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Muhammad Irfan Luthfi, http://linkedin.com/in/milstrike, is currently a lecturer at Yogyakarta State University. His current research interest is related to IoT, Human-Computer Interaction, Design Thinking for understanding student learning problems, Design Thinking in designing the prototype for instructional media.
January 2019 - March 2020
August 2017 - July 2018
Design thinking as a mindset, methodology, and work tools has given a new color in the world of education, especially in the innovation of instructional media development. An application of 5 stages in the design thinking that consists of empathizing, define, ideate, prototype, and test is able to identify the learning problems experienced by high...
Research Plan of Islamic History Instructional Media For High School Students
In this study, we developed a tablet-based application,namely Authentic U-Fraction to assist elementary school students in learningfractions with authentic contextual support. In this study,an experiment was carried out to investigate the effects of the students’ learning behavior toward the fraction learning achievements using Authentic U-Fraction...
Design thinking as a mindset, methodology, and work tools has given a new color in the world of education, especially in the innovation of instructional media development. Application of 5 (five) stages in the design thinking that consists of empathize, define, ideate, prototype, and test are able to identify the learning problems experienced by hi...
This is my presentation about design thinking for designing history instructional media for high school students. Presented at The 14th AASVET International Conference in Yogyakarta, Indonesia, September 8, 2018
This research aims to (1) develop history learning media for high school students that is able to display the location of cultural heritages in Special Region in Yogyakarta, descriptions, images, and videos, (2) understand the quality of the applications based on standard software quality testing ISO / IEC 25010 on functional suitability, performan...
Penelitian ini bertujuan (1) mengetahui cara mengembangkan media pembelajaran gameedukasi “Brooom-Brooom” berbasis Android sebagai sarana belajar dalam berlalu lintas bagi siswa SMK, (2) Mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran game edukasi “Brooom-Brooom” berbasis Android sebagai sarana belajar dalam berlalu lint...
Pendidikan merupakan komponen penting dalam meningkatkan kemandirian dan kemajuan bangsa. Pendidikan merupakan faktor terpenting dalam menilai tingkat kemajuan dan kecakapan suatu Negara dalam meningkatkan sumber daya manusianya menuju bangsa yang mandiri. Cara meningkatkan pola pembelajaran yang efektif dan efisien diperlukan suatu pengembangan me...
“JONO THE ENERGY DISCOVERER” GAME DUA DIMENSI SEBAGAI MEDIA EDUKASI DALAM MENINGKATKAN PEMAHAMAN SUMBER ENERGI TERBARUKAN BAGI GENERASI MUDA MENUJU INDONESIA EMAS ("JONO THE ENERGY DISCOVERER" TWO DIMENSIONAL GAME AS EDUCATION MEDIA IN INCREASING THE UNDERSTANDING OF RENEWABLE ENERGY SOURCES FOR YOUNG GENERATION)