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MEDIA PEMBELAJARAN INTERAKTIF CANDI BERSEJARAH BUDHA DAN HINDU MENGGUNAKAN ADDIE Andi Andi; Deli Deli
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 4 No. 2 (2023): Desember 2023
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v4i2.133

Abstract

History is a social science that studies important events that happened in the past. Indonesia is known to have a diverse historical and cultural heritage that can be used as a learning capital. One of Indonesia's historical sites is the temple. The purpose of this study is to develop interactive learning media on the topic of temples and pagodas that can help students increase their interest in learning and improve their knowledge about temples. To develop learning materials, the researchers used the ADDIE method. The data collection technique in this study used qualitative data collection conducted through interviews and questionnaire distribution. The results of this study indicate that developed learning media can increase learning interest and are easy for students to use.
PENGARUH FOTOGRAFI PRODUK SEPATU TERHADAP MINAT BELI MASYARAKAT DENGAN BLIND TEST Lip Son; Deli Deli
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 4 No. 2 (2023): Desember 2023
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v4i2.135

Abstract

Nowadays, online buying and selling transactions are increasing. In this case, product photography is very important. Good product photography can help attract consumer buying interest so that it can increase selling value. The purpose of this research is to find out which smartphone between Samsung and Apple can produce product photos that are more selling according to consumers, and to find out whether product photos affect people's buying interest in Batam City. In media design, the author utilizes the 4D method (Define, Design, Develop, Disseminate) in the development of Product Photos. In addition, the author also uses quantitative methods in which the distribution of data is distributed through Google Forms with a total of 385 data respondents accompanied by blind tests. The results of the study show that there is no significant comparison between Samsung smartphone products with a score of 4435 (54.2%) and Apple with a score of 3745 (45.2%) in producing more selling Product Photos. Then for the results of quantitative data analysis shows that Product Photos (significance value <0.01 in the t test) have an influence on people's Purchase Interest in Batam City. This influence can also be seen in the coefficient of determination, where Product Photos have an effect of 25.6% on the Buying Interest variable.
Education Gamification and Student Motivation: A Case Study of Chinese Language Education Tasya Chandra; Deli Deli
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 2 (2023): (IJIE) Indonesian Journal of Informatics Education - December
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i2.80108

Abstract

A new generation of pupils has grown up with a strong familiarity with technology in the context of Industry 4.0. This technological revolution has made learning a foreign language more critical. However, learning a foreign language can only be accessible with that crucial component- motivation. The purpose of this study was to find out how students' motivation to learn Mandarin was affected by gamification. A gamification application was designed with the Game Development Document (GDD) as a foundational guide, utilizing the Mechanics, Dynamics, and Aesthetics (MDA) architecture. Two schools participated in the experimental research project, with 56 and 58 students divided into control and experimental groups. A questionnaire gathered data, and SPSS was used to compute Cronbach's Alpha. The results showed that gamification increased students' enthusiasm to study Mandarin well. When employing gamification as a teaching strategy, students with different levels of Mandarin proficiency saw varied results. Therefore, gamification can tailor Mandarin language instruction to each student's needs and skill level.