scholarly journals Perancangan Aplikasi Game Edukasi Pengenalan Komputer untuk Anak Didik Usia Sekolah Dasar

2019 ◽  
Vol 4 (1) ◽  
pp. 38
Author(s):  
Azil Fahrurozie

<p><em>This event will be based on research by learning how important the Computer against the primary level, since with the introduction of computerized technology early on then the child will be familiar with computerized technology in the future.From all types of media, interactive entertainment media learning learning through games including one that has more value, because basically the game is for entertainment and with the Foundation of the learning media can make kids or students being more pleased in learning because they can play while learning at the same time.Making this game aims to add insight to children of the importance of technology, through this interactive game expected user or users feel interested and not feel bored in study.The research method used was the Software Development Life Cycle (SDLC) Water Fall and Game Design Document (GDD) who used the stage of the research (1) stage of analysis, (2) the stage of design, the programming phase (3), (4) the stage of testing, (5) stages maintenance.Needs analysis stage includes material and hardware and software requirements specifications.This form of the game is about questions concerning about the device and the computer functions with multiple choice answers.As well as answering the test, players stay clicking one answer to every question that appears by using the games with java applications.</em></p><p> </p>

Author(s):  
Linda Westfall

If software requirements are not right, companies will not end up with the software they need. This chapter discusses the various levels and types of requirements that need to be defined, the benefits of having the right software requirements, the stakeholders of the software requirements and getting them involved in the process, requirements activities throughout the software development life cycle, and techniques for eliciting, analyzing, specifying, and validating software requirements.


2015 ◽  
Vol 3 (2) ◽  
pp. 275
Author(s):  
Andhika Hanifa Naufaliawan ◽  
R. Rizal Isnanto ◽  
Ike Pertiwi Windasari

The development of increasingly advanced technology has a vital role in all sectors of management, which includes the processing of data. Moreover, with the development of the internet is so fast these days that requires every person to obtain information quickly and accurately. Associated with it then there is a game that has grown rapidly with variations of each preparation This application uses the software Construct 2 as editor. Multimedia Development Life Cycle used as methodology for developing this game. Stages of research method, namely literature, game design, game implementation, testing, and analysis. User applications can execute all the menus contained in the application “Belajar Angka dan Huruf Hijaiyah”. With this application android-based user can exercise anytime and anywhere, and this application can run well when tested using black-box and got positive results when tested to application user.


2021 ◽  
Vol 1 (1) ◽  
pp. 25-37
Author(s):  
Aulia Akhrian Syahidi ◽  
Ahmad Riyadi ◽  
Siti Zakiah ◽  
Maya Astuti

Sultan Suriansyah was the King of Bandarmasih (the First King of Banjar) who ruled from 1520-1540 and was the first king to embrace Islam. Tourism-related to the tomb of Sultan Suriansyah is very popular among the people of Banjar. However, the folklore that tells about Sultan Suriansyah is not as popular as his tomb, many young people today don't know it, even across Indonesia it is also not well known for this folklore from South Kalimantan. The purpose of this research is to design and build a folklore game with an action-adventure genre that adapts the story of Sultan Suriansyah to preserve Banjarmasin folklore and as a means to understand grammar in the Banjar language. The research method used is the Game Development Life Cycle with stages in the form of Pre-Production, Production, Testing, and Post-Production. The results show that the game design has been produced in the form of a storyboard and then developed using Godot Engine software with the output of the (.apk) extension application that can be installed on mobile devices. Then the Playtesting and Gameflow testing was also carried out which involved 50 respondents as players with an age range of 13-15 years, the results showed that the games built and tested had met the elements and criteria with an overall average value of 4.84 and no bugs were found in the game. Tests related to player knowledge and justification for using games as a media to preserve folklore and a means to understand the Banjarese language have also been carried out with very good results.


Author(s):  
Reina Reina ◽  
Josef Bernadi Gautama

Queues can be found in all aspects of life, especially in the service industry, including at Binus University in the Student Service Center. Sizeable number of students at certain arrival time, has led to a long queue and this affects student discomfort in waiting. Queue information systems that exist today should bedeveloped further in order to improve the comfort of the user, such as information that is integrated with a student desk, both in seeing a queue number, and knowing the history queue. The research method used is thethree phases of the Software Development Life Cycle methods Problems and Opportunities, System Requirements and System Design. The result of this research is a framework that can be used for queuing system so as to provide the freedom of time and space for the user waiting queue.


Author(s):  
Andriy Lishchytovych ◽  
Volodymyr Pavlenko

The present article describes setup, configuration and usage of the key performance indicators (KPIs) of members of project teams involved into the software development life cycle. Key performance indicators are described for the full software development life cycle and imply the deep integration with both task tracking systems and project code management systems, as well as a software product quality testing system. To illustrate, we used the extremely popular products - Atlassian Jira (tracking development tasks and bugs tracking system) and git (code management system). The calculation of key performance indicators is given for a team of three developers, two testing engineers responsible for product quality, one designer, one system administrator, one product manager (responsible for setting business requirements) and one project manager. For the key members of the team, it is suggested to use one integral key performance indicator per the role / team member, which reflects the quality of the fulfillment of the corresponding role of the tasks. The model of performance indicators is inverse positive - the initial value of each of the indicators is zero and increases in the case of certain deviations from the standard performance of official duties inherent in a particular role. The calculation of the proposed key performance indicators can be fully automated (in particular, using Atlassian Jira and Atlassian Bitbucket (git) or any other systems, like Redmine, GitLab or TestLink), which eliminates the human factor and, after the automation, does not require any additional effort to calculate. Using such a tool as the key performance indicators allows project managers to completely eliminate bias, reduce the emotional component and provide objective data for the project manager. The described key performance indicators can be used to reduce the time required to resolve conflicts in the team, increase productivity and improve the quality of the software product.


Author(s):  
Sampada G.C ◽  
Tende Ivo Sake ◽  
Amrita

Background: With the advancement in the field of software development, software poses threats and risks to customers’ data and privacy. Most of these threats are persistent because security is mostly considered as a feature or a non-functional requirement, not taken into account during the software development life cycle (SDLC). Introduction: In order to evaluate the security performance of a software system, it is necessary to integrate the security metrics during the SDLC. The appropriate security metrics adopted for each phase of SDLC aids in defining the security goals and objectives of the software as well as quantify the security in the software. Methods: This paper presents systematic review and catalog of security metrics that can be adopted during the distinguishable phases of SDLC, security metrics for vulnerability and risk assessment reported in the literature for secure development of software. The practices of these metrics enable software security experts to improve the security characteristics of the software being developed. The critical analysis of security metrics of each phase and their comparison are also discussed. Results: Security metrics obtained during the development processes help to improve the confidentiality, integrity, and availability of software. Hence, it is imperative to consider security during the development of the software, which can be done with the use of software security metrics. Conclusion: This paper reviews the various security metrics that are meditated in the copious phases during the progression of the SDLC in order to provide researchers and practitioners with substantial knowledge for adaptation and further security assessment.


2016 ◽  
Vol 685 ◽  
pp. 881-885
Author(s):  
Alexey Ponomarev ◽  
Hitesh S. Nalamwar

Software traceability is an important part in software development that is getting more and more attention nowadays from organizations and researchers. The paper outlines the importance, different methods and techniques of software traceability. It also explains the need of automating traceability, problems and drawbacks of existing traceability tools, the ongoing challenges facing implementation of traceability in software development life cycle, and finally the paper discusses whether software traceability should be mandated as a key to improve software evolution


2021 ◽  
Vol 28 (1) ◽  
Author(s):  
M.A. Adeagbo ◽  
J.E.T. Akinsola ◽  
A.A. Awoseyi ◽  
F. Kasali

Selection of a suitable Software Development Life Cycle (SDLC) model for project implementation is somewhat confusing as there are a lot of SDLC models with similar strengths and weaknesses. Also, the solutions proffered among the researchers so far have been the  qualitative comparative analysis of SDLC models. Hence, this paper proposes a comparative analysis of SDLC models using quantitative approach in relation to strengths and weaknesses of SDLC models. The study adapted comparative analysis and Software Development Life Cycle (SDLC) models features’ classification using ten characteristics such as project complexity, project size, project duration, project with risk, implementation/initial cost, error discovery, associated cost, risk analysis, maintenance and cost estimation. A quantitative measure that employs online survey using experts in software design and engineering, project management and system analysis was carried out for the evaluation of SDLC models. Purposeful Stratified Random Sampling (SRS) technique was used to gather the data for analysis using XLSTAT after pre-processing, taking into consideration both benefit and cost criteria. The overall performance evaluation showed that Spiral-Model is the best followed by V-Model and lastly Waterfall Model with comparative values of 38.63%, 35.76% and 25.61% respectively. As regards cost estimation, Waterfall Model is the most efficient with value of 41%, then V-Model with 31% and lastly Spiral Model with 28%. V-Model has great error recovery capability with value of 45% which is closely followed by Spiral Model with 37% and lastly Waterfall Model with 18%. The study revealed that, a model with efficient risk assurance does not guarantee efficient cost management. In the future work, more characteristics regarding SDLC models shall be considered.


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