to review information and be able to practice knowledge, as well as student skills in the learning process by enjoying the game.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.