Augmented Reality as one of the developing fields in the Industrial Age 4.0 has been widely used in various fields. Augmented Reality (AR) can be used to deliver the information that may be very difficult to do directly in the real world. Many fields use Augmented Reality based media to deliver the information to their target users. Augmented Reality has been developed to help the learning process become more fun and interactive. The learning process aims to provide experience and share information and knowledge in an interesting and meaningful way for students. The process that was previously impossible for students can be helped by using Augmented Reality-based learning media. One of them is in learning science in elementary schools on the topic of animal recognition based on their habitat. Through this digital learning media based on Augmented Reality, students can see how the physical shape of the animals in question is 3D by using an Android device. Augmented Realitybased digital learning media created using Unity 3D and Vuforia. This application is capable of displaying 3D models also able to present a video explanation of the 3D model. In this project virtual buttons are also applied so that users are more challenged in using it.
Organizing a job fair is one of the steps to bridge the needs of companies in finding workers and the needs of job seekers to find work. Creative Media State Polytechnic (Polimedia) as a vocational college provides support to alumni to get decent jobs and according to their fields of expertise. In accordance with one of the Main Performance Indicators (KPI) of higher education, namely graduates get decent jobs [1]. However, currently Polimedia does not have a system that supports the implementation of the job fair or is still done manually. Research with the theme of developing virtual job fair information systems based on augmented reality and virtual reality has two objectives. The first objective is to develop an information system that assists the process of posting job vacancies and allows users to register for available vacancies. Then the second is to facilitate virtual job fairs. Because apart from the impact of the COVID-19 pandemic, holding a virtual job fair can be a distinct advantage for alumni who are looking for work because they can significantly save transportation and accommodation costs. The system development methodology used is the System Development Lyfe Cycle (SDLC) with the waterfall method. The waterfall method is divided into five stages, namely the analysis, design, implementation, testing and support stages. The design phase uses the Unified Modeling Language (UML), namely use case diagrams and entity relationship diagrams, while the implementation phase of augmented reality uses 3D modeling, markers and interface adjustments. In addition, the design of augmented reality and virtual reality applications uses the A-FRAME framework.
Learning activities at the Creative Media State Polytechnic after the pandemic period, especially in the design department of the game technology study program, were held in blended learning. Blended learning is the right choice of learning because it needs adaptation from lecturers and students, where previously learning was held fully online, now it is held online and offline. Blended learning activities can be very effective and efficient in their implementation if the learning process is well prepared. One of the learning activities carried out is independent learning activities. Therefore, this study aims to produce a learning application that can be used as an independent learning module so that students can learn without being assisted by anyone just by using this independent learning module. The approach taken is the ADDIE development method. The ADDIE development model consists of five stages, namely analysis, design, development, implementation, and evaluation. Expert response to this learning application is a crucial thing to do. This application is evaluated by an expert with a background in graphic design, learning media, and communication. The independent learning module application was successfully developed and implemented in semester 3 of the 2-dimensional game programming course.
In term of E-Learning, simulation tools to increase the effectiveness of online study is needed. Android based Food Safety Virtual Laboratory developed to fulfil the need. Laboratory developed using Unity Engine with click and drag interaction. Experts from Art Culinary Department and Media and Design Department of POLIMEDIA given the opportunity to try the developed laboratory to evaluate the content and effectiveness of the laboratory. Evaluation conducted using Focused Group Discussion Methods. Experts considered the laboratory needed to improve the color and background. Color wise, it should use cool colors to give futuristic impression. Classics colors should be avoided and empty space background should be avoided. Content wised the laboratory already covered the subject needed. The interaction was simple and simplify the learning process so the subject can be understood easily. It was suggested that a pop up should be added to inform the name of every tool so it can be more new users friendly.
Pemanfaatan teknologi pembelajaran jarak jauh (e-learning) perlu disiasati agar tujuan pembelajaran dapat tercapai secara efektif meskipun kegiatan tidak dilakukan secara tatap muka langsung di dalam kelas. Salah satu cara meningkatkan fokus d an minat peserta didik dalam kegiatan pembelajaran adalah pemanfaatan elemen yang ada dalam game pada media pembelajaran e-learning atau disebut juga dengan istilah gamifikasi. Platform gamifikasi kebanyakan memiliki lisensi ataupun berbayar sehingga Guru harus mengeluarkan biaya ekstra. Solusi atas permasalahan tersebut adalah diadakan pelatihan dan pendampingan penggunaan platform gamifikasi dalam jaringan kepada para Guru dimana aplikasi tersebut tidak berbayar dan sederhana dalam penggunaannya. Tujuan dari kegiatan pengabdian masyarakat ini adalah mengenalkan dan meningkatkan kompetensi digital Guru dan Pendidik dalam menggunakan platform gamifikasi daring (dalam jaringan) sebagai media pembelajaran. Metode yang digunakan dalam kegiatan pengabdian adalah metode pelatihan dan pendampingan. Hasil kegiatan pengabdian kepada masyarakat ini berupa tahapan pembuatan media pembelajaran menggunakan platform gamifikasi wordwall.net, yaitu membuka laman wordwall.net, memilih Sign Up, mengatur tampilan myActivities, membuat Maze Chase, dan mengevaluasi/melihat hasil kerja siswa. Kesimpulan kegiatan ini adalah adalah meningkatnya keterampilan digital peserta kegiatan, Produk media pembelajaran berbasis game dan kuis, serta buku panduan praktis penggunaan platform gamifikasi. Materi yang disampaikan bermanfaat bagi para Guru dan Pendidik dalam mempersiapkan bahan ajar digital berbasis game dan kuis.
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