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DESAIN GAME EDUKASI ‘ONET WAWASAN NUSANTARA’ (OWA) Sugara, Eka Prasetya Adhy; Mustika, Mustika
KOMIK (Konferensi Nasional Teknologi Informasi dan Komputer) Vol 2, No 1 (2018): Peranan Teknologi dan Informasi Terhadap Peningkatan Sumber Daya Manusia di Era
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (23.348 KB) | DOI: 10.30865/komik.v2i1.913

Abstract

National culture is a precious national heritage, so it must be preserved. The government continues to strive to preserve national culture, the introduction of national culture among students by implementing cultural learning curricula in schools. In addition, the government also holds events such as cultural festivals. However, the efforts made still have weaknesses such as Learning through textbooks is also considered boring and less attractive to students. The cultural festival program is only accessible for the surrounding community so creative solutions are needed as a medium for cultural learning in schools and a means to introduce a culture that can be reached by all people. One of the media that can be used is through games. Games that are currently very easy to play and very familiar in the community are onet games. The purpose of this study was to design the game Onet Wawasan Nusantara (OWA). One method that can be used to design a game is Digital Games Based Learning-Instructional Design (DGBL-ID) which consists of analysis, design, development, quality assurance and implementation stages. The method was chosen because it can integrate the cultural learning curriculum into the game, so that the game not only serves as an entertainment facility, but also has an educational element in it. The results of this study are game design that can be the basis for further game development. In the long run, if this game can be implemented and used by the community (Indonesia), it will be a creative solution that supports government efforts to maintain and preserve national culture.Keywords: edugame, national culture, DGBL-ID
DESAIN PETA INTERAKTIF LOKASI BANGUNAN BERSEJARAH KOTA PALEMBANG Mustika Mustika; Eka Prasetya Adhy Sugara
Prosiding SNST Fakultas Teknik Vol 1, No 1 (2017): PROSIDING SEMINAR NASIONAL SAINS DAN TEKNOLOGI 8 2017
Publisher : Prosiding SNST Fakultas Teknik

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (508.716 KB)

Abstract

Palembang merupakan kota yang memiliki daya tarik wisata budaya cukup tinggi. Salah satu wisata budayanya adalah wisata bangunan bersejarah. seperti; Masjid Agung, Benteng Kuto Besak, Monumen Perjuangan Rakyat, Jembatan Ampera, Masjid Cheng Ho, dan Rumah Limas. Wisatawan selain bisa menikmati keindahan bangunan bersejarah juga memiliki nilai tambah pengetahuan mengenai bangunan sejarah tersebut. Agar minat wisatawan terhadap wisata bangunan bersejarah ini dapat meningkat dibutuhkannya sebuah media promosi yang unik dengan tampilan secara digital. Untuk menjangkau lokasi bangunan bersejarah dibutuhkannya peta sebagai petunjuk letak lokasi bangunan-bangunan bersejarah tersebut. Oleh sebab itu diperlukan sebuah peta lokasi yang mampu memberikan informasi mengenai tempat atau lokasi wisata bangunan bersejarah yang dapat dikunjungi. Selain alamat atau lokasi, informasi yang dibutuhkan adalah deskripsi bangunan bersejarah tersebut. Dengan demikian, pengunjung yang tidak didampingi oleh tour guide akan mendapatkan informasi sejarah bangunan tersebut. Komponen gambar juga menjadi kebutuhan bagi para wisatawan. Kebutuhan informasi tersebut dapat diimplementasikan dalam bentuk peta lokasi wisata berbasis multimedia. Tahapan penelitian yang dilakukan adalah  melakukan observasi yaitu pengumpulan data dan gambar objek-objek bangunan bersejarah, serta desain peta interaktif. Desain Peta interaktif apabila diimplementasikan  dapat digunakan sebagai media promosi bagi pemerintah Kota Palembang, atau sektor penunjang wisata lain misalnya hotel, penginapan, restoran dan biro perjalanan.Kata Kunci : Peta Interaktif, Pariwisata, Wisata Bangunan Bersejarah 
APLIKASI PENGENALAN PROFESI PEKERJAAN BAGI ANAK USIA DINI BERBASIS AUGMENTED REALITY Eka Prasetya Adhy Sugara Muhammad Ali Mahmudi Sugeng Wahyudi
RJOCS (Riau Journal of Computer Science) Vol. 3 No. 2 (2017): Riau Journal of Computer Science
Publisher : RJOCS (Riau Journal of Computer Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (365.721 KB) | DOI: 10.30606/rjocs.v3i2.1338

Abstract

Early age is an important time for a child to develop his talents and potential. At this time, generally children learn in Early Childhood Education or PAUD. One of the lesson materials in PAUD is a lesson about various professions as the ideals of the future. Children are being introduced about various professions such as astronauts, doctors, teachers, pilots, police officers, etc.. Teachers introduce these professions by using a picture book. Picture books have limitations, which only show images and text. Augmented reality technology can be used as a medium to introduce various professions by adding 3 dimensional objects on the media book. This study aims to produce application in introduction of the profession based on augmented reality. The resulting application is a medium to help introduce various professions in the form of 3-dimensional visualization for early childhood. The research method adopted the waterfall method consisting of the stage of determining the needs of the application, designing markers and 3-dimensional objects, creating and publishing apk-formatted applications and testing applications on Android-based smartphone devices. The results of the study in the form of application of learning about various professions that can be run by teachers at school and parents at home.
Pengembangan Peta Pariwisata Bangunan Bersejarah Kota Palembang Menggunakan Visualisasi Augemented Reality Mustika Mustika; Eka Prasetya Adhy Sugara
Jurnal Komputer Terapan  Vol. 3 No. 2 (2017): Jurnal Komputer Terapan November 2017
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (593.154 KB)

Abstract

Bangunan bersejarah merupakan salah satu daya tarik di bidang pariwisata. Banyak wisatawan yang berkunjung untuk dapat melihat bangunan bersejarah yang ada di suatu kota. Kota Palembang memiliki banyak bangunan bersejarah. Untuk membantu wisatawan mencari lokasi objek bangunan di kota Palembang, peta lokasi objek bangunan bersejarah dibuat sebagai media promosi. Namun, peta yang digunakan terbatas hanya dapat menampilkan gambar 2 dimensi, sehingga kurang menarik untuk dilihat oleh wisatawan. Pengembangan pada peta diperlukan agar dapat menampilkan visualisasi objek secara 3 dimensi, sehingga lebih menarik. Tujuan penelitian ini adalah melakukan pengembangan peta pariwisata bangunan bersejarah dengan menggunakan visualisasi augmented reality.  Metode yang digunakan adalah metode research and development. Metode tersebut terdiri dari tiga tahapan yaitu studi pendahuluan, pengembangan produk dan pengujian. Hasil penelitian ini adalah peta pariwisata objek bangunan bersejarah di Kota Palembang dan aplikasi augmented reality berbasis Android mobile dengan memanfaatkan peta sebagai marker. Berdasarkan hasil pengujian fungsionalitas, semua deskrispsi pengujian merespon sesuai harapan dan dinyatakan valid. Penggunaan teknologi augmented reality terhadap peta pariwisata objek bangunan bersejarah, dapat dijadikan sebagai alat bantu untuk menarik minat wisatawan. Dinas Pariwisata atau sektor penunjang wisata seperti hotel, penginapan, restoran dan biro perjalanan dapat menggunakan peta dan aplikasi ini sebagai media promosi  pariwisata di Kota Palembang.
Pemanfaatan Aplikasi Sebagai Media Bantu Edukasi Agama Islam Untuk Anak Usia Dini Guntoro Barovih; Eka Prasetya Adhy Sugara; Nurussama
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 1 (2020): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v4i1.3339

Abstract

Penggunaan teknologi dalam kegiatan belajar menjadi sangat penting, karena pemanfaatan teknologi, perangkat lunak dalam kegiatan belajar sangat membantu para pengajar dalam menyampaikan materi pembelajaran serta mendorong minat siswa dalam belajar. TPA Darul Quddus unit 232 merupakan mitra dalam kegiatan PKM ini, dimana dalam kegiatan belajar dan mengajarnya masih menggunakan cara pembelajaran yang konvensional tanpa memanfaatkan teknologi dan perangkat lunak pembelajaran sehingga terkesan monoton dan membosankan bagi anak-anak generasi alpha. Tujuan dari pengabdian ini adalah mengedukasikan penggunaan teknologi dalam kegiatan belajar mengajar. Metode pelaksanaan pengabdian ini dilakukan dengan cara pengamatan langsung pada tenaga pengajar dan siswa, wawancara dan pengujian pre test dan post test pada tenaga pengajar. Luaran dari pengabdian ini menghasilkan 2 aplikasi pembelajaran berbasis desktop dan mobile, 1 aplikasi multimedia dan 1 aplikasi manajemen tata kelola TPA. Hasil pengukuran pre test dan post test ternjadi peningkatan kemampuan, penguasaan dan pemanfaatan teknologi dan perangkat lunak dalam kegiatan belajar dan mengajar.
DESAIN GAME EDUKASI ‘ONET WAWASAN NUSANTARA’ (OWA) Eka Prasetya Adhy Sugara; Mustika Mustika
KOMIK (Konferensi Nasional Teknologi Informasi dan Komputer) Vol 2, No 1 (2018): Peranan Teknologi dan Informasi Terhadap Peningkatan Sumber Daya Manusia di Era
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/komik.v2i1.913

Abstract

National culture is a precious national heritage, so it must be preserved. The government continues to strive to preserve national culture, the introduction of national culture among students by implementing cultural learning curricula in schools. In addition, the government also holds events such as cultural festivals. However, the efforts made still have weaknesses such as Learning through textbooks is also considered boring and less attractive to students. The cultural festival program is only accessible for the surrounding community so creative solutions are needed as a medium for cultural learning in schools and a means to introduce a culture that can be reached by all people. One of the media that can be used is through games. Games that are currently very easy to play and very familiar in the community are onet games. The purpose of this study was to design the game Onet Wawasan Nusantara (OWA). One method that can be used to design a game is Digital Games Based Learning-Instructional Design (DGBL-ID) which consists of analysis, design, development, quality assurance and implementation stages. The method was chosen because it can integrate the cultural learning curriculum into the game, so that the game not only serves as an entertainment facility, but also has an educational element in it. The results of this study are game design that can be the basis for further game development. In the long run, if this game can be implemented and used by the community (Indonesia), it will be a creative solution that supports government efforts to maintain and preserve national culture.Keywords: edugame, national culture, DGBL-ID
SEJARAH PEMBANGUNAN MASJID AGUNG PALEMBANG DALAM VIDEO ANIMASI 3 DIMENSI Rozie Muhammad; Eka Prasetya Adhy Sugara
Gestalt : Jurnal Desain Komunikasi Visual Vol 1 No 2 (2019): Gestalt : Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual Universitas Pembangunan Nasional "Veteran" Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (874.427 KB) | DOI: 10.33005/gestalt.v1i2.29

Abstract

Palembang Grand Mosque is one of the oldest mosques in Palembang. The shape of this historic building has a lot of architectural rich heritage which holds noble values ​​and information important for the development of cultural and scientific understanding, so it needs to be protected, preserved and told its history in order to foster awareness of national identity and national interests, especially for young people. One form of disseminating information is to utilize animated video media. The use of video in the form of 3-dimensional animation can bring up visual images that look more real to stimulate the imagination of the audience so that it can be carried into the atmosphere of a more lively storyline. This research uses the stages of Pre-production which includes research information, determines visual concepts, letter concepts, color concepts and manuscript, the Production stage which includes sketching, modeling, texturing, animating and rendering and then Post-production which includes by providing transitions , video effects, sound effects, dubbing, music, giving text, color grading and ending with the final rendering. The results of this study are a video animation as information media about the history of the construction of the Great Mosque.