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Game Edukasi Pembelajaran Aksara Jawa Menggunakan Teknologi Augmented Reality Berbasis Android di SD Negeri Sinomwidodo Tambakromo Pati Dimas Putu Gumiwang; Ike Pertiwi Windasari; Risma Septiana
Jurnal Ilmu Teknik dan Komputer Vol 6, No 2 (2022)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/jitkom.v6i2.010

Abstract

Java Island is one of the regions in Indonesia that has a variety of cultures, one of which is the Javanese script. Javanese script or better known as Hanacaraka or Carakan is a noble cultural heritage of the Indonesian nation, namely the Javanese tribe which has a license and has been officially recognized by UNESCO. Although it has received recognition by UNESCO, it does not necessarily cause Javanese script to be known and in demand by many people. Elementary school students are expected to have the skills to read and write Javanese script to preserve Javanese script. Many elementary school students think that the material for Javanese script is quite difficult, because it is new material, considering that elementary school-aged children are new to the alphabet and do not know other letters, such as Javanese script. The use of Javanese script learning media at SD Negeri Sinomwidodo itself is currently still lacking, namely still using printed media such as textbooks, student activity sheets, Javanese language and writing on the blackboard which looks less attractive to students. From these problems, a solution was obtained to create an educational game of Javanese script using augmented reality technology. The purpose of making this game is to provide learning about Javanese script through educational games for students of SD Negeri Sinomwidodo. This educational game of Javanese script was designed using the game engine unity and developed using the MDLC (Multimedia Development Life Cycle) method. The development of this method is carried out based on six stages, namely concept, design, material collection, assembly, testing and distribution. According to Luther in Binanto, these six stages do not have to be sequential in practice, these stages can exchange positions with each other. Even so, the concept stage should be the first thing to do. This educational game of Javanese script was tested using 3 tests, namely black box, usability and pre-test and post-test. Based on the results of the study, the results of black box testing can run smoothly according to the expected function. In usability testing, the overall average score is 90.60% in terms of usability, convenience and satisfaction in using this game and getting a sig value. (2-tailed) of 0.003 on the paired sample t test method, which means it can have a significant effect, which means this game can have an effect on increasing understanding of Javanese script in SD Negeri Sinomwidodo.
Pengembangan Aplikasi Easy Tenses Berbasis Android Sebagai Media Pembelajaran Digital Bahasa Inggris Ahmad Fashiha Hastawan; Dhidik Prastiyanto; Alfa Faridh Suni; Izzati Gemi Seinsiani; Hanrian Rossa; Prawidana Kurniawan; Miftah Nindya Rahmawati; Risma Septiana
Jurnal Pseudocode Vol 10 No 2 (2023): Volume 10 Nomor 2 September 2023
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pseudocode.10.2.106-116

Abstract

Learning media innovation is in line with developments in information technology. Many of the innovations being developed now utilize the fields of multimedia and mobile devices. These two fields have proven capable of producing interesting learning media and making it easier for students to learn learning material digitally. One of the learning materials that requires digital media is English. Many English learning applications have been developed but are not yet in accordance with the learning plans of teachers and students so they are not used directly in class. Based on these problems, this research developed an application for learning English digitally that can be used directly in classroom learning. Application development is carried out using the waterfall method and is adjusted to the learning plans of school teachers. The results of application implementation are tested on all users through user assistance and filling out surveys. From the results of testing the application using black box testing, it was found that the percentage of 100% of the functions ran as expected. From the results of the application validation test, a score of 86.5% was obtained for material suitability from material experts, 83.8% for media suitability from media experts, 82.6% for useability from educators' assessments, and 81% for useability from students' assessments. From the overall validation test results carried out on material experts, media experts, educators and students, the overall average validation results were 84.37%, which shows that the Easy Tenses application created can be categorized as very suitable for use. Keywords: Applications, English, Digital media, Multimedia, Waterfall Method.