scholarly journals Game Save The Sea! as an Education Media to Prevent Water Pollution

2021 ◽  
Vol 1 (2) ◽  
pp. 68
Author(s):  
Alnando Harsono ◽  
Ridwan Sanjaya ◽  
Bernadinus Harnadi

Human’s ignorance is the most threatening factor to natural water sources on the system. The habit of littering and poor waste management often occurs in developing countries, especially Indonesia. Through an educational game this message could be delivered easier. This paper is intended to find ways for people to be more concerned with water pollution. The questionnaire and interview methods are used to search for pre-test and post-test data. From the pre-test data, “Save The Sea” mobile game is created which can help educate the public about the dangers of water pollution. After 5 times playing of once each day, game testing was conducted to 39 people and fill the questionnaire. Post test data result shows that the game succeeded in creating conditions where people were more concerned about water pollution.

2021 ◽  
Vol 1 (2) ◽  
pp. 62
Author(s):  
Oh Daniel Kurniawan ◽  
Hendra Prasetya ◽  
Bernadinus Harnadi

Language and culture is an applied been possessed by every man since born. Language is a in the form of communication with  each  other.  In daily life, communicate with the family, friend, even work also need good ability. Therefore a  use of language that well and properly should be owned individuals[1]. Nihon-Goo! Is a Game made from computer for the purpose as a medium and facilitate the process increase knowledge and understanding basic vocabulary and culture in japan. After 5 times playing of one each day, game testing was conducted to 40 people and fill the questionnaire. Post-test data result shows that the game makes the player having  difficulty answering  the questions, but still want to play it again and again. So even though they failed to try it, they still tried again and again.


2021 ◽  
Vol 6 (1) ◽  
pp. 52-59
Author(s):  
Anggy Trisnadoli ◽  
Jan Alif Kreshna

Educational Mobile Game ‘Ayo Wisata ke Riau’ is a mobile-based educational game application that was developed in 2017 on the Android platform. The quality requirements used in this game development have been adjusted for the available Educational Mobile Games. Even though it went well, there were many complaints from users during the direct implementation survey. This becomes material for re-evaluation, whether the game is ready to be disseminated to the public. Based on this occurence, a gap analysis was carried out to see the feasibility and the need for improvements to the game application that had been built. Based on the results of the gap analysis that has been carried out, it is indicated that there is a need for significant improvements in the areas of performance and user satisfaction. So that in this study, a design reengineering was carried out that was focused on improving the two things that were considered crucial, so that the results of the design and implementation that had been improved could provide better performance and user satisfaction scores than previous developments.


2021 ◽  
Vol 5 (2) ◽  
pp. 315-324
Author(s):  
Wenda Novayani ◽  
◽  
Shumaya Resty Ramadhani ◽  
Irvandy Hartono ◽  
◽  
...  

The difficulty of learning to count for Mentally Disabled Students (MDS) is not only because their intelligence is below the average of regular students and difficult to concentrate, but also because the material presented is less exciting and theoretical. The purpose of this study was to see the effect of the snake and ladder mobile game on the ability and speed of counting mentally disabled students in the process of count-learning. Data collection techniques in this study were interviews with teachers, User Accepted Test (UAT) questionnaires for measuring games, and research instruments in the form of summation essay questions. The research method used is an experiment with a one-group pre-test and post-test. The research subjects are four mentally disabled students at Pelita Hati Special School (SLB PH). Data analysis compares the score acquisition, the time it takes students to work on the questions during the pre-test and post-test, and UAT data analysis. The Results showed that this game made MDS interested in count-learning, improving learning outcomes, and increasing students' speed in learning counting at SLB PH compared with before playing this educational-game. Thus, the snake and ladder educational mobile game positively influences the count learning process of MDS.


Author(s):  
Ramnik Kaur

E-governance is a paradigm shift over the traditional approaches in Public Administration which means rendering of government services and information to the public by using electronic means. In the past decades, service quality and responsiveness of the government towards the citizens were least important but with the approach of E-Government the government activities are now well dealt. This paper withdraws experiences from various studies from different countries and projects facing similar challenges which need to be consigned for the successful implementation of e-governance projects. Developing countries like India face poverty and illiteracy as a major obstacle in any form of development which makes it difficult for its government to provide e-services to its people conveniently and fast. It also suggests few suggestions to cope up with the challenges faced while implementing e-projects in India.


1994 ◽  
Author(s):  
James Harris ◽  
Dennis Hines ◽  
Donald Rhea

2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


1986 ◽  
Vol 25 (2) ◽  
pp. 200-204
Author(s):  
Shamim A. Sahibzada ◽  
Mir Annice Mahmood

There has lately been an increasing emphasis on methods of evaluating development projects in the developing countries. The traditional focus, which relies on only a financial appraisal of projects, is no longer a favourite topic with project analysts, especially in the public sector. In order to capture the full impact of projects, several methodologies, focusing on the economic and social aspects, have been introduced in the literature during the late Sixties and early Seventies. Moreover, to enhance/facilitate the applicability of these methods to actual projects, the need for Manuals, Guidelines, and Guides of project appraisal has been felt from time to time. Some well known attempts in this area have been made by OECD [2], UNIDO [1; 5], ODA [6] and ODM [7].


2018 ◽  
pp. 13-18
Author(s):  
Andi Wijaya ◽  
Ria Yunidha
Keyword(s):  

    Penggunaan obat generik yang rendah disebabkan oleh kurangnya pengetahuan masyarakat mengenai obat generik. Hal tersebut dikarenakan kurangnya informasi tentang obat generik di kalangan masyarakat. Pendidikan sangat berpengaruh terhadap pengetahuan seseorang. Penelitian ini dilakukan untuk mengetahui pengaruh pemberian edukasi terhadap pengetahuan mahasiswa Universitas Muhammadiyah Purworejo tentang obat generik dan obat bermerek.    Desain penelitian adalah One Group Pre-test Post-test. Responden diperoleh dari mahasiswa Universitas Muhammadiyah Purworejo sebanyak 58 orang. Seluruh responden menjalani pre-test dan post- test dengan menjawab 10 pertanyaan tentang obat generik dan obat bermerek. Pertanyaan yang diberikan mewakili 4 aspek pengetahuan tentang obat generik dan obat bermerek. Pada hari yang sama pemberian edukasi dilakukan berupa penyuluhan sebelum diadakan post-test. Data diuji secara statistik dengan tingkat kepercayaan 95% .    Hasil menunjukkan perbedaan bermakna antara nilai post-test dengan pre-test dengan nilai p = 0,000 < 0,05 yang berarti Ho ditolak sehingga terbukti bahwa edukasi dapat meningkatkan pengetahuan mahasiswa Universitas Muhammadiyah Purworejo tentang obat generik dan obat bermerek.


1982 ◽  
Vol 14 (9-11) ◽  
pp. 1337-1352 ◽  
Author(s):  
G G Cillié

An estimated 80 % of all illnesses in developing countries is in one way or another related to water. In order to alleviate this most serious condition, the united Nations has initiated the “International Water Decade”, for which the estimated costs are $600 000 million, a sum which is far beyond any available means. By application of “low-cost technology” this sum could be reduced to $100 000 million which brings the objective within the reach of possibility. Details are given of the design and methods of construction of units which are best suited to the specific requirements and which would be simple, reliable and economical to operate. These can be constructed largely from local materials and by local labour. The need for appropriate training of both operators and the user population is stressed.


Author(s):  
N. Thyagaraju

The present seminar paper mainly highlight  the concept of  water pollution, causes of water pollution,  Its Effects, Elements of  pollutants, Methods  used to prevent the water pollution in environment  and the mandatory initiatives taken by the concerned authorities for prevention of  water pollution. Water   is essential for survival of all living organisms on the earth. Thus for human beings and plants to survive on land, water should be easily accessible. The term “Pollution” is generally refers to addition of any foreign body either living or non – living or deletion of anything that naturally exists. The basic Sources of Water pollution causes due to Culmination into lakes, rivers, ponds, seas, oceans etc. Domestic drainage and sanitary waste, Industrial drainage and sewage, Industrial waste from factories, Dumping of domestic garbage, Immersion of Idols made of plaster of Paris, Excess use of Insecticides , pesticides, fungicides, Chemical fertilizers, Soil erosion during heavy rains and floods, Natural disasters, tsunami etc. General pollutants  which are also caused for water pollution  which include Organic, Inorganic, and Biological entities, Insecticides, Pesticides, Disinfectants ,Detergents, Industrial solvents, Acids, Ammonia fertilizers, heavy metals, Harmful bacteria, Virus, Micro –Organisms and worms, Toxic chemicals. Agricultural lands become infertile and thereby production also drops, Spread of epidemic diseases like Cholera, Dysentery, Typhoid, Diarrhea, Hepatitis, Jaundice etc. The  basic responsibility of the Government, NGOs, National Pioneer scientific Research Institutions may conduct  research oriented programs on control of water pollution by create  awareness among the public through mass media and Environmental Education on recycling units,  and  water treatment plants must be established both at domestic levels and Industry levels, Every citizen must feel responsible to control water pollution. There have been many water pollution prevention acts that have been set up by the governments of the world. But these are not enough for permanent water pollution solutions. Each of us needs to take up the responsibility and do something at an everyday at individual level. Otherwise we can’t survive in a society forever in a future. 


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