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Elvi Raziana; Sri Yamtinah; Djono Djono

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to identify the problems faced by students in implementing learning. This study used a quantitative approach with a survey method, involving 30 students from two high schools in Yogyakarta. Data were collected through questionnaires about students' learning difficulties, interests, and needs for learning media. The results showed that 96% of the students considered chemistry as a difficult subject to understand because of the abstract nature of the material. As many as 64% of the students felt bored due to the uninteresting presentation of the material, while 72% of the students indicated the need for varied learning methods and interactive learning media to facilitate understanding. The results of the study showed that an innovation was needed to support chemistry learning activities to make learning more active and enjoyable so that it does not lead to student boredom. The developed virtual laboratory media provides flexible, safe and economical simulation of chemical experiments. This application is designed to be accessible without an internet connection using an Android device, allowing students to learn anytime and anywhere. The use of this virtual lab is expected to increase students' motivation, understanding of concepts, and learning experience.

Rismawati Rismawati; Amelia Sri Rizki; Tabina Farrah Anindya; Assyfa Putri Amalia; Winda Fara Setiani

Journal Economic Excellence Ibnu Sina 2024 STIKes Ibnu Sina Ajibarang

E-commerce has become one of the significant innovations in the world of trade, offering various benefits for consumers and businesses, especially Micro, Small and Medium Enterprises (MSMEs). This research aims to explore the benefits and limitations of e-commerce for both parties. For consumers, e-commerce provides the flexibility to shop 24 hours a day without location restrictions, reduces the need for travel, and provides quick access to product information. Consumers can also enjoy a wider selection of products, competitive prices, and services such as virtual auctions and fast delivery. These advantages open up opportunities for consumers from various economic circles to obtain the desired products more easily.  On the other hand, entrepreneurs, especially MSMEs, benefit from operational cost efficiencies, the ability to reach global markets, and the potential for specialized business success. However, there are some limitations, such as lack of security, risk of fraud, and imperfections in the visualization of products offered online. Entrepreneurs also face challenges in managing websites, intense price competition, and legal uncertainty regarding online transactions. Nevertheless, the use of e-commerce continues to grow, supported by the increasing number of internet users and technological advances. The results of this study show that although e-commerce has constraints, the advantages it offers, in terms of efficiency, market reach, and ease of access, far outweigh its limitations. Therefore, optimal utilization of e-commerce can drive economic growth, improve the competitiveness of MSMEs, and expand consumer access to products and services in the digital era.  

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.

Yuli Wahyuni; Emilia Umrotin; Shidqi Hamdi Pratama Putera

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

One of the materials in biology subjects is Virus where the material is abstract so it is difficult to understand by students and often when carrying out practicum in the laboratory also the results of studying on viral material are still much too low less than KKM which is 75. The purpose of this development research is to develop a virtual media laboratory viral material as a learning medium that facilitates teachers and students in the learning process that is expected to improve student learning outcomes. This research uses a type of R&D research with 4D models consisting of Define, Design, Develop, Disseminate in its development procedures. This research was conducted at SMA SHafta Surabaya by grade 10 of 30 students. Virtual Media Laboratory consists of the design of learning media that will be developed in the form of story boards on Virus materials developed with Adobe Flash CS6 software.  Based on the assessment of material experts, design experts, media experts in a row by 100% , 84.28%, 87.14% which is declared very valid means that new products can be used in the field for learning activities. The results of the field trial assessment of 98.33% are declared very valid meaning that new products can be used in the field for learning activities. There was an increase in students' learning outcomes which was known by comparing the pretest and postest results of 46 and 85. The average improvement of student learning outcomes is 2.6 with high media effectiveness. In conclusion, virtual media laboratory can improve the learning outcomes of grade 10 students of SMA Shafta Surabaya on virus material.

Elvi raziana

This study aims to identify the problems faced by students in implementing learning. This study used a quantitative approach with a survey method, involving 30 students from two high schools in Yogyakarta. Data were collected through questionnaires about students' learning difficulties, interests, and needs for learning media. The results showed that 96% of the students considered chemistry as a difficult subject to understand because of the abstract nature of the material. As many as 64% of the students felt bored due to the uninteresting presentation of the material, while 72% of the students indicated the need for varied learning methods and interactive learning media to facilitate understanding. The results of the study showed that an innovation was needed to support chemistry learning activities to make learning more active and enjoyable so that it does not lead to student boredom. The developed virtual laboratory media provides flexible, safe and economical simulation of chemical experiments. This application is designed to be accessible without an internet connection using an Android device, allowing students to learn anytime and anywhere. The use of this virtual lab is expected to increase students' motivation, understanding of concepts, and learning experience.

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.