Practical classroom learning in the multimedia department requires props, where props range from damage. To address this need, learning media are made by applying Augmented Reality. Learning media presents actual images without holding and seeing the objects in real terms so that there is no damage to the props. This research was conducted to create learning media for students of SMK Negeri 1 Banyuwangi majoring in multimedia as an Android-based teaching aid. Stages of research using the development method in the form of Multimedia Model Life Cycle (MDLC). The concept stage analyzes and applies the Augmented Reality (AR) method, the design stage performs application planning according to the needs of learning media. The data collection stage conducted interviews with teachers and students while the stages of making learning media used Blender, Unity and Visual Studio software. At the trial stage of the application by making a guidebook, it was carried out for students at SMK Negeri 1 Banyuwangi. For the stages of distributing learning media using the Likert scale method through distributing questionnaires. The results of the application trials and questionnaire distribution, the responses of students about learning media, the results show the interpretation of respondents by combining a value of 72.22%, which means students accept this learning media. The results of this research can create learning media for multimedia majors that can reduce the risk of damage to props and provide cool and fun learning media.
Dengan berkembangnya teknologi yang beragam banyak orang yang membuat aplikasi berbasis website untuk memudahkan pengolahan pembayaran uang sekolah siswa, namun tidak dengan bagian keuangan di SMK Gajah Mada Banyuwangi yang masih dilakukan secara manual yaitu dimulai dari pendataaan siswa, proses pembayaran siswa dan pembuatan laporan masih dikerjakan oleh bagian keuangan dengan media buku folio bergaris sebagai pendataan penulisan laporannya serta buku kwitansi sebagai bukti pembayaran uang sekolah siswa, sehingga bagian keuangan mengalami kesulitan untuk mengelolah data pembayaran uang sekolah siswa. Karena hal itu dibuatlah Sistem Informasi Pembayaran untuk siswa SMK Gajah Mada Banyuwangi Berbasis Online dibuat dengan menggunakan bahasa pemrograman PHP dan database Mysql. Aplikasi bertujuan untuk membantu pengelolaan pembayaran siswa serta untuk membantu siswa mengelolah pembayarannya. Adanya aplikasi berbasis website ini lebih membantu bagian keuangan untuk dapat mendata siswa, proses pembayaran siswa dan pembuatan laporan sesuai dengan periode yang dibutuhkan. Bagi siswa membantu untuk mengelolah pembayarannya dan mengelolah data pribadi siswa melalui website khusus siswa.
Technological developments are growing rapidly. Technology has penetrated into all aspects of life. The demand to get the right data, analyze and monitor the situation makes information more developed with emerging technologies to get it. Currently at SMK MUHAMMADIYAH 6 ROGOJAMPI the inventory process still does not use computerization to its fullest.From the problems above, a desktop-based IT laboratory inventory information system program application was created. This application utilizes C# and MySQL as media access and database storage media.With this application, it is hoped that it can assist the process of collecting data on goods, borrowing, and returning tools. Create a system that can help the process of analyzing and monitoring inventory conditions. This application can also be a means of documenting inventory data.
Sekolah Tinggi Ilmu Komputer (STIKOM) PGRI Banyuwangi implemented the Independent Learning - Independent Campus (MBKM) activity for two semesters. The results of student assessments for MBKM activities for one semester are influenced by the results of daily and weekly logbook monitoring, monitoring and evaluation assessments, and assessments of supervisors, examiners, and work partners. Assessments that are less objective cause many students to get good grades even though the implementation of MBKM activities is not well. The Simple Multi-Attribute Rating Technique (SMART) method is used to produce student eligibility group data and a more objective assessment. The results of the SMART calculations are combined with the Fuzzy C-Means (FCM) algorithm so that the results of grouping student data are more appropriate based on the similarities and characteristics of the members. Silhouette Coefficient is used to compare the grouping results. The results obtained that the use of SMART-FCM is better than the SMART results because it has a Silhouette Coefficient value close to 1 of 0.31187.
Mari Belajar adalah sebuah media pembelajaran yang berjenis platformer yang dibuat menggunakan aplikasi buildbox. Belajar adalah salah satu cara agar kita dapat mencapai cita – cita, yang kita di zaman semakin maju dan teknologi semakin canggil. Kita bisa belajar menggunakan banyak media, salah satunya adalah media pembelajaran interaktif ini. Pembelajaran interaktif banyak membuat dampak positif bagi siswa yang kurang konsentrasi pada pelajaran di sekolah. Salah satu metode yang digunakan pada media pembelajaran ini menggunakan metode UCD (User Centered Design). UCD (User Centered Desing) adalah sebuah filosifi perancangan yang menempatkan pengguna sebagai pusat dari sebuah proses pengembangan sistem. Metode UCD bersifat iteraktif yang artinya dapat menggali kebutuhan pengguna end-user yang dapat berubah-ubah secara langsung. Hasil penelitian metode pembelajaran interaktif ini dapat membantu guru dalam menyampaikan mata pelajaran, dan mampu meningkatkan minat belajar siswa dan mempermudah dalam proses pembelajaran.
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