42 research outputs found

    Designing a Mobile Game Based on Augmented Reality Application for Learning Media

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    Designing games for educational purposes needs to consider various aspects that help lead to the making of a good game. This study aims to describe users’ responses towards the potential of the game for blended learning, the design stages and the trial which encompass pre-design input taking, design stages, trial, and evaluation. The inputs from the pre-design stage have been the basis for the media design; the trial stage inputs from the prospective users and two experts provide feedback for the validity of media both in content and construct aspects. The research subjects involved 100 Junior high school students, 5 English language teachers, and 1 game design expert. The tools of data collection are questionnaire and semi-structured interview which were developed by the researchers. The intended subject for which this game is designed is reading comprehension and the study is planned to be conducted in approximately eight months. Both types of feedback were used to evaluate the readiness of the media for the real use for blended learning model. The results showed that the validity in content and construct aspects were both very good. The trial result also suggests that the game is considered a decent product, attractive and easy to use for independent learning. Thus, the final evaluation suggests that the media is readily usable for the real context of blended learning

    Game Design Education "Terjumlah" Using Kinect Sensor

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    At present, the development of the game world is increasing. A lot of which utilize various sensors as input. However, many of these games have no educational value. Therefore, the game titled "Terjumlah" is designed, which has educational value, in this case math material. In the making of the game, collaborated using kinect sensor that can detect the movement of the user, to be more active and interactive

    Application Of System Information & Android Based Smart Display In Jewelery Stores

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    In general, medium-sized retail stores have started implementing information systems to optimize their business processes, even though the information system used is relatively simple. This is not the case with precious metal retail stores or often called jewelry stores. They are currently still using manual processes

    Augmented Reality-Based Board Game for Learning English for Junior High School Students

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    English is the language used by all countries as the main communication tool. By understanding English, young people can have the opportunity to work abroad and gain more knowledge and better job opportunities. But education in Indonesia and the willingness of young people to learn is still low, young people tend to prefer to play games rather than learn. Therefore, a game made with Augmented Reality technology was combined with a Board Game called the game "ArReadSpeed" in hopes of helping young people especially those still sitting in junior high schools (SMP) to learn while playing. This game can be played by 4 people, so we can give free time children the game "ArReadSpeed". But because currently there is a Corona pandemic, the data search and testing process must be changed by going through online classes. The purpose of this study is about how to formulate games so that it can make young people more easily learn English lessons. The formulation in it determines the gameplay, reward system, and punishment for incorrectly answering questions. After the game was finished, some junior high school children were tested and the results were that performance expectations (usability) and entertainment (pleasure) had a correlation with the variable wanting to continue to use (desire to use again

    Waste Sorting and Processing Education for Children through Game Applications that Use Loud Sound Levels

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    Garbage is one of the big problems in society.lack of awareness of throwing garbage in its place worsen the situation. Waste processing has also become more difficult because waste is not sorted. lack of knowledge of sorting waste does not make matters better. To deal with this problem, the government launched a bank sampah program to reduce waste problems. But garbage banks don't accept all types of waste. The waste bank only accepts waste that can be recycled. Therefore a game was created to teach sorting garbage and not to litter. It was made with a sound sensor to give a unique impression in the game. The game development is designed with a reward and punishment system to tell players if they do the right thing. After the game is finished, tests are conducted on several elementary school children and the results are that EE, PE, and HM have an influence on the BI variable

    Design and Build a Virtual Reality Based Cycling Simulator Game

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    At the present time, there is a lot of digitalization being carried out. The current busy work also often makes people need to carry out an activity without leaving the place. One of them is exercising, in this case is cycling. Therefore, an idea emerged to design a VRbased cycling simulator game. The purpose of this study is to find out how the interaction between cycling and VR is, and to find out the interesting points of this game and its use as a new alternative to cycling. The method used in this study was to test the "Simulator Sepeda VR" game on several users and collect data through interviews. The results of this study indicate that the "Simulator Sepeda VR" game is able to provide an interesting experience and can also be an alternative for cycling at home

    Development of Psychology Based on Online with Edward Personality Preference Schedule and High Level Indonesian Collective Intelligence Test

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    Online psychotic are developed to keep up with current technological advancements. Application of Psychotest Development Based on Online with Edward Personality Preference Schedule and Highlevel Indonesian Collective Intelligence Test, developed for the benefit of the Soegijapranata Center for Applied Psychology. Making the application "Psychotest Development Based on Online with Type of EPPS and High TIKI" is motivated by the director's vision to be able to advance PPT Soegijapranata. In the process of creating an application design, sources were obtained from the director of the Center for Applied Psychology at Uneg Soegijapranata, the design obtained was the number of users, application flow, and mockup design. The goal to be achieved is to change the manual process to use technology. When testing 30 respondents, it was found that the Psychotest Development Application Based Online with EPPS and TIKI Types was quite helpful and made the test process simple

    RFID Implementation on Information Recording Systems of Deer

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    Deer are animals that currently still have conservation status as protected animals. However, for the activities of breeding and caring for deer animals, they are allowed and given legal payment by the government. However, in practice, there is still a lot of illegal deer meat or the result of illegal hunting which is also sold in the Indonesian market. Recording of deer seed genealogy and legality of breeding is one way to differentiate between illegal and legal deer meat sellers. However, due to the manual form of recording, human errors often lead to errors in recording. Therefore we need an application that can handle manual recording coupled with the implementation of RFID on meat so that it is expected to facilitate the existing recording process. The purpose of this research is to create a deer recording system application that can assist users in making sales and purchasing transactions as well as checking the lineage of deer seeds using the implementation of RFID. The method applied is through the design of Use Case Diagrams, Entity Relationship Diagrams, flowcharts, and using the Laravel 7 framework with the application of MVC to produce a Deer Recording System (SRS) application aimed at helping breeders. After the application was generated, testing was carried out on 84 buyers and prospective buyers of deer meat in deer breeding in Kudus, and the results showed that the EE (convenience) and FC (facilities) variables had a significant correlation with the BI variable (desire to return)
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