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PRODUK INTELEKTUAL KAMPUS BOARD GAME LABIRIN MATEMATIKA: RAGAM MODEL DAN POTENSI PENGGUNANYA Maman Fathurrohman; Aan Subhan Pamungkas; Diqbal Satyanegara; Deni Dwi Putra; Rian Lesmana; Fitri Miftakhul Jannah; Rucheni Rucheni; Salsa Nashiroh Khoirunisa; Adip Putra Gemilang
Jurnal Penelitian dan Pembelajaran Matematika Vol 16, No 2 (2023): JPPM (Jurnal Penelitian dan Pembelajaran Matematika) Volume 16 Nomor 2 Agustus
Publisher : Universitas Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30870/jppm.v16i2.21665

Abstract

Universitas Sultan Ageng Tirtayasa has a campus intellectual product based on a patent called Labirin; the mathematical board game. The availability of these products enables the development of knowledge-based economy as Campus Intellectual Product. The availability of printed and digital products of the game will enable the commercialization for use by many people. The potential product range and its users are described in this article.  Keywords: Patent, Mathematical board game, Intellectual product, Users, Schools
Analisis QFD dalam Upaya Pengembangan Board Game Labirin Matematika sebagai Produk Intelektual UNTIRTA Salsa Nashiroh Khoirunisa; Moh. Mukhsin; Diqbal Satyanegara
MES Management Journal Vol. 3 No. 1 (2024): MES Management Journal 
Publisher : MES Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56709/mesman.v3i1.197

Abstract

The research uses the Quality Function Deployment (QFD) approach to study the development of the Mathematical Labyrinth board game application. The problem with this study is the incomplete quality of the Math Labyrinth application, such as unavailable tutorial on the use of the application in video form, a lack of language choices on the application, a design that does not match the color display on the game board, and bugs or errors still found on the app. Quality Function Deployment (QFD) is intended to help solve the problem through user feedback to meet user expectations of the Mathematical Labyrinth application. The method used in this research is quantitative research. The sample population in this study was taken using non probability sampling method with purposive samplings in data collection with 36 respondents. Data analysis techniques using the IBM SPSS Statistic 20 analytical tool. Based on the results of the Quality Function Deployment (QFD) analysis on further product development, the developer team needs to pay attention to priority technical interests such as the entire mode on the game can be played, improve the features of the application more attractive, can train the ability to think and as an alternative to learning, the application works well, improves the ease of use of the app, and improves color combinations that fit the game board.