5 research outputs found

    Rancang Desain Media Pembelajaran Berbasis Game Sejarah Perjalanan Jendral Soedirman dalam Perang Gerilya Kabupaten Pacitan

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    Digitalisasi pendidikan indonesia tidak lepas dari peran serta media pembelajaran. Media pembelajaran menjadi tumpuan utama setelah tumpuan teknis pelaksanaan yang dibuat oleh tim pengembang pendidikan di Indonesia. Media pembelajaran bukan hanya menjadi bagian transfer visualisasi, tetapi harus memuat unsur tujuan pembelajaran, menarik, efektif dalam menyampaikan pesan, mempunyai sisi kearifan lokal dan mempunyai kepraktikalitasan produk. Akan tetapi, proses pembelajaran sejarah di Kabupaten Pacitan hanya memuat media konvensional yang kurang menarik minat siswa. Rancang desain media pembelajaran berbasis game sejarah perjalanan jendral Soedirman dalam perang gerilya Kabupaten Pacitan diimplementasikan menggunakan model ADDIE dengan hasil uji coba validasi ahli media 85% dan validasi ahli materi 90%, berkaitan dengan kedua hal tersebut uji coba perangkat lunak pengguna mendapatkan nilai 88,4% dan dinyatakan layak untuk digunakan dan diseminasika

    Strengthening the Tempe Souvenir Packaging Design in Sanan Village, Malang

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    Sanan village is an area in Malang city that is strong in small and medium enterprises (SMEs), and its economy is growing because of the Tempe chips business. In the world of marketing, competition is normal and natural. In this regard, various efforts have been made on the part of Sanan village to get ahead of the competition. One of these has been to make an interesting product packaging design to attract potential consumers. With a large industrial scale, packaging is one of the important factors that must be considered to grab consumers’ attention. Packaging can be an effective strategy in product marketing to attract consumer buying interest. Packaging can also give an overview of the product, both in terms of quality and value offered by the manufacturer. However, in the Tempe industry in the Sanan area, the researchers found that much of the packaging lacks any unique characteristics. Unattractive packaging will make this product less well-known, especially in terms of souvenir packaging. Based on these findings, the implementation team of the Sanan souvenir packaging design program carried out an asset-based community development (ABCD) approach, which consisted of the steps of discovery, brainstorm, design, define, and implement, to provide effective packaging for the regional industry. Keywords: Sanan, packaging, design, featured product

    Virtual Reality Trimatra and Dwimatra Laboratory Visual Art Materials for Higher Education

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    Dwimatra and trimatra are currently the main material for university fine arts courses. As a partner campus for the MBKM program, it is obligatory to provide compulsory courses in two dimensions and three dimensions. However, this course is prone to learning misconceptions. As a learning process that prioritizes aesthetics, students are not provided an optimal environment in understanding and experiencing aesthetics due to the lack of accessible virtual infrastructure. This research aims to reduce the misconceptions of the learning problem by providing virtual infrastructure for virtual reality laboratories. The research uses the ADDIE Model method (analysis, design, development, implementation, and evaluation) to develop learning empirically, structurally, and holistically. Validation tests were carried out by material and media experts to determine the media validity. The match pair test is used as a data analysis technique to determine the level of learning outcomes in pre-test and post-test. The hypothetical decision-making guideline on the match pair test refers to the significance value (Sig) if Sig. (2 tailed) < 0.05, then H0is rejected and Hais accepted, if Sig. (2-tailed) > 0.05, then H0is accepted and Hais rejected. The practicality test was conducted to determine the level of media practicality that is obtained from R/SM x 100% with the information R (Achievable Value) and SM (Maximum Score). In this regard, the design of virtual reality laboratories for trimatra and dwimatra art materials for higher education can avoid misconceptions about learning with virtual infrastructure technology. Keywords: trimatra, dwimatra, misconceptions, virtual realit

    Pagelaran Smartland: Using Virtual Reality Media to Increase Hybrid Tourist Visits for the Pottery Industry

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    Pagelaran Village is a projected educational tourism village that focuses on the development of traditional pottery. However, with the number of visitors decreased during the pandemic, there are several difficulties to attract enthusiastic visitors and increase tourist visits. This causes higher turnover rates which is projected to increase significantly when the pandemic ends. The Pagelaran SmartLand design aims to provide a digital infrastructure for virtual tourist visits through virtual reality technology that can be accessed easily and is able to be integrated with the pottery craftsmen of Pagelaran Village. The media development method used an asset-based community development (ABCD) approach that focuses on integrating local assets with the latest technology through asset inventory. The media validity level was obtained through validity testing by material and media experts. The profitability growth rate of the Pagelaran Village pottery industry after the media implementation was measured through a paired t-test with guidelines based on the significance value (Sig). If Sig. (2 tailed) < 0.05, then H0is rejected and Hais accepted and if Sig. (2-tailed) > 0.05, then H0is accepted and Hais rejected. A practicality test was carried out to identify the media practicality which was obtained through obtained value/maximum score x 100%. In this regard, the Pagelaran SmartLand can accommodate an increase in hybrid tourism visits to the pottery industry in Pagelaran Village and has the potential to provide an increase in turnover for pottery craftsmen. Keywords: SmartLand, Pagelaran village, tourism, virtual realit

    Rancang Desain Media Pembelajaran Berbasis Game Sejarah Perjalanan Jendral Soedirman dalam Perang Gerilya Kabupaten Pacitan

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    Digitalisasi pendidikan Indonesia tidak lepas dari peran serta media pembelajaran. Media pembelajaran menjadi tumpuan utama setelah tumpuan teknis pelaksanaan yang dibuat oleh tim pengembang pendidikan di Indonesia. Media pembelajaran bukan hanya menjadi bagian transfer visualisasi, tetapi harus memuat unsur tujuan pembelajaran, menarik, efektif dalam menyampaikan pesan, mempunyai sisi kearifan lokal dan mempunyai kepraktikalitasan produk. Akan tetapi, proses pembelajaran sejarah di Kabupaten Pacitan hanya memuat media konvensional yang kurang menarik minat siswa. Rancang desain media pembelajaran berbasis game sejarah perjalanan jendral Soedirman dalam perang gerilya Kabupaten Pacitan diimplementasikan menggunakan model ADDIE dengan hasil uji coba validasi ahli media 85% dan validasi ahli materi 90%, berkaitan dengan kedua hal tersebut uji coba perangkat lunak pengguna mendapatkan nilai 88,4% dan dinyatakan layak untuk digunakan dan diseminasika
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