scholarly journals ISO 9126 UNTUK PENGUJIAN GAME EDUKASI MEMBUANG SAMPAH BERBASIS ANDROID

2021 ◽  
Vol 6 (2) ◽  
pp. 44
Author(s):  
Silvia Ratna

Games are applications that are familiar to people from all walks of life. Efforts to increase the efficiency of providing applications that contain educational elements require a variety of alternatives and new innovations in programming to be applied as a tool to simplify the learning process. This study aims to create a game design called the game "Throw your trash" by inserting educational elements about how to dispose of garbage in its place and introducing the types of waste. And the sample used is elementary school students, because of their interest in the theoretical learning process, considering that children prefer to play games. The methodology used is starting from system analysis, design and implementation stages, and testing using ISO 9126.The results of this educational game to throw garbage show that the game application based on the aspect obtained a percentage of 95% of the Functionality test and the results of the analysis of usability testing obtained a percentage of 81.89% Kata Kunci: education, games, testing, android, ISO 9126

2018 ◽  
Vol 3 (1) ◽  
pp. 35
Author(s):  
Dewi Driyani

The first and second grades in Elementary School (SD) are the initial levels in formal schools for students in Indonesia. A change from informal schools to formal schools makes students get into difficulty in understanding a good learning process. Technology is an alternative and innovation that can be used to facilitate funnier learning process in order to improve the quality of education. The design of a technology-based learning medium for Elementary School students is expected to improve the learning skill. This learning medium contains exercises that can be practiced by Elementary School students to understand subjects, improve knowledge and enhance their academic ability. The purpose of the research is to create an interactive android-based learning medium for Elementary School students. The method used in this research is Waterfall Software Engineering (Waterfall) which consists of five stages: Requirements (needs analysis), Design (design and modeling), Implementation, Verification and Maintenance. However, it is limited to the implementation stage. The research performed in stages and sequence using of Waterfall method produces the design of android-based learning media for Elementary School that can create funnier learning process, improve knowledge and enhance ability of students to understand subjects.


Author(s):  
Dedi Rohendi

Recently, game-based multimedia development has been increasing rapidly. Game-based multimedia is not only used for entertaining but also for teaching and learning process. Meanwhile, for the majority of elementary school students, numeracy learning is still considered as a difficult subject to be learned and has not attracted students’ interest because it still uses vertical methods. The objective of this research is to examine the implementation of game-based multimedia in learning horizontal numeracy. In this game-based multimedia, horizontal numeracy material is presented in the form of a game. Horizontal numeracy material begins with addition, subtraction, multiplication, and division. Game-based multimedia is implemented to 20 students in grade 3 elementary schools in Bandung, Indonesia. Subsequently, the way students learn the materials and their learning outcomes are explored after using this multimedia. The results show that the students can learn horizontal numeracy excitingly; moreover, they can easily understand the concept of horizontal numeracy quickly. It is indicated by by the increasing of average post-test value.


2016 ◽  
Vol 6 (3) ◽  
pp. 18-33 ◽  
Author(s):  
Marilyn Ault ◽  
Jana Craig-Hare ◽  
Bruce Frey

Reason Racer is an online, rate-based, multiplayer game designed to engage middle school students in the knowledge and skills related to scientific argumentation. Several game features are included as design considerations unrelated to science content or argumentation. One specific feature, a competitive racing component that occurs in between challenging tasks, is the subject of this analysis. The effect of two conditions on 72 ninth grade students' performance was analyzed: game play with a competitive racing component (Race) and game play without a competitive racing component (No-Race). A counterbalanced design was used with two randomly assigned groups playing the game using two different science scenarios. When students played with a racing component interspersed between challenging tasks they completed the tasks more quickly and accurately than when they did not experience the racing component. These findings are discussed in terms of game design and the use of game features not related to academic content.


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.


2020 ◽  
Vol 5 (4) ◽  
pp. 1087-1096
Author(s):  
Supriadi Supriadi

COMMUNITY SERVICE INNOVATION OF THE SCHOOL MATHEMATICS HEALTH CENTER (PUSKESMAS) IN LEARNING MATHEMATICS BASED ON THE TOWN SQUARE. The purpose of this study was to develop an innovation in the school’s mathematics health center in mathematics learning through city square-based mathematics learning. Descriptive method is used with subjects in early childhood and elementary school students who are in the location of the school mathematics health center. The instrument used by the researcher itself, data collection techniques using structured interviews, observation and documentation. The data analysis technique used triangulation, data reduction, data presentation and conclusion drawing. The results showed that the media presented at the Puskesmas were all new and they had not yet gotten them in their respective schools. The attitude of students who become happy, like, cheerful in learning mathematics and easy to understand mathematical concepts, and bring out the creativity of early age and elementary school students in learning mathematics. Student concentration also increases because the learning model used uses an individual approach, so that they can focus more on seeing the student learning process. Parents who accompany their children generally feel happy because their children enjoy learning mathematics. Puskesmas activities have an impact on early age and elementary school students to be happy learning mathematics, like learning with mathematics media, cheerful in following math tutoring and enjoy learning mathematics. This program is also highly supported by parents because it is very helpful in the learning process of their children and eases the family’s economic burden in education.


Author(s):  
Andy Rachman ◽  
Mochamad Yuliadi Purwanto ◽  
Hendro Nugroho

Indonesia is one of the developing countries with the world's most abundant fruit and vegetable production. Indonesia is supported by geographical conditions that have two seasons, namely summer and rainy season. This condition causes fruits and vegetables to flourish in Indonesia. Fruit is a healthy food source for humans. Fruit is very beneficial for humans and contains lots of vitamins. The introduction of fruit benefits must be started early on from children. From the results of the pre-test, it found that there were still 32% of elementary school students who knew of the vitamins contained in the fruit. To overcome this, researchers made an educational game application for the introduction of fruit and vitamins based on Android. From the results of the post-test, 72% of students understood the type of vitamin on the fruit. From the results of this post-test, the application developed can help improve children's abilities by 39% from the prior state. In terms of application usability, get an average rating of 82%. Appraisal of application the five factors: understandability, learnability, operability, attractiveness, and usability compliance with the percentage values of 81%, 77%, 76%, 84%, and 93% respectively.


Vitruvian ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 75
Author(s):  
Randy Dwiyan Delyuzir ◽  
Anisa Murni

AbstrakPenelitian terhadap kenyamanan termal dengan studi kasus bangunan sekolah dasar negeri dan penggunanya sangat penting untuk dilakukan, karena dengan adanya penelitian ini, akan diketahui bagaimana kenyamanan termal siswa sekolah dasar negeri yang berada dalam ruang kelas di Sekolah Dasar Negeri 02 Ulujami Pagi, Jakarta. Sehingga untuk kedepannya dapat diberikan rekomendasi perbaikan mengenai gedung sekolah yang dirasa nyaman bagi para siswa/i sehingga dapat mendukung proses belajar yang lebih baik. Metode yang digunakan dalam penulisan ini adalah kuantitatif dengan meneliti  pada populasi dan sampel tertentu menggunakan instrument Thermometer, Thermo-Hygrometer, Anemometer, dan kuesioner. Hasil penelitian didapatkan suhu nyaman bagi siswa Sekolah Dasar Negeri 02 Ulujami Pagi, Jakarta adalah 30,20ºC suhu udara (Ta). sedangkan rentang suhu nyaman antara -0,5 dan +0,5, dicapai antara 28,80ºC sampai 31,60 ºC suhu udara (Ta).Kata Kunci: kenyamanan termal, suhu bangunan, sekolah dasar AbstractResearch on thermal comfort with a case study of public elementary school buildings and its users is very important to do, because with this study, it will be known how the thermal comfort of public elementary school students who are in the classroom at Ulujami Pagi 02 Elementary School, Jakarta. So that in the future it can be given recommendations for improvements to school buildings that are felt comfortable for students so that they can support a better learning process. The method used in this writing is quantitative by examining the population and certain samples using a Thermometer, Thermo-Hygrometer, Anemometer, and questionnaire. The results of the study obtained a comfortable temperature for students of the State Elementary School 02 Ulujami Pagi, Jakarta is 30.20ºC air temperature (Ta). while the comfortable temperature range is between -0.5 and +0.5, reached between 28.80ºC to 31.60ºC air temperature (Ta).Keywords: thermal comfort, building temperature, elementary school 


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