Lamintang Online Journal (Lamintang Publisher)
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Media Pembelajaran Pengenalan Hewan untuk Siswa Sekolah Dasar Menggunakan Augmented Reality Berbasis Android
Rumusan kompetensi sikap, pengetahuan, dan keterampilan yang dipergunakan dalam Kurikulum 2013 mengedepankan pentingnya kreativitas dan komunikasi. Metode pembelajaran yang digunakan untuk kurikulum 2013 pada tingkat SD berikut menggunakan pendekatan pembelajaran tematik. Dimana guru dituntut untuk memberikan materi pembelajaran dengan cara yang kreatif dan inovatif maka dari itu salah satu alternatifnya berupa sebuah media pembelajaran interaktif. Media pembelajaran dalam hal ini memakai fitur yang terbilang masih baru yaitu fitur Augmented Reality dimana fitur ini memadukan antara objek nyata dengan objek maya. Media pembelajaran ini dibuat dengan menggunakan software Unity3D dengan memasukan unsur objek 3D yang dibuat dengan menggunakan software Blender/Lightwave 3D sebagai peraga. Materi pembelajaran diambil dari buku panduan Kelas 1 SD Kurikulum 2013 mengenai Hewan di Sekitarku. Hasil dari pengujian aplikasi Pengenalan Hewan dapat berjalan pada berbagai perangkat mobile Android. Berdasarkan hasil data pengujian dapat disimpulkan bahwa aplikasi ini dapat membantu meningkatkan minat dan pemahaman siswa dalam belajar.
Animal Identification Learning Media for Elementary School Students Using Android-Based Augmented Reality
Abstract: The learning method used for the 2013 curriculum at the following SD level uses the thematic learning approach. Where teachers are required to provide learning material in a creative and innovative way, then one of the alternatives is in the form of an interactive learning media. The learning media in this case uses a feature that is still relatively new, namely the Augmented Reality feature where this feature combines real objects with virtual objects. This learning media is made using Unity3D software by including 3D object elements made using Blender/Lightwave 3D software as props. The learning material is taken from the 2013 Curriculum Class 1 SD guidebook on Animals Around Me. The results of testing the Animal Identification application can run on various Android mobile devices. Based on the results of the testing data, it can be concluded that this application can help increase students' interest and understanding in learning.
Keywords: Animal Identification, Augmented Reality, Lightwave 3D
Badminton Athlete in Marketing Communication Strategy: Study of Bank Mandiri Ads on Youtube
This paper seeks to analyze and study further about how the marketing strategy is carried out by utilizing badminton athletes in advertisements carried out by Bank Mandiri. This is important to do as an evaluation material for marketing communication strategies carried out in the new media era, because the object of research is taken from videos on the Yotube platform. The focus of the research will be on three advertising videos on Bank Mandiri's Youtube channel which were uploaded on November 5, 2018 – February 10, 2019. The results show that the use of badminton athletes as commercial star for Bank Mandiri is a marketing communication strategy that has been carefully calculated. If referring to the concept of marketing communication strategy, namely segmentation, targeting, and positioning. It can be seen that Bank Mandiri has implemented its marketing communication strategy well and effectively. The strong position of the three athletes in forming a brand image is the reason for Bank Mandiri to use the three as commercial star. It is hoped that the strong brand image of the three athletes can influence the corporate image of Bank Mandiri so that it can imitate the image of the three who are already strong, namely young, millennial, and high achievers
Design and Development of Multilevel Inverter for Convert Direct Current to Alternating Current Using MATLAB Simulation
This paper presented the design and development of a multilevel inverter (MLI). The demand for better electronic devices increases rapidly. The multilevel inverter (MLI) which convert direct current (DC) to alternating current (AC) are widely used in the industry. The objective of this research is to design and simulate the 3-level and 3-level NPC MLI module using PLECS software. To develop the switching technique for each level of NPC MLI, and To analyse and validate the MLI in terms of harmonic. Although there is already an inverter in the market, the researcher still pursues to improve the efficiency, total harmonic distortion (THD), and reduce the size of the MLI. An THD can be improved using the suitable modulation technique and the size of the MLI can be reduced by designing better topologies. The modular NPC is using the three-level NPC as the main module and the number of levels can be increased by adding 2 level NPC modules to the main module. The switching technique was created to control the NPC MLI for each level
Bayesian Network Approach in Educational Application Development: A Systematic Literature Review and Bibliometric Meta-Analysis
Technological developments have brought about a paradigm shift in the world of education. The education system must be more open and flexible, where students can experience these opportunities according to their skill level. 21st-century education and the application of the elements of Revolution 4.0 Industry in education realize that initiative. The Bayesian Network approach is becoming one of the essential tools in the development of educational applications. Therefore, the persistence of this systematic review is to identify peer-reviewed literature on the Bayesian network approach in education. Scopus and Web of Science, and IEEE citation databases are used in the data-gathering phase. PRISMA approach and keyword search were obtained and analyzed. This bibliographic data of articles published in the journals over ten years were extracted. VOS viewer was used to analyzing the data contained in all journals and articles. This systematic review shows that the development in education can absorb the changes that occur in technology. The findings from 1160 articles extracted show that using the Bayesian approach in the development of educational applications improves the quality of use, especially from the point of students. The level of predictive accuracy generated through the Bayesian network approach improves the quality of educational application development. However, the study's findings indicate that there is scope for research related to the application and use of this approach in the development of educational applications
Pengurusan Tingkah Laku dan Disiplin Pelajar di Sekolah Kebangsaan Bagan Datuk Perak
Proses pengurusan tingkah laku dan disiplin di sekolah mempengaruhi sejauhmana keupayaan sesebuah sekolah untuk menerapkan nilai-nilai murni dalam diri pelajar. Kajian ini merangkumi objektif untuk mengenal pasti strategi-strategi yang digunakan oleh guru dalam pengurusan tingkah laku dan disiplin sekolah. Kajian ini dijalankan dengan menggunakan kaedah temu bual dengan salah seorang guru disiplin daripada sekolah yang terpilih. Dapatan kajian diolah dengan menggunakan analisis SWOT. Kajian mendapati bahawa peranan utama dalam menangani masalah tingkah laku dan disiplin murid ialah keluarga. Selain itu, pihak sekolah berperanan untuk menambah nilai pengajaran mata pelajaran iaitu menerapkan nilai-nilai murni dalam semua kelas. Pelajaran boleh dijalankan secara interaktif, memberikan murid lebih berminat untuk hadir ke sekolah dan meneruskan pelajaran. Unsur-unsur tema keagamaan dan kewarganegaraan perlu ada dalam semua mata pelajaran agar golongan muda diasuh dengan nilai-nilai murni dalam apa jua perkara yang dipelajari.
Behavior Management and Student Discipline at Sekolah Kebangsaan Bagan Datuk Perak
Abstract: The process of managing behavior and discipline at school affects the extent to which a school is capable of inculcating good values in students. This study includes the objective to identify the strategies used by teachers in the management of behavior and school discipline. This study was conducted by using the interview method with one of the discipline teachers from the selected school. Research findings are processed using SWOT analysis. The study found that the main role in dealing with student behavior and discipline problems is the family. In addition, the school plays a role in adding value to the teaching of subjects, i.e. applying good values in all classes. Lessons can be conducted interactively, giving students more interest in attending school and continuing their studies. The elements of religious and citizenship themes must be present in all subjects so that young people are nurtured with pure values in whatever they study.
Keywords: Behavior Management and Discipline, SWOT, Teaching and Learning
Pet Feeding System
The objective of this research is to design an IoT (Internet of Things) that can enhance pets care and monitoring. Keeping pets has become a popular among people at the present and one of the best companions that available at home. Taking care pets need effort and time and most of the owner having problem because of their busy schedules. By utilizing the microcomputer and internet, this research will be able to feed and monitoring the pets when owner is away from their pets. We develop the prototype of food dispenser modified with servo motor, webcam, and raspberry pi. A web application is developed to control the servo motor and webcam by sending signal to the raspberry pi. To conclude, from the research we found out 79% respondents strongly agree that pet feeding system are useful and 61% want to buy the system. In future, we hope that feeding system can be apply to animals in the zoo, pet shop, wildlife department, etc
Penerapan Augmented Reality Sebagai Media Pembelajaran Pengenalan Ilmu Tajwid Berbasis Android
Augmented Reality sesuai digunakan untuk membuat media pembelajaran yang menarik. Ada pun tujuan dari penelitian ini adalah membuat media pembelajaran Ilmu Tajwid bisa terbuat dengan menggunakan teknologi Augmented Reality yang diditerapkan ke dalam fitur mobile Android. Tujuan pembuatan media pembelajaran ini adalah untuk meningkatkan mutu ketaqwaan pada Allak SWT, mewujudkan tanggung jawab seseorang mukmin kepada Al-Quran, membawakan seseorang mukmin membaca Al-Quran dengan ber-Tajwid, menolong warga pemeluk mukmin berlatih Ilmu Tajwid tanpa wajib menghadiri kursus serta dapat berlatih dimanapun serta kapanpun. Kesimpulan dari penelitian ini adalah dengan memakainya aplikasi AR pengguna lebih menguasai Ilmu Tajwid tanpa terikat durasi waktu serta tempat, dan pengguna lebih atensi serta terpikat dalam berlatih Ilmu Tajwid.
Applying an Augmented Reality as an Android-Based Tajweed Science Learning Media
Abstract: Augmented Reality is suitable to be used to create interesting learning media. The purpose of this research is to make Tajweed Science learning media can be made using Augmented Reality technology which is applied to Android mobile features. The purpose of making this learning media is to improve the quality of piety to Allah SWT, realize the responsibility of a believer to the Al-Quran, bring a believer to read the Qur'an with Tajweed, help believers practice Tajweed without having to attend courses and can practice wherever and whenever. The conclusion of this study is that by using the AR application, users are more familiar with Tajweed Science without being bound by the duration of time and place, and users are more attentive and captivated in practicing Tajweed Science.
Keywords: Augmented Reality, Learning Media, Tajweed.
Applying an Augmented Reality as an Android-Based Tajweed Science Introduction Media
Abstract: The Tajweed Science upgrading tool can be made using Augmented Reality technology which is applied to Android mobile features. The purpose of this research is to improve the quality of piety to Allah SWT, to realize the responsibility of a believer to the Qur'an, to bring a believer to read the Qur'an with Tajweed, to help believers practice Tajweed without having to attend courses and to be able to practice anywhere and anytime. The conclusion of this study is that by using the AR application, users are more familiar with Tajweed Science without being bound by the duration of time and place, and users are more attentive and captivated in practicing Tajweed Science.
Keywords: Augmented Reality, Learning Media, Tajweed
Implementation of Pre-Marriage and Parenting Education Information System with Android-Based Agile Method
A lot of couples do early marriage, but most of them do not understand what marriage really means. The unpreparedness of the couple in marriage can have a big impact on their married life which leads to divorce and also have a negative impact on their children. An Android-based pre-marriage and parenting education information system can be an alternative to simplify the preparation and learning process for couples and parents. The method used for the analysis and design of the pre-marriage and parenting education information system uses the literature study method and data collection methods such as: observation and questionnaires to married couples and their parents, the aimed as a source for designing and building information systems related to pre-marriage and parenting education. The results of the method used include couples and parents being able to learn and prepare for married life as well as increasing knowledge about child parenting through their Android smartphones with the materials sourced from experts and there was a forum that can be used to discuss with other users or discussion with educator.
The method used for the analysis and design of the pre-marriage and parenting education information system uses the literature study method and data collection methods such as: observation and questionnaires to married couples and their parents, the aimed as a source for designing and building information systems related to pre-marriage and parenting education.
The results of the method used include couples and parents being able to learn and prepare for married life as well as increasing knowledge about child parenting through their Android smartphones with the materials sourced from experts and there was a forum that can be used to discuss with other users or discussion with educator
MATHNECT: Mathematics Motion Based Learning for Primary School
Courseware is now widely used in the process of learning and teaching, particularly at the primary school level and in mathematics classes. Students become less interested in learning mathematics because it involves abstract and complex concepts. Difficulty learning math is a profound and acknowledged difficulty among students throughout the generations. The way of teaching and learning mathematics has remained relatively the same in our education system. Students are unable to provide their entire focus in class because of the current educational system, which is sometimes boring and relies solely on the whiteboard as a medium of instruction. However, with today's technological advancements, this problem may be overcome. It can be used to enhance the current educational system by utilizing current technology. One of them is Kinect, this device is a motion-tracking technology that allows users to interact with applications by moving their bodies. The main objective of this Mathnect is to develop a motion-based learning environment by utilizing Kinect technology as a learning aid to improve student concentration and attention in mathematics class. This project is developed using a methodology ADDIE. The methodology of analysis employed in this phase, which includes content analysis, should be focused on the compatibility of the content and the target users. The game will be focusing on teaching simple mathematics number, which it will cover on basic numbers among primary school students. Thus, by implementing this project in primary schools, our educational environment can be improved to produce new adaptive learning methods. This Mathnect is beneficial for educators, students, and parents to be used in the classroom and can also be used for self-based learning. As a result, students will not be bored in the classroom at any time
Community Perspective: Assessment of Knowledge, Attitudes and Information Exposure to Participation in the Covid-19 Vaccination Program
Vaccine's acceptance is affected by several factors such as their knowledge and perception of the possible spread of Covid-19, perception of vaccine safety, logistics, perception of vaccine efficacy and perceived risk, etc. A source of knowledge that has the potential to influence public acceptance or rejection of the Covid-19 vaccine, it is critical to disseminate clear and reliable information about vaccine safety and efficacy to gain public trust. This study aims to analyze the relationship between knowledge, attitudes and information exposure with community participation in the Covid-19 vaccination program. Quantitative research using analytical descriptive with cross-sectional approach. The research was carried out in the province of South Kalimantan. The sampling technique used accidental sampling with a total sample of 252 respondents. Data collection is done online using a questionnaire instrument via Google Form. Fisher exact test was used as statistical test with CI: 95% (α: 0.05). There is a relationship between knowledge and participation in the vaccination program (p-value: 0.023 < 0.05). There is no relationship between attitude (p-value: 0.168 > 0.05) and information exposure (p-value: 0.280 > 0.05) with participation in the vaccination program. The availability of transparent information on vaccine efficiency and safety can play a key role for everyone to be encouraged to vaccinate without hesitation