42 research outputs found
Designing a Mobile Game Based on Augmented Reality Application for Learning Media
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
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
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
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
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
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
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
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)