DESIGN OF EDUCATIONAL RECYCLING WASTE MANAGEMENT VIDEO GAME FOR CHILDREN

2020 ◽  
Vol 1 (1) ◽  
pp. 12-22
Author(s):  
Endang Setyawati ◽  
David Kristian Paath ◽  
Evelyne Kristiani Komala

As time goes by, the earth has undergone many changes, many of which have happened, from natural changes to human lifestyle. Many natural disasters occur as a result of the development of human lifestyles, such as floods caused by littering and piling up. Littering is one of the causes of flooding, therefore it is necessary to build awareness of society, especially children as the next generation. The purpose of " Design of Educational Recycling Waste Management Video Games For Children " is to provide an understanding of waste and be able to find out the products of reusing inorganic and organic waste to children. The benefits of designing interesting video games can stimulate children's psychology in understanding the cleanliness of the environment and provide education that waste can be used. The research method in this design uses the Research and Development method which is used to produce a product and test the effectiveness of the product. The results obtained are that there is a significant difference in children's understanding of waste when playing video games and before playing so that the use of games as educational media can be said to be effective.

2018 ◽  
Vol 15 (4) ◽  
pp. 2376
Author(s):  
Abdurrahman Demir ◽  
Manolya Akın

The purpose of this study was to examine the effects of active video games Nintendo Wii and Wobel Board balance exercises on static balance development in children aged 6 years.          54 children, participated in the research voluntarily on informed consents from according to Helsinki criteria by taking permission from Mersin University Ethics Committe. The study was carried out with 3 groups with similar physical characteristics (mean age = 6,21, mean weight= 21,3, mean height = 116,8). The balance training were applied to a group with a 'wobble board' and another group with a 'nintendo wii game console' from active video games. The pre and post test static balance measurements of all groups were measured using the 'Balance Error Scoring System' and the differences between the groups were examined. For parametric results, 3x2 repetitive measurements were performed with anova analysis, and for non-parametric results kruskall wallis test was applied.         There was no significant difference between the groups participating in active video game and wobble board balance training in the measurements made after the study (p>,05). The difference between the experimental group and the foot and tandem position were found statistically significant. (p <,01). There was no significant difference between the two groups in paired feet values (p>, 05).         Both the wobbel board and the active video game training have been found to improve the static balance in children. It has been seen that there is no meaningful development in the control group. This result shows us that active video games are as effective as balance training in 6 years old children. In this context, active video games can be proposed as an alternative method to improve balance.Extended English summary is in the end of Full Text PDF (TURKISH) file. Özet Bu çalışmanın amacı, 6 yaş çocuklarda aktif video oyunları nintendo wii ve wobble board denge antrenmanlarının statik denge gelişimleri üzerine etkisini incelemektir.        Araştırmaya, 54 çocuk, Mersin Üniversitesi etik kurulundan izin alınarak Helsinki kriterlerine uygun olarak katılmıştır. Çalışma benzer fiziksel özellikte (yaş ort.=6,21, kilo ort.=21,3, boy ort.=116,8) 3 grupla  yürütülmüştür. Denge antrenmanları haftada üç gün 8 hafta ‘wobble board’ denge tahtası ve aktif video oyunları ‘nintendo wii oyun konsolu’ ile uygulanmıştır. Kontrol grubuna ise herhangi bir uygulama yaptırılmamıştır. Tüm grupların statik denge ölçümleri ‘Denge Hata Skoru Sistemi’ kullanılarak ölçülmüştür.Parametrik sonuçlar için, çalışmada 3x2 tekrarlı ölçümler anova analizi yapılmış, non-parametrik sonuçlar için ise kruskall wallis testi uygulanmıştır.       Araştırma sonrasında aktif video oyunu ve wobble board denge antrenmanına katılan gruplar arasında istatistiksel olarak manidar fark bulunmamıştır (p>,05). Deney gruplarının, zeminde ve köpükte tek ayak ve tandem duruşlarda bulunan fark kontrol grubuna göre istatistiksel olarak anlamlı (p<,01) iken, çift ayak değerlerinde, üç grup arasında da anlamlı bir fark bulunmamıştır (p>,05).       Hem wobble board hem de aktif video oyunları nintendo wii denge antrenmanlarının çocuklarda statik dengeyi geliştirdiği bulunmuştur. Kontrol gurubunda ise anlamlı bir gelişimin olmadığı görülmüştür. Bu sonuç bize aktif video oyunlarının 6 yaş grubu çocuklarda denge antrenmanları kadar etkili olduğunu göstermektedir. Bu bağlamda aktif video oyunları dengeyi geliştirmek için alternatif bir yöntem olarak önerilebilir.


Author(s):  
Nana Ronawan Rambe ◽  
Abdul Hasan Saragih

Abstrak: Penelitian dan pengembangan ini bertujuan untuk: (1) Menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual, (2) Untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan pada mata pelajaran Bahasa Inggris. Metode penelitian adalah Research and Development dengan menggunakan model Dick and Carey. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan tanpa menggunakan multimedia interaktif. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh t hitung  sebesar 9.0229,  sedangkan t tabel = 1.98, pada α=0.05 dengan dk 98 . Hasil perhitungan dimana  thitung > t tabel, t hitung yaitu  9.0229>1.98. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan pembelajaran multimedia  interaktif adalah sebesar 95.63% dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan tanpa menggunakan pembelajaran multimedia interaktif, yaitu  sebesar 90.00%. Kata Kunci: media pembelajaran tenses bahasa inggris berbasis multimedia interaktif Abstract: The research and development is aimed at: (1) Produce interactive learning media that is fit for use, easy to learn and can be used for individual learning, (2) To determine the effectiveness of interactive learning media developed in subjects in English. The research method is the Research and Development using a model of Dick and Carey. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned using interactive multimedia learning outcomes of students that learned without using interactive multimedia. This is indicated by the data processing which gained t count equal to 9.0229, while the tables t = 1.98, at α = 0:05 to 98 hp. The results of calculations where thitung> t table, ie 9.0229 t> 1.98. It was concluded that the results of the study group of students that learned using interactive multimedia learning amounted to 95.63% and higher than the group of students that learned without using interactive multimedia learning, which amounted to 90.00%. Keywords: media learning English tenses based interactive multimedia


EXPLORE ◽  
2020 ◽  
Vol 10 (2) ◽  
Author(s):  
Zaeniah

Abstract - Inventory of goods is one of the routine activities carried out at the PT. Akbar Sinar Abadi which reports on goods every year. The problem faced in making this report is the lengthy process of making the report because it is done by recording items that can still be used one by one, incoming goods, damaged goods and items that must be purchased. . The research method used in this study is a research and development method. This study aims to produce an inventory information system at PT. Akbar Sinar Abadi. The information system to be generated is desktop-basedKeywords: Information Systems, Inventory Information Systems, Inventory of goods                                            Abstrak - Kegiatan  inventaris barang adalah salah satu kegiatan yang  rutin  dikerjakan    pada kantor  PT. Akbar Sinar Abadi yang dibuatkan laporan   barang   setiap  tahun. Permasalahan yang dihadapi dalam pembuatan laporan ini adalah lamanya    proses  pembuatan laporan  karena dilakukan dengan mencatat satu persatu barang yang masih bisa  digunakan, barang masuk, barang rusak serta barang yang harus dibeli. . Metode penelitian yang digunakan dalam penelitian ini adalah metode riset and development.Penelitian ini bertujuan untuk menghasilkan sebuah sistem  informasi inventaris barang pada PT. Akbar  Sinar Abadi. Sistem Informasi  yang akan dihasilkan berbasis desktop Kata kunci: Sistem Informasi, Sistem Informasi Inventaris, Inventaris barang


Author(s):  
Muhammad Ridwan ◽  
Sahat Siagian

Abstrak: Penelitian dan pengembagan ini bertujuan: (1) mengambangkan bahan ajar mata pelajaran PPKn; (2) mengetahui efektifitas produk bahan ajar pada mata pelajaran PPKn yang dikembangkan. Metode penelitian adalah penelitian dan pengembangan dengan menggunakan model Borg and Gall. Hasil penelitian menunjukkan; (1) validasi untuk kelayakan isi  bahan ajar PPKn adalah baik, (2) validasi untuk kelayakan penyajian  bahan ajar PPKn adalah baik, (3) validasi untuk kelayakan isi  bahan ajar adalah baik, (4) validasi untuk kelayakan penyajian bahan ajar adalah baik, (5) validasi untuk kelayakan bahasa bahan ajar adalah baik,  rentang validasi akhir dari bahan ajar PPKn hasil pengembangan adalah baik, yang artinya bahan ajar PPKn hasil pengembangan dinyatakan valid. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan bahan ajar PPKn hasil pengembangan dengan hasil belajar siswa yang dibelajarkan dengan menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh thitung sebesar 8,666  sedangkan ttabel = 2,042 , pada α = 0,05 dengan dk 98 . Hasil perhitungan dimana  thitung > ttabel, thitung yaitu  8,666 >  2,042. Disimpulkan bahwa jumlah rata-rata nilai postes hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan bahan ajar PPKn hasil pengembangan adalah sebesar 80,667 dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan menggunakan buku teks, yaitu  sebesar  55,333. Kata Kunci: bahan ajar  pada mata pelajaran PPKn Abstract: Research and pengembagan aims: (1) floating the subjects PPKn instructional materials; (2) determine the effectiveness of the product instructional materials on subjects PPKn developed. The research method is a research and development using the Borg and Gall models. The results showed; (1) validation of the feasibility of the contents of teaching materials PPKn is good, (2) validation of the feasibility of presenting instructional materials PPKn is good, (3) validation of the feasibility of the contents of teaching materials is good, (4) validation of the feasibility of the presentation of teaching materials is good, (5) validation of the feasibility of language teaching materials is good, the ultimate validation range of teaching materials PPKn result of the development is good, which means the development of teaching materials PPKn result declared invalid. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned to use teaching materials PPKn results with the development of student learning outcomes that learned to use textbooks. This is indicated by the data processing which gained tcount of 8.666 while the table = 2.042, at α = 0.05 with 98 hp. The results of calculations where thitung> ttable, thitung namely 8.666> 2.042. It was concluded that the amount of the average value group posttest learning outcomes of students that learned to use teaching materials PPKn development results amounted to 80.667 and was higher than the group of students that learned to use textbooks, which amounted to 55,333. Keywords: teaching materials on subjects PPKn


Author(s):  
Krisna Anggraeni ◽  
Devi Afriyuni Yonanda

<p><em>This study aims to find out how to design a teaching materials based on local wisdom in jigsaw learning model for description writing skills. The research method used are“The Research and Development Method of Borg &amp; Gall”. The teaching materials develop six learning meetings based on the analysis of elementary school studentsneed in grade IV in Indramayu. The validation of teaching material product design was carried out by four expert teams as validators which produced a score of 86.45% with very good assessment criteria. The readability of the book test results by students obtained a score of 89. The results of the product trials obtained very good criteria, the practicality response of teachers 91.67% and the practicality response of students 86.57%. The conclusion is, the teaching materials based on local wisdom in jigsaw learning model for description writing skills are valid and practical to use.</em></p>


2015 ◽  
Vol 27 ◽  
pp. 75-94
Author(s):  
Heinrich Söbke ◽  
Thomas Bröker

Video games are a comprehensive, interactive media. Online games foster communication and extend the range of communication types considerably. We examine prevailing types of communication in video games using the browser-based advergame Fliplife. This game provides all a clear, delimited structure, an unpretentious user interface and the characteristics of a multiplayer online game. Thus Fliplife is an excellent frame to demonstrate the wide range of communication initiated in a video game. Among contained types of communication are verbal and non-verbal communications using graphics and actions/non-actions. Found communication typically serves controlling and coordination of the game play, however private discussions and social banter exist also besides demonstration of player status and community identification. In our work we draw on the basic definition of communication as conveying information from a sender to a recipient. We categorize the found types of communication according to an abstract model of communication derived from common definitions. The compiled enumeration of communication elements and possible manifestations represents a draft of categorization for communication in video games in general. Although it still needs extended validation, this enumeration demonstrates that video games provide frameworks which host and initiate a wide variety of communication. As a significant difference compared to other media, video games and their notion of interactivity allow players to communicate through action and to change roles of sender and receiver.


2016 ◽  
Vol 4 (2) ◽  
pp. 81
Author(s):  
M. Miftah ◽  
Kartika Candra Dewi

Learning device has an important role in the learning process for teachers as well as learners, but there are some teachers haven’t optimized the learning device. The purposes of its study are : to determine the needs of the learning device according to teachers and learners; to describe the characteristics of a learning tool; to develop a prototype device which is suitable with the learners need, and to measure the effectiveness of the learning device. The research method used is a research and development method. The results of the study include: the needs of the learning device anecdotal text competence; the characteristics of the learning device anecdotal text competence; a feasibility study based on each device (syllabus, lesson plans, teaching materials and worksheets); the effectiveness of the learning device in producing anecdotes text is shown based on this information; learning without using the learning device obtaining the value of 25 (62.5%), learning with an effective value category and increased by 38 (94.5%) categorized as very effective when learning to use the device. AbstrakPerangkat pembelajaran memiliki peran penting dalam proses pembelajaran namun masih banyak guru belummengoptimalkannya. Tujuan penelitian ini adalah untuk: mengetahui kebutuhan perangkat pembelajaran menurut guru dan peserta didik; menjelaskan karakteristik perangkat pembelajaran; mengembangkan prototipa perangkat pembelajaran yang layak untuk peserta didik; dan menguji keefektifan perangkat pembelajaran. Metode penelitian menggunakan penelitian dan pengembangan (reasearch and development). Hasil penelitian berupa: kebutuhan perangkat pembelajaran kompetensi teks anekdot; karakteristik perangkat pembelajaran kompetensi teks anekdot; kelayakan perangkat pembelajaran berdasarkan silabus, RPP materi pembelajaran, dan lembar kerja; keefektifan perangkat pembelajaran memproduksi teks anekdot ditunjukkan berdasarkan pembelajaran tanpa menggunakan perangkat pembelajaran memperoleh nilai 25 (62,5%) dengan kategori nilai efektif dan mengalami kenaikan sebesar 38 (94,5%) dengan kategori sangat efektif di saat pembelajaran menggunakan perangkat.


Author(s):  
Budi Prasetyo Samadikun ◽  
Dwi Siwi Handayani ◽  
Muhamad Permana Laksana

Bank sampah di Kelurahan Palabuhanratu sudah berdiri sejak tahun 2010. Bank sampah ini adalah salah satu bank sampah diantara dua bank sampah lain, yang baru berdiri pada tahun  2016. Volume sampah pada tahun 2015 sebesar 134,89 m3 per hari, mencakup 89% wilayah Kelurahan Palabuhanratu ternyata masih belum optimal dalam pengolahannya, karena  sampah yang direduksi masih sekitar 5% dari total timbulan sampah yang dikirim ke TPA Cimenteng yang berlokasi sekitar 70 km dari Kelurahan Palabuhanratu. Kinerja bank sampah eksisting masih kurang, karena satu bank sampah hanya mampu melayani satu RW dan belum dapat melayani satu kelurahan. Selain itu, pengolahan sampah organik untuk dijadikan kompos belum dilakukan secara serentak oleh seluruh masyarakat, karena pengetahuan masyarakat yang masih kurang. Tujuan penelitian adalah mengetahui kondisi eksisting pengelolaan sampah dan merumuskan upaya revitalisasi Bank Sampah eksisting sebagai pihak pendukung pengelolaan sampah di TPS Kelurahan Palabuhanratu. Metode penelitian menggunakan metode survei, dengan menggunakan kuesioner, wawancara mendalam, dan observasi. Teknik analisis menggunakan analisis kuantitatif dan analisis kualitatif. Hasil penelitian menunjukkan bahwa masyarakat yang melakukan pemilahan sampah dari sumber hanya penduduk RT 01 RW 33. Selain itu jumlah TPS di Kelurahan Palabuhanratu masih terbatas, sehingga membutuhkan tambahan 5 unit TPS yang terintegrasi dengan bank sampah di kelurahan ini.Kata kunci: revitalisasi, bank sampah, PalabuhanratuThe  waste bank in Palabuhanratu Village  has been established since 2010. This waste bank is one of the waste bank among two other waste banks, newly established in 2016. The volume of waste in 2015 is 134,89 m3 per day, covering 89% of Palabuhanratu Village area  is still not optimal in its processing, because the reduced waste is still about 5% of the total waste generation delivered to the Cimenteng Final Diposal Site (FDS), which located about 70 km from Palabuhanratu Village. The existing waste bank’s performance is still very poor, because one waste bank can only serve one RW and can not serve the entire village. In addition, the processing of organic waste to be compost has not been done simultaneously by the whole community, due to the lack of people's knowledge. The purpose of this research is to know the existing condition of waste management and to formulate the revitalization of existing waste bank. The research used survey research method by using questionaire, in depth interview, and observation. Analytical technique using quantitative and qualitative analysis. The findings shows that the residents of Palabuhanratu Village who often do waste sorting from the source only from the residents of RT 01 RW 33. In addition, the number of existing temporary disposal site (TDS) in Palabuhanratu Village is still lacking, so it requires addition up to 5 units that integrated with waste bank in this village.Keywords: revitalization; waste bank, Palabuhanratu


2021 ◽  
Vol 905 (1) ◽  
pp. 012021
Author(s):  
D T Ardianto ◽  
R H Rifai

Abstract Waste management in Boyolali Regency, Central Java, is still experiencing problems. Around 71% of the total 167 tons of daily waste has not been managed properly, and 51.88% of which is organic waste. Since early 2020, Black Soldier Fly start-up has started organic waste management, sold larvae products, and conducted training and consultation on organic waste in various regions. However, due to the current Covid-19 pandemic, its product marketing has not been optimal. For this reason, a profile video was designed as a medium of campaign for environmental issues to make people aware of waste management, especially organic waste. The campaign video was developed using five stages of ADDIE research and development model. The produced video is expected to be a campaign medium for better environmental management.


2021 ◽  
Vol 5 (2) ◽  
pp. 49-59
Author(s):  
Sumera Sattar ◽  
Dr Shahzaman Khan ◽  
Rehan Yousaf

Video games are especially popular with teenagers and young adults as a form of entertainment, and their time spent playing video games has grown exponentially. The main purpose of this study was to assess the effect of video games on cognitive functions and learning style in young people. A cross-sectional research study was used to investigate cognitive function in teen video game players. Cognitive functions, including memory, attention, and executive functions, were applied to 80 adolescents who were divided into two groups: those who regularly played video games (50) and those who did not play (50). Other data, such as demographics, medical information, types of video games, and time spent playing video games, were collected through the questionnaire. No significant difference was identified between the groups in terms of age and sociodemographic variables. Results indicated that visual memory and visual learning type scores were significantly better in the play group. Participants who were playing video games regularly indicated significant differences in visual type of learning (p=0.000). Whereas, no significant differences were found in other learning styles aural (p=1.000) and verbal (p=1.000)


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