3 research outputs found

    MOBILE APPS "MAIWAK" AS MEDIA TO INCREASES FISH CONSUMPTION IN YOGYAKARTA

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    Currently, Yogyakarta is the region with the lowest fish consumption in Indonesia. This fact is in contradiction to Indonesian government’s campaign to increase fish consumption that has been conducted since 2004. To understand the factors causing low consumption of fish, a research to study community behavior was conducted in Yogyakarta. As the result, two primary factors is founded. The first factor is miss perception toward fish occurred in the community. The majority of people in Yogyakara think that fishes smell bad and bring intestinal worms, so they are bad for health. The second factor is the difficulty experienced by people in getting access to buy fish Yogyakarta. More information on location, types of fish and their price are needed and how they cooked. Fish is one of food source with high nutrition. Eating fish every day will boost immunity to avoid various diseases. Protein in fish is much higher than in other animals. Fish also contains Omega 3 which is very beneficial for the children’s brain. Information about these benefits should be delivered to the people in Yogyakarta to change their bad perception of fish. Information can be easily disseminated through smartphone devices. Currently, Smartphones are everywhere, has become an integral aspect in human life. When used properly, smartphones can improve the quality of human life through healthy habits to create relationships among others, educate, and increase productivity. Maiwak application design will use the method of design thinking through stages of empathy, define, ideate, prototype and test. Maiwak applications will use the communication network based social-commerce between users to share information about fish products and how to cook it. User activity using Maiwak apps can trigger other users' interest to try to eat and increasing their fish consumption

    DESIGNING GAMIFICATION MOBILE APPS FOR PROJECT BASED LEARNING JUNIOR HIGH SCHOOL CASE: RUMAH BELAJAR SEMI PALAR

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    Project Based Learning is a model that organizes learning around projects [9]. In most cases, PBL could bring positive impacts on student’s productivity and behaviour [4], however, PBL still suffers from common learning obstacles such as lack of tracking mechanism, uneven study workload, and lack of quantitative metric to evaluate student’s performance. These obstacles could hinder PBL schools from achieving their desired results. The obstacles mentioned above could be solved using Gamification theory. Gamification is the use of game design elements in non-game contexts [2]. The obstacles is analyzed through guideline “A Practicioner’s Guide To Gamification Of Education” [3], which in turn provides us with a more concrete form of solution, a mobile apps. The purpose of this research is to find out whether PBL and Gamification, two inter-discipline theories, could be mixed together and create a synergy for better education system. The experiment would be conducted at Rumah Belajar Semi Palar Junior High School. By the end of this research, a mobile apps prototype is designed and implemented in one of Rumah Belajar Semi Palar Junior High School learning courses named “Proyek Tematik”. The experiment would be evaluated quantitatively using Pain Points as metric. Pain Points is a list of obstacles found in common Gamification implementation in education, namely Focus, Motivation, Skills, Pride, Multiple Factors, and Learning Environment [3]. A questionnaire is spread among the students in Rumah Belajar Semi Palar Junior High School before and after researcher’s intervention to find out if there is a significant difference between each metric used. Keywords Gamification; project based learning; inter-discipline; mobile apps; experiment

    INFLUENCE OF USER EXPERIENCE (UX) ON PERCEIVED USEFULNESS IN MULTIMEDIA TOUCHSCREEN AS INFORMATION MEDIA AT THE ARCHIVE MUSEUM

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    In context of museum management, archiving practices based on traditional way can not be longer to keep up with evolution of media that occur in society. Regional Archive Office of Purwakarta has built two museum, those are Bale Panyawangan Diorama Purwakarta (BPDP) and Bale Panyawangan Diorama Nusantara (BPDN). BPDP and BPDN offer an approach to present digital archive as public information through multimedia devices in a museum. However, the information should be delivered effectively so the content can be properly understood. In this research, design of the multimedia devices content at those two museums are studied. They are evaluated based on their usefulness which is related to effectiveness of information delivery. There are two approaches used in this study. First, e-learning is used to analyze the effectiveness of information delivery. Second, user experience (UX) is used to evaluate the design. This research method is using quantitative approach which is applies two questionnaires, UEQ and perceived usefulness-MBLS variable. The sampling used in this research are 90 respondents divided into three groups. For this study, multimedia devices based on touchscreen technology at the two museums are selected. Then those devices are categorized into three types based on the design of the information delivery, those are: text-based multimedia, visual-based multimedia and audio-based multimedia. The design of three types of device are compared and analyze to understand which design has better usefulness. As the result, text-based multimedia is most unsatisfactory in terms of effectiveness for the delivery of information and preference of the user on the aspects of UX. The visual-based multimedia is a better way to present the information properly rather than narration-based multimedia. At the end, it is known that pragmatic quality of the UX has more influence and positive contribution on the receiving of information. Keywords Multimedia; touchscreen; e-learning; user experienc
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