scholarly journals The Herbalist Game Edukasi Pengobatan Herbal Berbasis Android

2018 ◽  
Vol 8 (2) ◽  
pp. 27
Author(s):  
Irawan Afrianto ◽  
Rifan Muhammad Furqon

Herbal treatment is a method of treatment using natural ingredients that are all around us. Introducing herbal medicines and treatments can be performed using educational games. The purpose of this research is to develop educational games that can teach users to be able to know the ingredients of herbs and how to process it into a drug to cure a disease. The method used in the development of this educational game is multimedia development life cycle (MDLC). The MDLC method is used to develop this educational game, starting with the concept definition stage, the design phase, followed by the collecting material stage, followed by the assembly stage, testing, and ending with the distribution stage. This educational game is a type of simulation that visualizes the form of herbal ingredients, and how to manufacture herbal medicine derived from these materials to cure a disease. Games using mobile devices have advantages that learning can be done anywhere and anytime, so the android platform is chosen as the media development of this educational game. Educational game testing is done using the alpha method to determine the functionality of the application, and beta test to the user. Alpha testing shows that every functionality in this educational game has gone well. While beta testing conducted with questionnaires shows that this educational game is enough to help users add knowledge about herbal ingredients and how to make herbal remedies through images, animation and how to play. In addition, the interface of this game is quite interesting and easy to use.

2018 ◽  
Vol 8 (2) ◽  
pp. 141
Author(s):  
Irawan Afrianto ◽  
Rifan Muhammad Furqon

Herbal treatment is a method of treatment using natural ingredients that are all around us. Introducing herbal medicines and treatments can be performed using educational games. The purpose of this research is to develop educational games that can teach users to be able to know the ingredients of herbs and how to process it into a drug to cure a disease. The method used in the development of this educational game is multimedia development life cycle (MDLC). The MDLC method is used to develop this educational game, starting with the concept definition stage, the design phase, followed by the collecting material stage, followed by the assembly stage, testing, and ending with the distribution stage. This educational game is a type of simulation that visualizes the form of herbal ingredients, and how to manufacture herbal medicine derived from these materials to cure a disease. Games using mobile devices have advantages that learning can be done anywhere and anytime, so the android platform is chosen as the media development of this educational game. Educational game testing is done using the alpha method to determine the functionality of the application, and beta test to the user. Alpha testing shows that every functionality in this educational game has gone well. While beta testing conducted with questionnaires shows that this educational game is enough to help users add knowledge about herbal ingredients and how to make herbal remedies through images, animation and how to play. In addition, the interface of this game is quite interesting and easy to use.


2020 ◽  
Vol 4 (1) ◽  
pp. 161-172
Author(s):  
Widi Aulia Rohmah ◽  
Asriyanik Asriyanik ◽  
Winda Apriyandari

The current technological development of science and knowledge can easily be provided through various media. Learning media have become part of the learning and teaching process. In its use these media can be anything such as videos, motion animations, power points, including games. Educational games can be used as learning media in schools so that learning activities can be more interesting and enjoyable. Games made as learning media are certainly not merely entertainment but must contain elements and educational values. The purpose of this research is to make an educational game of natural science where the questions / questions in the quiz section can be scrambled by themselves. The design of the construction of this environmental quiz game uses the method of Multimedia Development Life Cycle (MDLC) and Fisher Yates Shuffle algorithm for randomization of questions. This environmental game contains natural science lessons about the organization of life systems, the interaction of living things with the environment and environmental pollution. Components in this game are in the form of material and quiz games, puzzles and drag and drop. In this study there are 10 questions that will be randomized to each quiz. The result of the implementation of the Fisher Yates Shuffle algorithm in this quiz section is that the quiz questions that come out can be scrambled, so the questions / questions that come out are different and the user does not easily guess the next question.Keywords: Quiz Game, Adobe Flash, Actionscript, Fisher Yates Shuffle


2021 ◽  
Vol 6 (2) ◽  
pp. 93-104
Author(s):  
Aisyah Amini ◽  
Riri Okra

ALKI is an e-module that serves as a learning medium for grade X students majoring in MIA at SMAN 1 MAPAT TUNGGUL. E-module ALKI was created with the aim of assisting teachers in delivering materials and helping students understand more about chemical materials by repeating lessons, working on exercises, and strengthening memory by playing flashcards. The thing behind the design of alki e-module is the lack of motivation to learn students, difficulty and the absence of internet network in Mapat Tunggul area, students should not take home the package book, the smartphone owned by students is not used to study, and when doing homework with the help of the internet most students just copy the answer without understanding the origin of the answer. This research method is Research and Development (R&D) with a 4-D research model (four-D) that is with define, Design, Development, and Disseminate stages. In the Development stage, the development stage of ALKI e-module media is carried out. The media development model used in this study is MDLC(Multimedia Development Life Cycle) luther-sutopo version which consists of 6 stages, namely conception, design, material collection, manufacturing process, testing and distribution. The result of the research is a mobile-based ALKI e-module product. With 0.81 validity test results declared valid,0.93 Practicality test results are practiced very practically,and 0.80 effectiveness test results are declared very effective. So, it can be concluded that alki e-module based on mobile application as a learning medium has been valid, practical and effective.


2020 ◽  
Vol 1 (1) ◽  
pp. 13-24
Author(s):  
Moch. Kholil ◽  
Rafika Akhsani ◽  
Kristinanti Charisma

Abstrak Objektif. Game edukasi merupakan bentuk permainan yang dikemas untuk merangsang daya pikir manusia. Game edukasi dapat dijadikan salah cara untuk menarik perhatian dari seseorang supaya mau belajar tentang suatu hal dengan cara yang tidak membosankan atau belajar dengan cara yang menyenangkan. Sampah merupakan hasil sisa dari kegiatan manusia. Saat ini, banyak sampah yang berserakan terlihat disepanjang bantaran sungai. Hal ini menjadi salah satu masalah yang sangat berbahaya. Penanggulangan terhadap masalah sampah sudah sering dilakukan oleh pihak pemerintah maupun warga. Namun demikian, banyak juga warga yang belum bisa merubah kebiasaan membuang sampah di sembarang tempat. Penelitian ini bertujuan untuk merancang sebuah permainan yang diharapkan dapat membantu meningkatkan kesadaran masyarakat terkait pengelolaan sampah. Material and Metode. Pengembangan game menggunakan metode Game Development Life Cycle.  Dalam metode GDLC terdapat 5 tahapan yaitu mulai dari prototype, pre-production, production, beta, sampai dengan live. Hasil. Pengembangan game menghasilkan jenis game edukasi tentang pilah sampah. Hasil dari penelitian ini menunjukkan bahwa game edukasi pilah sampah yang telah diujikan kepada 50 responden meghasilkan nilai rata-rata tingkat kesenangan dalam bermain game sebesar 70%. Kesimpulan. Dengan mengacu pada metode Game Development Life Cycle (GDLC) dalam pengembangan game edukasi menjadi lebih terstruktur dari setiap tahapan yang dikerjakan.   Abstrak Objective. Educational game is a form of game that is equipped to think of human power. Educational games can be used as a way to attract the attention of someone who wants to learn about something in a way that cannot be done or learn in a fun way. Garbage is a residual product of human activities. At present, a lot of littering garbage can be seen along the riverbanks. This has become one of the most dangerous problems. Prevention of waste problems has often been done by the government or citizens. However, there are also many citizens who have not been able to change the habit of littering in any place. This research discusses game planning which is expected to help increase public awareness regarding waste management.. Materials and Methods. Game development uses the Game Development Life Cycle method. In the GDLC method there are 5 stages, starting from prototype, pre-production, production, beta, to live. Results. Game development generates types of educational games about waste sorting. The results of this study indicate that the educational waste sorting game that has been tested on 50 respondents produced an average value of pleasure in playing a game of 70%.. Conclusion. By referring to the Game Development Life Cycle (GDLC) method in the development of educational games, it becomes more structured from each stage undertaken..


2020 ◽  
Vol 5 (1) ◽  
pp. 67-75
Author(s):  
Wahyu Arya Pambudi ◽  
Didi Juardi ◽  
Nono Heryana

In the learning process of introducing Karawang special foods, teachers at RA Babussalam Al-Islami use more teacher-centered learning techniques where the teaching methods make children as if they are only listeners in learning, so learning is less attractive and makes children bored. The purpose of this study is to make an educational application that can help children to recognize the special food of Karawang by using the MDLC (Multimedia Development Life Cycle) method which consists of 6 stages of Conceptualization, Design, Material Collection, Assembly, Testing and Distribution. The application is made with an Android-based multimedia format in which presents text, images, audio, and animation that is packaged in the form of an Android-based game so that it can attract children's learning interest in knowing the typical food of Karawang. Testing on this application uses Alpha and Beta testing with the results of all the indicators declared good. The results of the Beta test resulted in scores above 80 on each question, which indicated that the application made was very suitable as a medium for children's learning in recognizing traditional food in Karawang.


2020 ◽  
Vol 4 (1) ◽  
pp. 37-49
Author(s):  
Ida Widaningrum ◽  
Hardi Prasetiyo ◽  
Indah Puji Astuti

Educational games can be used as an effective learning method, especially for children, because children can gain knowledge in a fun way. Here the game is designed for young children to practice arithmetic and knowledge to separate organic and inorganic wastes. This game is based on Android using Construct 2 software, design using UML and Game Development Life Cycle (GDLC). At the end of the manufacturing process, software tests or tests consist of unit tests, integration tests and system tests. From the test results, the game "Math & Trash" can be run on several versions of Android with a variety of different screen sizes. The educational game "Math & Trash" is expected to have a positive impact on children on the importance of math subjects and the importance of protecting the surrounding environment.


2021 ◽  
Vol 18 (1) ◽  
pp. 55
Author(s):  
Ida Ayu Agung Yogi Pradnyani ◽  
Nyoman Sugihartini ◽  
I Made Ardwi Pradnyana

Permasalahan yang dialami dalam proses pembelajaran di kelas ketidaktersediaan sarana pembelajaran seperti buku ditambah dengan keterbatasan siswa tunarungu dalam memahami pembelajaran yang bersifat abstrak. Oleh karena itu, perlu adanya pengembangan media pembelajaran yang dapat menunjang pembelajaran yaitu dengan media pembelajaran interaktif pada mata pelajaran bahasa indonesia. Dalam proses pengembangan media pembelajaran mengadaptasi penggunaan model Multimedia Development Life Cycle, yang terdiri dari 6 tahapan yaitu concept, design, material collecting, assembly, testing dan distribution.  Implementasi dari media pembelajaran interaktif mata pelajaran bahasa indonesia ini dengan melakukan dua pengujian yaitu alpha testing dan beta testing. Alpha testing dilakukan untuk mengetahui kevalidan media pembelajaran serta kesesuaian isi media pembelajaran sehingga dapat diterapkan, pengujian ini dilakukan oleh ahli isi mata pelajaran dan ahli media. Untuk beta testing dilakukan oleh siswa kelas 1B,3B, dan 5B SLB Negeri 1 Buleleng untuk melakukan uji coba perorangan, kelompok kecil dan uji lapangan.  Rata – rata respon siswa terhadap pengembangan media pembelajaran interaktif ini sebesar 92 % dan untuk rata – rata respon guru sebesar 91,11 %. Hal ini membuktikan bahwa media pembelajaran dapat digunakan sebagai panduan belajar siswa sehingga dapat meningkatkan fokus belajar pada siswa dan dapat membantu proses pembelajaran di kelas. Jika dikonversikan ke dalam tabel respon siswa dan guru termasuk dalam kategori Sangat Baik.


2021 ◽  
Vol 9 (4) ◽  
pp. 456-466
Author(s):  
Eyus Sudihartinih ◽  
Sekar Wilujeng ◽  
Dewi Rachmatin

The purpose of this study was to describe the results of research on the design of Scratch-based learning media on the topic of the Greatest Commonwealth Factor (FPB). This study uses the Multimedia Development Life Cycle (MDLC) development model through six stages, namely concept, design, collecting, assembly, testing, and distribution. Furthermore, to find out the student's response to the media that has been designed so that a research instrument is used in the form of a questionnaire via Google Form and given in 2021. Research participants are students at one of the junior high schools in the city of Bekasi, West Java. Based on the results of the study, it is known that the learning media for the topic of FPB mathematics can be well designed through the MDLC development model through six stages. In addition, it is known that the student's response to the media that has been designed is positive. Thus the need for further research including game design on different topics.


2020 ◽  
Vol 11 (1) ◽  
pp. 36
Author(s):  
Raudya Enggar Randiani ◽  
Harya Bima Dirgantara

Abstract. This study aims to create an educational game for odd-even traffic rules in Jakarta on an android-based platform called "Tilang Ganjil Genap". This game was developed since there are still many traffic violations that occur in the society. One of the traffic violations that still often occurs is a traffic area violation on the odd-even rule in Jakarta. In fact, to handle this violation, traffic police are still lacking to raise the public awareness. Therefore, an educational game for traffic rules in odd-even areas was built using the Game Development Life Cycle (GDLC) method with stages consisting of initiation, pre-production, production, trial, beta and release. This "Tilang Ganjil Genap" educational game aims to convey information about even odd traffic rules to the public through interesting and fun learning media. Based on the user trial results, it is found that 100% (14 users) state that this game provides a knowledge understanding about odd-even traffic rules area regulation.Keywords: Educational Games, Game Development Life Cycle, Odd Even Rule, AndroidAbstrak: Penelitian ini bertujuan untuk membangun gim edukasi peraturan lalu lintas ganjil genap di Jakarta berbasis android yang diberi nama “Tilang Ganjil Genap”. Gim ini dikembangkan karena masih ada pelanggaran lalu lintas yang terjadi pada masyarakat. Salah satu pelanggaran lalu lintas yang masih sering terjadi adalah pelanggaran kawasan lalu lintas pada peraturan ganjil genap di Jakarta. Upaya polisi lalu lintas dalam penanganan pelanggaran ini masih kurang untuk menyadarkan masyarakat. Oleh karena itu, gim edukasi peraturan lalu lintas kawasan ganjil genap ini dibangun dengan metode Game Development Life Cycle (GDLC) dengan tahapan: inisiasi, pre-produksi, produksi, uji coba, beta dan rilis. Gim edukasi “Tilang Ganjil Genap” ini mempunyai tujuan untuk menyampaikan informasi mengenai peraturan lalu lintas ganjil genap kepada masyarakat melalui media pembelajaran yang menarik dan menyenangkan. Dari hasil uji coba pengguna didapatkan hasil bahwa 100% (14 pengguna) menyatakan bahwa gim ini memberikan pemahaman pengetahuan tentang peraturan kawasan lalu lintas ganjil genap.Kata Kunci: Gim Edukasi, Game Development Life Cycle, Peraturan Ganjil Genap, Android


Author(s):  
Ayu Latifah ◽  
Ridwan Setiawan ◽  
Arfan Muharam

In Islamic religious education, especially in the procedures for purification where ablution and tayammum are very important because these are mandatory requirements in carrying out prayers. Often the procedures for ablution and tayammum are not understood properly and correctly because the process of delivering the material is still using conventional methods with media in the form of books that are less interesting and interactive. The purpose of making an application for purification procedures using Augmented Reality as a visual learning medium that can be understood by users, namely early childhood and emphasizes the importance of ablution and tayammum in Islam. The Multimedia Development Life Cycle method is used in making this application with six stages carried out starting from concept generation, design, material collection, manufacture, alpha and beta testing and the last stage in the form of distribution of applications that have been built. The results of this study can be used as an alternative learning media with interactive features using augmented reality which discusses how to perform ablution and tayammum properly and correctly in worship according to Islamic law.


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