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Komputerisasi Pendataan Presensi pada SMK Sasmita Jaya 2 Pamulang dengan Metode Prototype Pandu Dewonoto Laut Santoso; Indah Riski; Aries Saifudin; Sri Mulyati
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol 4, No 3 (2021): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v4i3.11847

Abstract

Attendance data collection can be said to be a very crucial activity because with all information about the presence of students at an educational institution can make it easier for teachers in the decision-making stage during the assessment process for students, but the attendance data collection which is carried out conventionally is actually faced with various kinds of problems that where some of them are the amount of time required in conventional attendance data collection and the high risk of damage to the attendance data sheet that applies paper as the main medium. Based on these problems, computerization of the attendance data collection process is deemed necessary. The attendance data collection system developed using the prototype. By using this prototype method, the main functions of the system will be developed first. If it is correct, then proceed with the other supporting parts. The attendance data collection system developed can be an appropriate system in solving all kinds of problems encountered in conventional attendance data collection activities. And to meet the satisfaction criteria from the user side, which in this context are the teachers at SMK Sasmita Jaya 2 Pamulang.
PERANCANGAN GAME EDUKASI “THE KNIGHT OF PANDEMIC” DENGAN MENGGUNAKAN MODEL GAME DEVELOPMENT LIFE CYCLE (GDLC) Pandu Dewonoto Laut Santoso; Nurjaya
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 2 No 10 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Educational games are part of a variety of game genres whose implementation is intended as a medium for exposing various types of material in an interactive and attractive manner by and for a group of people. The game development model implemented in this study is the Game Development Life Cycle (GDLC) model which consists of 6 phases, namely initiation, pre-production, testing, beta and release, while some of the advantages of the GDLC model include the needs and goals of game development can be clearly defined at the initiation stage, concept maturation and development of game assets can be carried out optimally at the pre-production stage, as well as testing which is carried out in stages involving both the developer and the user. The main problem in this research is the decrease in public awareness and interest in the pandemic situation caused by the application of Covid-19 pandemic educational media that is monotonous, less attractive and less interactive, while the main objective of conducting this research is to design and develop Covid-19 pandemic educational media. in the form of games are interactive and attractive. Based on the research that has been carried out, the final results are obtained which illustrate that the pandemic educational game designed and developed in this study is interactive and attractive so that it can play an active role in increasing public awareness and interest regarding various matters related to the Covid-19 pandemic situation.