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Zebua, Nofamataro

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This article aims to explore the opportunities of optimizing Artificial Intelligence (AI) in supporting adaptive, inclusive, and innovative learning in the Society 5.0 era. With its potential to revolutionize education through content personalization, responsive learning, and administrative efficiency, AI is the key to future education transformation. The research approach is qualitative through literature analysis and case studies, covering the implementation of AI in adaptive learning, educational chatbots, and virtual reality technology. The researcher's review of several studies revealed that AI not only eases the administrative burden on teachers, but also provides individually tailored learning plans and improves students' digital literacy. However, the integration of AI in education faces challenges such as resistance to change and disparities in access to technology. To overcome these challenges, the development of inclusive policies as well as AI-based training for educators is recommended, thus ensuring the ethical and effective application of technology, in line with the humanistic and future-oriented vision of Society 5.0.

Widayati, Tri; Pudjiarti, Emiliana Sri

Jurnal Ilmiah Serat Acitya 2024 Universitas 17 Agustus 1945

This study aims to develop a hypothetical model of Balai Latihan Kerja (BLK) / Job Training Center through the POAC (Planning, Organizing, Actuating, Controlling) approach as a fundamental framework in reforming the vocational training system. Using qualitative methods with data triangulation from expert interviews, empirical studies, and international reports, the study identified four key themes that determine the effectiveness of the model: digital transformation, strengthening triple helix partnerships, sustainable competency development, and industry-based standardization and certification. Digital transformation through virtual reality-based simulations and digital learning platforms has increased training effectiveness by up to 48%. Triple helix partnerships increase graduate absorption rates by up to 78%. Sustainable competency development is essential, considering that 65% of jobs in 2030 will require skills that do not yet exist today. Industry-based standardization positively correlates with labour productivity, increasing it by 24%. The hypothetical Balai Latihan Kerja (BLK) model that integrates these four themes is expected to be a reference in preparing an adaptive, competitive workforce that is ready to face global challenges in the era of technological disruption.

Aprin Wahyu Wijayanti; Maulia Depriya Kembara; Arjulayana Arjulayana

International Journal of Educational Sciences and Languages 2024 International Forum of Researchers and Lecturers

This research explores the use of Virtual Reality (VR) storytelling in language learning, focusing on its impact on speaking fluency, narrative skills, and student engagement. As traditional language teaching methods often face challenges such as limited speaking practice and learner anxiety, VR offers a promising alternative by creating immersive, interactive environments that encourage active participation. The objective of the study was to investigate the effectiveness of VR storytelling in enhancing these language skills, particularly in second language learners. The study utilized an action research methodology, involving language learners who participated in VR-based storytelling interventions. Pre- and post-assessments, along with surveys and student feedback, were used to evaluate speaking fluency, narrative construction, and overall engagement. The findings indicated significant improvements in all three areas, with students reporting increased confidence, reduced anxiety, and enhanced motivation to engage with the language. The use of VR not only improved grammatical and lexical aspects of speaking but also fostered creativity and coherence in storytelling. These results support the potential of VR to transform traditional language education by providing an engaging, low-pressure environment for learners. The study concludes by recommending the integration of VR in language classrooms to enhance language acquisition and suggests further exploration into long-term effects and content diversity.

Rani Fira Yunita; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The development of intelligent multimedia technology has had a significant impact on various sectors, especially in education, social, and cultural fields. This article discusses the latest trends in the use of intelligent multimedia and related technologies such as Artificial Intelligence (AI), Internet of Things (IoT), and Virtual Reality (VR), which have transformed the way we learn and interact with the world around us. In the context of education, intelligent multimedia enables a more personalized and adaptive approach to students' needs, enhancing educational accessibility, and reducing the educational gap between urban and rural areas. This technology also contributes greatly to creating a more interactive and engaging learning environment. On the other hand, the use of intelligent multimedia in social and cultural fields opens up opportunities to enrich local identities in the face of globalization, by incorporating traditional cultural elements into technology-based product designs. However, despite its many benefits, the implementation of intelligent multimedia technologies faces various challenges, such as infrastructure issues, limited budgets, and resistance from some educators who are not yet familiar with new technologies. Therefore, it is essential to ensure adequate digital literacy so that future generations can fully utilize this technology responsibly. In conclusion, intelligent multimedia has great potential to improve the quality of life, but its application must be carried out wisely, taking into account long-term impacts on society and culture.

Bosya Perdana; Tata Sutabri

International Journal of Information Engineering and Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

Online learning has become an essential component of modern education; however, conventional online learning platforms often rely on two-dimensional interfaces that limit user engagement, interaction, and immersion. These limitations reduce learning motivation and hinder the creation of an effective learning experience, particularly for activities that require active participation. To address these challenges, this research focuses on the design of User Interface (UI) and User Experience (UX) for online learning implemented in a Virtual Reality (VR) environment. The objective of this study is to develop a user-centered VR-based online learning interface that enhances interaction, usability, and learning comfort. This research applies the Design Thinking methodology, which consists of five stages: empathize, define, ideate, prototype, and test. User needs and usability issues were identified through observations and interviews, followed by interface design and prototype development of a VR learning environment featuring chat rooms, whiteboards, slide presentations, and virtual representations of teachers and students. Usability evaluation was conducted using the Maze platform to measure user success rates in completing predefined tasks. The results show that 80% of users completed tasks through the expected interaction paths, exceeding the minimum usability threshold of 70%, while 20% of users failed to complete the tasks, indicating areas for improvement. These findings demonstrate that the proposed UI/UX design effectively supports user interaction and usability in a VR-based learning environment. In conclusion, this study confirms that integrating Design Thinking into the UI/UX design process contributes to the development of effective and user-centered VR-based online learning systems, while also highlighting the importance of usability evaluation for refining immersive educational interfaces.

Dara Sovann; Sopheap Chan; Makara Lay

International Journal of Educational Technology and Society 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study investigates the impact of virtual reality (VR) tools in enhancing student engagement and learning outcomes in STEM (Science, Technology, Engineering, and Mathematics) education. By analyzing experimental data from VR-based STEM lessons across multiple schools, the research highlights how immersive experiences can help students understand complex concepts, increase motivation, and improve retention. The findings emphasize the potential of VR to transform traditional STEM education by providing interactive and engaging learning environments.

Amdika Styadi; Lucia Sri Istiyowti

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

Many students find traditional learning methods to be uninteresting, which can lead to a lackluster classroom environment. This is often due to teachers delivering material that fails to engage students and a lack of interaction between teachers and students. As a result, students may struggle to understand the material presented to them, leading to suboptimal learning outcomes. However, advancements in technology offer solutions to this issue. The use of Virtual Reality (VR) is an effective way to support learning and make it more engaging. Studies show that incorporating VR in elementary school mathematics education can be particularly helpful. VR allows for a more realistic and contextual learning experience, making topics that are often considered difficult or boring more interesting and interactive. In addition, research has shown that technology such as Wolfram's Mathematica can improve students' understanding of mathematical concepts and computational skills. This research aims to explore teachers' understanding of the potential of VR as a learning medium and how it can be used to visualize abstract concepts that are challenging to grasp. By implementing this technology, we can improve learning outcomes for elementary school students.

Rajiman Andrianus Sirait; Ester Yunita Dewi

Jurnal Budi Pekerti Agama Kristen dan Katolik 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

In the digital era, technology plays an important role in designing learning that is more interactive, personalised and adaptive. This research examines the role of learning technology in learning design through a qualitative approach based on a literature review. The use of technology, such as Learning Management Systems (LMS), virtual reality (VR), and artificial intelligence (AI), shows potential to increase student engagement as well as provide a more flexible learning experience. Blended learning approaches are also proven to increase engagement and provide flexibility in the learning process. In addition, technology supports competency-based learning that enables real-time evaluation of student progress through learning analytics. However, there are challenges in implementing technology, such as the digital divide, teacher readiness, and infrastructure limitations. Therefore, the successful integration of technology in learning design requires support from educational institutions and policies to provide adequate training for teachers and appropriate technology infrastructure. This study concludes that technology integration in learning design provides significant benefits in improving learning quality, but still requires a systematic and adaptive approach.

Siska Nurnaningati; Tri Ayu Mukaromatul; Elvina Eka Saputri

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Smart City is the first step with the concept of a region that combines information and communication technology packaged with regional authenticity. Smart City aims to help provide better public services. With several government regulations that have developed related to smart cities, it is hoped that technological developments can improve the quality of life of the people so as to encourage sustainability. The forerunner in moving towards a smart city is seen from the potential of an area that can be developed. Smart Cultural Heritage is a regional concept that combines technology with cultural heritage to promote, enhance, and preserve culture by involving technologies such as Augmented Reality (AR), Virtual Reality (VR) and others. Tulusbesar Village is a village located in Tumpang District, Malang Regency which is rich in culture, but on the other hand the community does not have the ability to utilize technology in its development. The PPK Ormawa BEM FEB UM team initiated Mojangki.id innovations made with the needs of the community in the field of arts and culture to increase the Cultural Capital of Tulusbesar Village so that Mojangki.id innovations have a positive impact on increasing profits and managing tourism assets of Tulusbesar Cultural Village.

Andalucia Andalucia; Syifa Azahra

Konstruksi: Publikasi Ilmu Teknik, Perencanaan Tata Ruang dan Teknik Sipil 2024 Asosiasi Riset Ilmu Teknik Indonesia

Medan is home to a number of historical buildings from the colonial era and the Islamic Malay Kingdom of Deli, many of which are now heritage sites. However, some buildings remain abandoned, such as the Warenhuis building on Jalan Hindu. Built in 1918 and protected by Law No. 11/2010 and Medan Mayor Decree No. 433/28.K/X/2021, Warenhuis needs to be revitalized to maintain its cultural significance. The COVID-19 pandemic has increased interest in digital connectivity and art. Advances in virtual reality and augmented reality have created new immersive art experiences. The 2000s saw significant growth in the field of new media art, with more and more art collectives utilizing technology. The Cultural Promotion Law No. 5/2017 focuses on the protection, development, and utilization of the arts. Medan, the third largest city in Indonesia, has great potential as a digital art gallery that helps promote culture through conservation, development and community participation. The regeneration of Warenhuis as a digital art gallery uses an infill development design that blends contemporary digital art with the classic architecture of the building, creating a dynamic and inclusive art space while maintaining its historical value.  

Saroafifa Indriani; Yunita Primasanti; Erna Indriastiningsih

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

Pan Brothers Tbk is one of the garment companies that adopted garment production in the form of 3D VR (Virtual Reality) as a garment prototype in Indonesia. In the process of making 3D VR products, many defective products must be revised. The study aims to implement the Six Sigma method and suggest improvements to reduce defects in 3D VR garment products using the Six Sigma method with the stages of defining, measuring, analyzing, improving, and controlling. In the define stage, the identification of the production process using the SIPOC diagram and identifying the type of defect. In the measure stage, the DPMO and sigma value calculations are carried out. The most defects are fitting not balanced and properly with a DPMO value of 269619.2 and a sigma value of 2.11. In the analysis stage with a fishbone diagram shows the factors that cause defects, namely man, machine, material, method, and environment. In the improvement stage, suggestions for improvements are given to reduce defects in 3D VR garment products. In the control stage, quality control is carried out by conducting internal training, upskilling, creating inspection report forms, adding teams to the QC division, and adding SOPs for the 3D VR producing process.

Masnia Rahayu

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The film Searching (2018) by Anesh Chaganty presents the reality of today's life, the life of real people who are very attached to activities in cyberspace through internet technology. All scenes in the film are depicted with computer/laptop screens, cctv, mobile phone cameras, and video-videos, so as to provide space for the audience as observers to see each scene presented. This study discusses how the personality structure of margot characters in the virtual world and the real world is reviewed from the interpretation of each scene through a narrative and cinematographic approach. The imbalance of personality structure for Freud will cause problems, so repression as a form of self-defense mechanism becomes an option for margot in self-balancing. The virtual world is a form of repression of Margot's character from all interactions and feelings faced in the real world. Social media plays a significant role in the process of individual development. The involvement of individuals in the real world and the virtual world is presented in the film Searching. There are differences in attitudes and feelings experienced by Margot's characters when interacting in the virtual world and the real world. The virtual world provides a space for him to explore himself, interact with his virtual friends, express his feelings, and keep all his memories of pleasure. This is contrary to the real world of Margot's character, in the film Margot limits her, keeps all her feelings and does not have good communication with her environment, including her own father.

Emilianus Eo Kutu Goo; Novi Yanti; Elmira Haci Yusifova

International Journal of Management and Digital Sciences 2024 International Forum of Researchers and Lecturers

The rapid advancements in technology have increased the demand for more efficient and effective training programs, especially in the technology sector. This study explores the impact of Virtual Reality (VR)-based training programs on employee skill development and job satisfaction, comparing them to traditional training methods. A controlled group experiment was conducted with employees from various departments such as IT, software development, and customer service. Participants were randomly assigned to either a VR-based training program or a traditional training program. Data was collected using pre- and post-training surveys to measure changes in employee skills and job satisfaction, as well as interviews to gather qualitative insights into employee experiences. The results revealed that VR training significantly enhanced employee engagement, skill acquisition, and overall job satisfaction. VR-based training allowed employees to engage in practical, hands-on tasks in a controlled, immersive environment, leading to higher motivation and a greater sense of accomplishment. In comparison, traditional training methods did not yield the same level of improvement in engagement or skill development. The study also identified several challenges associated with implementing VR training, including high initial costs, technical limitations, and the learning curve for employees adapting to VR environments. Despite these challenges, the findings suggest that VR training offers substantial benefits in enhancing employee competencies and job satisfaction. The study concludes with recommendations for integrating VR into employee development strategies, especially in technology industries, and proposes further research to explore the long-term impacts and scalability of VR training across different industries.

Arif Pramudwiatmoko; Ari Sugiharto; Ricky Armanda; Muhammad Fauzan Amana

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2024 Asosiasi Riset Ilmu Teknik Indonesia

Universitas Teknologi Yogyakarta (UTY) operates several computer laboratory rooms used daily by students according to their scheduled times. Sometimes, these rooms experience sudden schedule changes, causing conflicts with other room bookings. This research aims to employ an Augmented Reality (AR)-based application for monitoring the dynamic schedule of lab room usage. The method utilizes a marker-based AR application, tested through black box implementation. The application successfully reads markers at distances of 10–90 cm, tilt angles of 10–80 degrees, and light intensities ranging from 40 to 250 lux. Under these conditions, the markers are readable, and the application responds by displaying virtual objects. Users of the lab rooms can utilize this AR application to identify changes in the scheduled usage plans at UTY as they occur.    

Mesya Nandawani Manik; Rayyan Firdaus

Jurnal Manuhara : Pusat Penelitian Ilmu Manajemen dan Bisnis 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

5G (5th Generation) networks are a major breakthrough in the world of wireless communication technology that offers much faster data transfer rates, very low latency, and greater capacity compared to previous generations. The development of 5G networks brings both challenges and opportunities for enterprises in improving their operations. The main challenges include large infrastructure investments, limited frequency spectrum, data security and privacy, and compatibility and interoperability with existing technologies. On the other hand, the opportunities offered by 5G networks include better connectivity for the Internet of Things (IoT), real-time communication with low latency, real-time analysis of big data, virtual and augmented reality applications, and the development of innovative new services and business models. To capitalise on these opportunities, companies need to invest in 5G technology, develop the right digital strategy, pay attention to data security and privacy aspects, and collaborate with relevant parties. By facing the challenges and properly utilising the opportunities of 5G networks, companies can achieve a competitive advantage and drive sustainable business growth in this increasingly digital era. This research adopts a systematic literature review (SLR) approach to investigate and analyze literature relevant to corporate business transformation.

Achmad Solechan; Yuli Fitrianto; Haryo Kusumo

An International Journal Tourism and Community Review 2024 Akademi Kesejahteraan Sosial Ibu Kartini Semarang

It is important to carry out this research because the digital tourism theme is a theme that is still relatively little carried out by other researchers. This research uses qualitative methods with literature review techniques with the results discussing 37 research article publications that are relevant to this research. The research results show that the application of digital tourism has a lot of potential that can change the way the tourism industry operates and interacts with tourists, including increased accessibility, enhanced tourism experiences based on AR and VR technology, and effective marketing. The application of Digital Tourism opens up various interesting opportunities in the tourism industry, including: digital marketing, virtual tourist experiences with AR and VR, tour guide applications, online booking, tourism data analysis, environmental conservation, and personalization of tourist experiences.The development or trend of digital tourism in 4 eras has apparently experienced a significant increase. Some of the challenges faced related to Digital Tourism include: lack of a comprehensive framework, limited understanding of technology users, the need to measure the sustainable impact of digital technology, data privacy and security issues, long-term impacts of digital tourism use, collaboration with parties involved in digital tourism, cross-cultural perspectives and implementation of management strategies using intelligent systems.    

Poltak Gultom; Agus Salim; Rusmin Nuryadin

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

Virtual Reality (VR) is not new in today's digital era. This technology has developed very quickly and has penetrated into many aspects of life, such as education. In this article, researchers reviewed current and previous research, to understand the extent to which Virtual Reality (VR) technology is used as an alternative learning media in educational institutions using the Systematic Literature Review (SLR) method by defining research questions as the first step. The search process was carried out from Scopus database using Publish or Perish 8 tools, and the selection of articles was based on inclusion and exclusion criteria related to the research questions. There were 200 articles found in the early stages of the search with a total of 22 articles that met the inclusion and exclusion criteria. The results obtained are in the form of a discussion of several aspects related to the use of virtual reality as a learning medium, such as: the type of technology, the location of educational institutions that use VR, learning domains, educational levels, evaluation techniques for learning with VR, and the purpose/benefit of its use.

Dini Rohmayani; Castaka Agus Sugianto

Journal of New Trends in Sciences 2024 CV. Aksara Global Akademia

The learning of physics, particularly mechanics, poses significant challenges for high school students. Concepts such as Newton’s laws, energy, and three-dimensional vectors are often difficult to grasp using traditional teaching methods. Virtual Reality (VR) has emerged as a promising solution by providing an immersive and interactive learning environment. This study aims to evaluate the effectiveness of VR-based learning media in enhancing students’ understanding of physics concepts, with a specific focus on mechanics. An experimental design was employed, consisting of two groups: an experimental group using VR for learning and a control group receiving traditional instruction. Pre-test and post-test assessments were used to measure the improvement in students' conceptual understanding of physics. The findings indicate that students in the experimental group demonstrated a significant improvement in their understanding of complex physics concepts, such as projectile motion, force, and Newton’s laws, compared to the control group. Students in the experimental group also exhibited higher levels of engagement and motivation, with VR's immersive nature encouraging active participation in learning. The study concludes that VR is an effective tool for enhancing students’ comprehension of abstract and complex physics concepts, improving their visualization and problem-solving skills. Furthermore, VR-based learning provides students with opportunities to conduct virtual experiments and simulations that may not be possible in traditional classroom settings. The implications of this study suggest that VR should be integrated into the physics curriculum to improve learning outcomes, especially in schools with access to the necessary technology. Educators and curriculum developers are encouraged to explore VR’s potential in fostering a more engaging and effective physics education.

Sudirwo, Sudirwo; Safier Ramdani; Sezen Fetullah Mursalova

International Journal of Management and Digital Sciences 2024 International Forum of Researchers and Lecturers

Augmented Reality (AR) technology has emerged as a transformative tool in the e-commerce industry, enhancing the online shopping experience by offering interactive and immersive features. This study explores the impact of AR on consumer behavior, focusing on key factors such as trust, satisfaction, purchase decisions, and customer loyalty. Through a user experiment, participants interacted with AR-integrated e-commerce platforms, testing features such as virtual try-ons and product visualizations in real-world contexts. The results revealed that AR significantly enhances consumer trust, with more realistic and accurate product visualizations increasing confidence in both the product and platform. Customer satisfaction was also notably higher after interacting with AR features, with users reporting a more engaging and enjoyable shopping experience. Furthermore, purchase intention was positively influenced by the ability to visualize products and receive real-time, interactive feedback. Repeated exposure to AR led to increased customer loyalty, as participants expressed a higher likelihood of returning to use AR tools in future shopping experiences. These findings suggest that AR provides a strong competitive advantage for e-commerce platforms, enabling them to differentiate themselves in a crowded market by offering personalized, engaging, and trust-building shopping experiences. This research also highlights the practical implications for e-commerce businesses, recommending the integration of user-friendly and interactive AR features to enhance engagement, satisfaction, and decision-making. Future research should explore the broader applications of AR across industries and consumer segments to further understand its potential to revolutionize online shopping.

Baihaqi Baihaqi

International Journal of Mechanical, Electrical and Civil Engineering 2024 Asosiasi Riset Ilmu Teknik Indonesia

This qualitative study investigates the challenges faced by new engine officers in maritime settings, focusing on their transition from theoretical learning to practical engine maintenance. Through semi-structured interviews with experts in marine engineering and engine management, the research identifies significant gaps between theoretical knowledge acquired in classrooms and the practical skills required aboard ships. Key findings highlight the need for educational reforms, including increased practical training hours, curriculum adjustments to enhance relevance, and integration of simulation technologies. Participants, comprising professional engine masters, endurance managers, and maritime educators, unanimously advocate for a more hands-on approach to training that prepares cadets to handle complex engine maintenance tasks effectively. Simulation technologies, particularly virtual reality simulations, emerge as crucial tools for bridging the gap between theory and practice. They provide realistic environments for cadets to simulate diverse operational scenarios and develop critical decision-making skills without exposing them to actual risks. The study concludes with recommendations for collaborative efforts between educational institutions and industry stakeholders to implement these reforms, ensuring a competent and prepared workforce capable of meeting the dynamic challenges of modern maritime operations.