5 research outputs found

    DESIGN AND DEVELOPMENT OF ANDROID-BASED TRADITIONAL INDONESIAN CLOTHING IMAGE GUESSING GAME

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    In terms of cultural traditions, Indonesia is home to a wide variety of very diverse practices. As a result of different regions of the country, Indonesia is home to diverse cultural traditions. Traditional clothing is an important aspect of the Indonesian culture. The traditions and culture of each region are reflected in the clothes worn at traditional ceremonies; in addition, traditional clothing is a decisive feature of the culture of each region. Concern for the maintenance of national culture, which relates to the wearing of indigenous clothing, has been significantly reduced because of the passage of time. For example, one of the main reasons why people's interest in traditional clothing is not as strong as it used to be is because there is not enough socialization and presentation of Indonesian culture in society. The goal of this study project is to create a learning app for Android based on the guesswork of traditional Indonesian clothing. Research and Development techniques were selected as the proximity used for this investigation. Research and Development As a consequence of this research, an educational game that allows users to predict photos of traditional clothing from Indonesia will be produced on the Android platform. This game will also provide information to players about traditional musical instruments that can be found in Indonesia. It is hoped that educational video games will help in the process of exposing children to pre-existing cultures, and such games can also be seen as offering new perspectives to children. It is possible to draw the conclusion, based on the findings of tests conducted using the black box approach, that this application is capable of functioning in an appropriate way. Moreover, it can provide android smartphone customers with instructional games. &nbsp

    Development of Android-based Edutainment game on Numerical Ability

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    Learning mathematic cannot be separated from the mathematical symbol and a numerical skill, which is required as ability to perform calculation and related matters with the numbers. This research is aimed to improve the numerical ability of students.  The method used was based on Borg and call, which consisted of ten main stages involved. The first research result is the validation of android-based mobile games edutainment, that is, the average value of the three experts is 78.33% with valid criteria. Then the average validation results of the android mobile game test questions based on edutainment is 77.77% with valid criteria. The second is the value of simplicity, seen from the value of the questionnaire which was filled in by all fresh graduates which was accumulated so that a percentage of 85.84% was obtained with very practical criteria. Furthermore, the effectiveness is seen from the increase in scores workmanship of fresh graduate pretest and posttest which is calculated by the formula T test results obtained by increasing the pretest posttest score then ability numerical increase so that it is categorized as effective. Thus it is concluded that the development of android mobile games is based on edutainment on numerical ability is categorized valid, practical, and effective for use

    Challenges of e-learning development and implementation in remote Indonesia: educational development analysis

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    The main issue is the challenges of developing and implementing E-Learning in remote areas through analysis of education development during pandemic disturbances in many countries. We believe that if the challenges can be understood, how and why it will be easy to find solutions and become informed to policymakers. To understand the solution, we have collected data related to the above variables by electronic search in many scientific journals that examine the problems and challenges of implementing education during the COVID-19 disruption. Furthermore, the analysis effort involves a thoughtful data review, evaluation, and coding system so that we find understanding and draw conclusions with the consideration of answering the questions of this study with valid and reliable accuracy. This study relies on secondary data released between 2010 and 2021. We report the results in a descriptive qualitative design. So, the results include e-learning infrastructure and human educational resources, and students who are still having problems using technology and equipment. Learning Management System makes teachers and students confused in choosing which one is suitable for learning activities. Therefore, these results will bring benefits to the literature and other academic studies

    Challenges of E-learning Development and Implementation in Remote Indonesia: Educational Development Analysis

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    The main issue is the challenges of developing and implementing E-Learning in remote areas through analysis of education development during pandemic disturbances in many countries. We believe that if the challenges can be understood, how and why it will be easy to find solutions and become informed to policymakers. To understand the solution, we have collected data related to the above variables by electronic search in many scientific journals that examine the problems and challenges of implementing education during the COVID-19 disruption. Furthermore, the analysis effort involves a thoughtful data review, evaluation, and coding system so that we find understanding and draw conclusions with the consideration of answering the questions of this study with valid and reliable accuracy. This study relies on secondary data released between 2010 and 2021. We report the results in a descriptive qualitative design. So, the results include e-learning infrastructure and human educational resources, and students who are still having problems using technology and equipment. Learning Management System makes teachers and students confused in choosing which one is suitable for learning activities. Therefore, these results will bring benefits to the literature and other academic studies

    Integrating Cost-231 Multiwall Propagation and Adaptive Data Rate Method for Access Point Placement Recommendation

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    A new approach has been developed to provide an overview about signal behavior in indoor environments using Cost-231 Multiwall Model (Cost-231 MWM) and Adaptive Data Rate (ADR) method. This approach used as a reference for access point (AP) placement for campus building. The Cost-231 MWM plays a role in estimating the measured power received by user (usually called as Received Signal Strength Indicator/RSSI) by considering the existence of obstacles around the transmitter (AP). We used Institut Asia Malang environments as the case study and gave some recommendations for AP placement: ten optimal placements for the first, third and fourth floor, also seven optimal placements for the second floor. These recommendations were based on the RSSI for good and excellent level signal (-50 dBm until -10dBm). This research also uses the Adaptive Data Rate (ADR) mechanism approach to reduce the amount of packet loss (kbps) resulting from obstacles that cause attenuation (-dB). With the Adaptive Data Rate mechanism, it means increasing the number of access points, the signal attenuation (-dB) occurs from the obstacles (Walls) that are penetrated by the Radio Frequency device and causes attenuation (-dB), the more Access points on the Multi-Wall, will allow communication and data transmitting stability
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