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ANALISIS KUALITAS PORTAL KELURAHAN TURI BERBASIS WEB MENGGUNAKAN CONTENT MANAGEMENT SYSTEM PADA MODEL KUALITAS PRODUK ISO/IEC 25010 : ANALYSIS OF QUALITY VILLAGE PORTAL BASED ON WEB USING CONTENT MANAGEMENT SYSTEM IN ISO/IEC 25010 PRODUCT QUALITY MODEL Heri Priya Waspada; Moch. Kholil
Jurnal Teknologi dan Terapan Bisnis Vol. 3 No. 1 (2020): Vol. 3 No. 1 (2020) Jurnal Teknologi dan Terapan Bisnis
Publisher : Unit Penelitian dan Pengabdian Masyarakat-Akademi Komunitas Semen Indonesia Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.0301/jttb.v3i1.70

Abstract

Utilization of the information system as a medium through a website that is useful for providing village profile and potential information is also in line with law no. 6 of 2014 concerning villages, where villages are entitled to greater access to obtain and support development information. Analysis of the quality of web-based portals using a Content Management System on the ISO / IEC 25010 product quality model was carried out in Turi Village, Blitar City. The questionnaire that has been distributed to village officials and the surrounding community as a whole, with the largest percentage taken regarding Appropriateness recognizability displays strongly agree with the percentage of 52.9%, Learnability displays strongly agree and agree with the percentage of 47.1%, Operability displays strongly agree with percentage 52 , 9%, User error protection shows strongly agree and agree with the percentage of 47.1%, User interface aesthetics displays strongly agree with the percentage of 52.9%, Accessibiltiy displays strongly agree with the percentage of 64.7%.
Pengembangan Game Edukasi Pilah Sampah berbasis Android 2 Dimensi Moch. Kholil; Rafika Akhsani; Kristinanti Charisma
JAMI: Jurnal Ahli Muda Indonesia Vol. 1 No. 1 (2020): Juni 2020
Publisher : Akademi Komunitas Negeri Putra Sang Fajar Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46510/jami.v1i1.9

Abstract

Abstrak Objektif. Game edukasi merupakan bentuk permainan yang dikemas untuk merangsang daya pikir manusia. Game edukasi dapat dijadikan salah cara untuk menarik perhatian dari seseorang supaya mau belajar tentang suatu hal dengan cara yang tidak membosankan atau belajar dengan cara yang menyenangkan. Sampah merupakan hasil sisa dari kegiatan manusia. Saat ini, banyak sampah yang berserakan terlihat disepanjang bantaran sungai. Hal ini menjadi salah satu masalah yang sangat berbahaya. Penanggulangan terhadap masalah sampah sudah sering dilakukan oleh pihak pemerintah maupun warga. Namun demikian, banyak juga warga yang belum bisa merubah kebiasaan membuang sampah di sembarang tempat. Penelitian ini bertujuan untuk merancang sebuah permainan yang diharapkan dapat membantu meningkatkan kesadaran masyarakat terkait pengelolaan sampah. Material and Metode. Pengembangan game menggunakan metode Game Development Life Cycle. Dalam metode GDLC terdapat 5 tahapan yaitu mulai dari prototype, pre-production, production, beta, sampai dengan live. Hasil. Pengembangan game menghasilkan jenis game edukasi tentang pilah sampah. Hasil dari penelitian ini menunjukkan bahwa game edukasi pilah sampah yang telah diujikan kepada 50 responden meghasilkan nilai rata-rata tingkat kesenangan dalam bermain game sebesar 70%. Kesimpulan. Dengan mengacu pada metode Game Development Life Cycle (GDLC) dalam pengembangan game edukasi menjadi lebih terstruktur dari setiap tahapan yang dikerjakan. Abstrak Objective. Educational game is a form of game that is equipped to think of human power. Educational games can be used as a way to attract the attention of someone who wants to learn about something in a way that cannot be done or learn in a fun way. Garbage is a residual product of human activities. At present, a lot of littering garbage can be seen along the riverbanks. This has become one of the most dangerous problems. Prevention of waste problems has often been done by the government or citizens. However, there are also many citizens who have not been able to change the habit of littering in any place. This research discusses game planning which is expected to help increase public awareness regarding waste management.. Materials and Methods. Game development uses the Game Development Life Cycle method. In the GDLC method there are 5 stages, starting from prototype, pre-production, production, beta, to live. Results. Game development generates types of educational games about waste sorting. The results of this study indicate that the educational waste sorting game that has been tested on 50 respondents produced an average value of pleasure in playing a game of 70%.. Conclusion. By referring to the Game Development Life Cycle (GDLC) method in the development of educational games, it becomes more structured from each stage undertaken..
ANALISIS KUALITAS PORTAL KELURAHAN TURI BERBASIS WEB MENGGUNAKAN CONTENT MANAGEMENT SYSTEM PADA MODEL KUALITAS PRODUK ISO/IEC 25010 : ANALYSIS OF QUALITY VILLAGE PORTAL BASED ON WEB USING CONTENT MANAGEMENT SYSTEM IN ISO/IEC 25010 PRODUCT QUALITY MODEL Heri Priya Waspada; Moch. Kholil
Jurnal Teknologi dan Terapan Bisnis Vol. 3 No. 1 (2020): Vol. 3 No. 1 (2020) Jurnal Teknologi dan Terapan Bisnis
Publisher : UPPM Akademi Komunitas Semen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.0301/jttb.v3i1.70

Abstract

Utilization of the information system as a medium through a website that is useful for providing village profile and potential information is also in line with law no. 6 of 2014 concerning villages, where villages are entitled to greater access to obtain and support development information. Analysis of the quality of web-based portals using a Content Management System on the ISO / IEC 25010 product quality model was carried out in Turi Village, Blitar City. The questionnaire that has been distributed to village officials and the surrounding community as a whole, with the largest percentage taken regarding Appropriateness recognizability displays strongly agree with the percentage of 52.9%, Learnability displays strongly agree and agree with the percentage of 47.1%, Operability displays strongly agree with percentage 52 , 9%, User error protection shows strongly agree and agree with the percentage of 47.1%, User interface aesthetics displays strongly agree with the percentage of 52.9%, Accessibiltiy displays strongly agree with the percentage of 64.7%.