Technology development is growing rapidly in the 21st century. It takes a thorough preparation in various fields to deal with this condition, including in education field. Technology can be used to help learning process in the classroom particularly as an instructional media. This research aims to determine the effectiveness of instructional media of space geometry based on augmented reality in improving students’ spatial reasoning. The data were collected in one junior high schools in Yogyakarta-Indonesia. Thirty-three students of grade 8th were involved in this study. The results show that learning media is feasible to use and effective to improve students’ spatial reasoning as shown from the spatial test in which most of the students can solve the spatial reasoning tests and the spatial score were increase from 49 to 79.35 from the maximum score 100. This finding implies that AR instructional media could enhance spatial skill as it provides better visualization.
Pemilu Serentak 2024 merupakan pemilu yang memiliki tingkat kerumitan yang cukup tinggi bagi penyelenggara Pemilu baik KPU maupun Bawaslu. Dimana menggabungkan antara Pemilu Presiden dan Wakil Presiden, Pemilu DPR dan DPD, serta DPRD Provinsi dan Kabupaten/Kota. Tentu hal ini memberikan kompleksitas masalah dalam pelaksanaannya terlebih lagi adanya rekrutmen penyelenggara di tengah tahapan. Tulisan ini mencoba menawarkan solusi praktis dalam pelaksanaan Pemilu 2024 mendatang, yang berkaca kepada Pemilu 2019 lalu, dimana tingkat pengaduan kode etik didominasi pada pelanggaran perhitungan dan rekapitulasi perolehan suara serta proses rekrutmen penyelenggara. Upaya yang perlu dilakukan penyelenggara Pemilu untuk mengurangi tingkat pelanggaran kode etik dilakukan penyelenggara Pemilu yaitu melalui strategi penguatan kapasitas SDM penyelenggara Pemulu dengan menerapkan tinga langkah yaitu Training of Trainers, Bimbingan Teknis dan Rekrutmen yang baik.
Nowadays technology is growing very rapidly. The existence of this technology development, helps a lot of people in carrying out their activities. There is one form of development technology that very influential in everyday life and mostly found in the community is an android smartphone. In this age, smartphones have become a lifestyle for the society. The development of smartphone technology has been perceived by all levels of society especially for students. Besides, being used in social media, smartphone purpose is also being used to play a game by students, both online and offline games. In the field of education, smartphones are still rarely used to support learning activities, especially in mathematics learning. This issue is happened because there are still many educators who are reluctant to switch from conventional learning methods to digital-based learning. Even though the interest of students in the smartphone technology especially game, is high enough. This research, intend to determind the effect of mathematics learning based on interactive android game to student’s study interest. This research use study literature method, that is consider relevant various research, then the researcher conclude it based on the various research. The result of this research is there is an influence of learning based on interactive android game to student’s interest. So, this learning based on android game can be used to increase student interest in mathematics.
Negara indonesia mempunyai tradisi dan budaya masyarakatnya yang beragam, begitu juga halnya kegiatan keagamaan. Kegiatan keagamaan masyarakat Indonesia yang beragam menjadi daya tarik bagi masyarakat untuk mencari informasi mengenai kegiatan keagamaan masyarakat Indonesia. Multimedia mempunyai peranan penting bagi masyarakat untuk mendapatkan informasi secara cepat, apalagi saat ini teknologi semakin berkembang dengan cepat. Oleh karena itu, untuk mendapatkan informasi secara terpusat maka masyarakat diharuskan untuk mencari informasi yang relevan, sehingga membutuhkan waktu yang cukup lama. Permasalahan yang ditemukan dalam kasus seperti ini adalah merancang bangun suatu aplikasi sistem multimedia berbasis android yang dapat membantu masyarakat untuk mendapatkan informasi mengenai kegiatan keagamaan masyarakat Indonesia. Penelitian ini bertujuan untuk membantu masyarakat Indonesia mendapatkan informasi mengenai kegiatan keagamaan masyarakat Indonesia, sehingga masyarakat mudah mencari informasi serta mempelajari dan memahami kegiatan keagamaan masyarakat Indonesia. Metodologi yang digunakan adalah Multimedia Development Life Cycle (MDLC) versi Luther-Sutopo, dengan tahapan concept, design, material collecting, assembly, testing, dan distribution. Penelitian ini menghasilkan sebuah aplikasi sistem multimedia kegiatan keagamaan masyarakat Indonesia berbasis android.
Mathematics is a subject that is clearly understood. Likewise, mathematical material seems difficult, one of which is about rotary symmetry. This material is difficult because it requires extra understanding, logic and imagination. For this reason, a siputspin learning media was made to facilitate students. This research was appointed because the author wants to know how much influence the media of siputspin learning makes it easier for fifth grade elementary school students to understand the material of rotating symmetry. The author uses an experimental method whose data source is obtained consisting of interviews, observations, questionnaires, and book reviews. The subjects of this study consisted of several fifth grade elementary school students in Yogyakarta. Determination of the subject is done by random sampling. Data collection techniques are done by interviewing and filling in questionnaires with students and direct observation in class. The data of this study were analyzed descriptively quantitative and qualitative. The results showed that the siputspin learning media can make it easier for students to understand rotational symmetry material. Nevertheless, there are still a number of things that need to be improved from the siputspin learning media to be more effectively applied.
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