scholarly journals Game Edukasi Pengenalan Nama Buah Dalam Bahasa Inggris Menggunakan RPG Maker MV

Author(s):  
Denny Firmansyah ◽  
Martini Martini ◽  
Hidayanti Murtina

Abstrak: Seiring dengan perkembangan teknologi di era ini, game juga mengalami perkembangan yang pesat. Tetapi pada umumnya game di Indonesia dinilai negatif oleh kebanyakan masyarakat. Permasalahanya adalah banyak game yang beredar game-game yang merusak dan tidak ada konten edukasinya, banyak anak-anak yang ketagihan, kecanduan game tersebut sehingga berjam-jam didepan komputer. Padahal jika diarahkan dengan benar dan baik, game bisa dijadikan sarana belajar yang menyenangkan, asik, dan diyakini lebih efektif dari belajar yang hanya membaca saja. Maka dari itu berdasarkan hal tersebut maka dibuatlah game edukasi pengenalan nama buah dalam bahasa Inggris menggunakan RPG Maker MV, adapun metode penelitian yang digunakan dalam pembuatan game edukasi ini yaitu dengan cara Observasi dan studi pustaka. Metode pengembangan menggunakan metode Multimedia Development Life Cycle (MDLC), Aplikasi ini berbasis Windows (PC/Laptop).   Kata Kunci : Buah, Game Edukasi, RPG Maker MV   Abstract:  Along with the development of technology in this era, the game also experienced rapid development. But in general the game in Indonesia is considered negative by most people. The problem is that many games are circulating, destructive games and no educational content, many children are addicted, addicted to the game so many hours in front of the computer. Yet if directed correctly and well, games can be used as a fun, cool learning tool, and are believed to be more effective than learning that only reads it. Therefore based on this, make educational game intoduce the name of fruits in English was made using RPG Maker MV, as for the research methods used in making this educational game that is by observation and literature study. The development method uses the Multimedia Development Life Cycle (MDLC), this application is based on Windows (PC / Laptop).   Keywords: Fruits, Game Educational, RPG Maker MV

Author(s):  
Bisrul Khafid ◽  
Devi Afriyantari Puspa Putri

Pesantren Mahasiswa Internasional KH Mas Mansur (Pesma) has a shuttle facility for everyone who lives there. However, the use of the shuttle is not optimal because the ordering procedure still uses manual techniques. It contrasts with the rapid development of industry 4.0 and the mission of Pesma to get digitalization. This paper describes the effort to improve Pesma shuttle bookings by developing an application. The application is built upon the Android Studio 3.5.1 platform and uses Firebase real-time database. The development method implements the System Development Life Cycle (SDLC), Waterfall. The research results in an application called “Pesma Apps” that can be used by staff and mahasantri. Testing the Pesma apps, we obtained sufficiently good results where the black box testing proves that all functions work well. A usability testing using SUS with 30 respondents produces a good result at the level of 72.6, which suggests that the application is accepted.


2021 ◽  
Vol 3 (3) ◽  
pp. 415-419
Author(s):  
Eri Sasmita Susanto ◽  
Arsi Dwi Septiarini ◽  
Yunanri W

This study aims to implement a wifi hotspot at MTsN 1 Sumbawa Besar to minimize network disturbances. This research is implemented using network devices such as Mikrotik Router, Windows Server 2007 and other supporting network devices. The network development method uses the Network Development Life Cycle (NDLC) approach. It is starting with the process of analysis, design, simulation to implementation. The instrument of data collection techniques in the study used observation, interviews, documentation and literature study. The final result of this research is to implement a hotspot network that can cover the entire madrasa area. MTsN 1 Sumbawa Besar canAccess the internet without any network disturbances.


2020 ◽  
Vol 7 (2) ◽  
pp. 145
Author(s):  
Puput Budi Wintoro ◽  
Irwan Irmawan ◽  
Deny Budiyanto ◽  
Rio Ariestia Pradipta

<p><em>Pugung Raharjo archaeological site is the historical tourist destination located in East Lampung. This site keeps the Hinduism-Buddhism civilization which is considered to be the cultural heritage. The rapid development of technology nowadays raises the new digital technology as a media for tourism promotion so that a promotional media through the android-based virtual tour technology must be built. The android-based virtual tour is the proper media to promote Pugung Raharjo archaeological site so that the public recognizes the locations and the historical objects of the site. The feature on this android-based virtual tour is in the 3-dimensional definition. In this research, the MDLC (Multimedia Development Life Cycle) method was necessarily used. The MDLC method was implemented by obtaining the materials, designing the application, creating the application, and distributing the application to the public through a playstore that was able to be downloaded freely. The result of this research showed that this android-based virtual tour was used by the public as a guideline for recognizing the Pugung Raharjo archaeological site.</em></p><p><strong><em>Keywords: </em></strong><em>Promotion Media, Virtual Tour, 3D, MDLC, Android</em><strong><em> </em></strong></p><p>Situs Purbakala Pugung Raharjo merupakan destinasi wisata sejarah yang berada di Kabupaten Lampung Timur. Situs ini tersimpan jejak peradaban hindu budha yang sekarang berstatus cagar budaya. Perkembangan zaman yang sangat pesat pada saat ini, telah banyak penggunaan teknologi digital sebagai media promosi wisata. Untuk mempromosikan situs purbakala Pugung Raharjo Lampung Timur kepada masyarakat dalam bentuk <em>digital</em> maka dibuatlah sebuah media promosi dengan teknologi <em>virtual tour</em> berbasis <em>android</em>. Aplikasi <em>virtual tour</em> Situs Purbakala Pugung Raharjo ini digunakan untuk memudahkan masyarakat mengetahui dan mengenal lokasi serta benda-benda bersejarah yang ada di situs purbakala Pugung Raharjo secara <em>virtual</em> 3 dimensi. Pada Penelitian ini menggunakan metode MDLC (<em>Multimedia Development Life Cycle</em>). Metode MDLC ini dimulai dengan mengumpulkan bahan, kemudian membuat sebuah desain dan membuat sebuah aplikasi berdasarkan desain yang telah dibuat sebelumnya. Proses terakhir pembuatan aplikasi ini yaitu distribusi kepada masyarakat melalui <em>playstore</em> yang dapat diunduh secara gratis. Hasil penelitian menunjukkan bahwa aplikasi <em>virtual tour</em> ini dapat digunakan sebagai pedoman masyarakat untuk mengetahui serta mengenal situs purbakala Pugung Raharjo.</p><p><strong><em>Kata kunci : </em></strong><em>Media promosi, Virtual tour, 3D, MDLC, Android</em></p>


2021 ◽  
Vol 4 (1) ◽  
pp. 40-47
Author(s):  
Teuku Muhammad Fawa'ati ◽  
Tito Budi Raharto

Abstract In the activities of Computer subjects especially the material "Computer Hardware and Software" subject teachers are less than optimal in utilizing and empowering learning resources. Students are less able to develop themselves and tend to be forced to memorize or remember the material presented. The ability of students who are still low in identifying the types and functions of computer hardware, the habit of playing games after school, so that learning outcomes in computer subjects the material "Knowing Computer Hardware and Software" has not been satisfactory. The system development method uses the System Development Life Cycle (SDLC) method and the system design uses UML. The implementation of this system uses Construct 2, as well as system testing using the Black Box. The results achieved are Android-based Educational Game applications to facilitate students in understanding the learning process at school. Keywords  Game, System Development Life Cycle, UML.


2019 ◽  
Vol 5 (2) ◽  
pp. 67-74
Author(s):  
Ade Bastian ◽  
Dadan Zaliluddin ◽  
Devi Sukrisna

Majalengka is one of the regencies located in West Java Province. With the diversity of cultures and tourist attractions in Majalengka, the author intends to make a game that can accommodate several aspects of Majalengka so that it can be better recognized by the public, especially the Majalengka community itself. This research aims to introduce Majalengka to the outside community and the Majalengka community itself, through Majalengka icons and their natural wealth in the form of legendary Gincu and Maja Fruit. The system development method used is a development method using the MDLC (Multimedia Development Life Cycle) method. Questionnaires were given to people who had tried playing the Treasure Hunter Buah Maja, a questionnaire was made aimed at finding out the people's response to the game. With a result of 77.5%, the community stated when they first tried the application to be easy to use. 80.8% of the people expressed interest in using the Treasure Hunter Buah Maja game. And as much as 85% of the people stated that this game was quite entertaining.


2020 ◽  
Vol 9 (3) ◽  
pp. 617
Author(s):  
Ryan Angga Pratama ◽  
Rahayu Sri Waskitoningtyas

Penelitian ini bertujuan untuk menghasilkan media pembelajaran jarak jauh dengan menggunakan Adobe Animation CC yaitu berupa permainan edukasi "MENALAR" yang dapat dimainkan di ponsel cerdas. Produk dikembangkan dengan memperhatikan aspek validitas, kepraktisan, dan keefektifan dalam pembelajaran matematika pada siswa kelas X SMA Negeri 5 Balikpapan. Adapun implementasinya menggunakan desain pengembangan Multimedia Development Life Cycle (MDLC) yang terdiri dari: konsep, perancangan, pengumpulan materi, pembuatan, pengujian, dan distribusi. Hasil tersebut diperoleh dari pengujian media yang terdiri dari uji Alpha dan uji Beta dalam kelompok kecil, dan uji Beta dalam kelompok besar. Hasil penelitian menyimpulkan bahwa game edukasi "MENALAR" berbasis Adobe Animation CC termasuk dalam kategori sangat valid dengan persentase 88,9%, sangat praktis dengan persentase rata-rata 83,6%; dan efektif meskipun persentase ketuntasan hanya mencapai 60,4%. Sehingga secara keseluruhan media pembelajaran yang dikembangkan dapat menjadi alternatif dalam kegiatan pembelajaran khususnya mengenai soal-soal penalaran metematika. This study aims to produce distance learning media using Adobe Animation CC, which is a "MENALAR" educational game that can be played on a smartphone (Android). The product is developed by attention to the aspects of validity, practicality, and effectiveness in learning mathematics in X-Grade Students of  SMA Negeri 5 Balikpapan. The implementation uses Multimedia Development Life Cycle (MDLC)  design consisting of: concept, design, material collection, assembly, testing, and distribution. These results were obtained from media testing consisting of Alpha and Beta test (in small and large groups). The results of the study concluded that the educational game "MENALAR" based on Adobe Animation CC was included in the very valid  with an average percentage of 88,9%, very practical with an average percentage of 83,6%; and effective even though the percentage of completeness only reaches 60,4%. So that overall the learning media developed can be an alternative in learning activities, especially mathematics reasoning problems.


2021 ◽  
Vol 3 (2) ◽  
pp. 66-76
Author(s):  
Yogi Septiawan Nauko ◽  
Lanto Ningrayati Amali

Media aplikasi pembelajaran dapat mempermudah sarana dalam pembelajaran di berbagai bidang pendidikan khususnya tentang pengenalan anatomi tubuh, namun saat ini masih minim tersedianya suatu aplikasi mobile terkait hal tersebut yang dapat meningkatkan minat belajar bagi siswa dan masyarakat terutama pendidikan pada anak usia dini. Penelitian ini ditujukan untuk mengembangkan sistem pengenalan anatomi tubuh manusia menggunakan teknologi Augmented Reality berbasis Android. Metode penelitian ini adalah metode MDLC (Multimedia Development Life Cycle) dengan tahapannya meliputi: Concept, Design, Material Collecting, Assembly, Testing, dan Distribution. Data penelitian diperoleh melalui observasi, wawancara, studi literatur. Hasil penelitian diperoleh berupa aplikasi pengenalan anatomi tubuh manusia menggunakan teknologi augmented reality yang dapat membantu siswa maupun masyarakat dalam mencari informasi serta menjadi sarana media pembelajaran mengenai organ tubuh manusia. Adapun media pembelajaran augmented reality dapat memvisualisasikan konsep abstrak untuk pemahaman dan struktur suatu model objek dan memungkinkan augmented reality sebagai media yang lebih efektif sesuai dengan tujuan dari media pembelajaran. It is widely known that a mobile learning application can facilitate learning in various fields of education, including the introduction to human anatomy topic. However, the current availability of a mobile application associated with the topic remains insufficient despite its use to improve the student’s and community’s interest to learn, particularly in early childhood education is effective. The research aims to develop a system of introduction to human anatomy by using android-based augmented reality. The method employed in this research is Multimedia Development Life Cycle (MDLC), where its stages comprise concept, design, material collecting, assembly, testing, and distribution. The research data are collected through observation, interview, and literature study. The research result is in the form of application to introduce human anatomy by using augmented reality technology that can assist students or community in seeking information and be a learning media to introduce the human anatomy. In addition, the augmented reality media can visualize an abstract concept for comprehension and structure of object model where it enables the augmented reality to be a more effective media to meet learning media goals.


2019 ◽  
Vol 2 (2) ◽  
pp. 173-184
Author(s):  
Indah Rohmawati

Abstrak:Aplikasi game edukasi tentang budaya nusantara “TANARA” ini dibuat sebagai alternatif media  belajar untuk mengenal kebudayaan yang ada di Indonesia bagi anak – anak khususnya siswa sekolah. Metodologi yang digunakan dalam penelitian ini adalah Multimedia Development Life Cycle (MDLC) yang bersumber dari Luther yang  dimodifikasi oleh Sutopo, yang terdiri dari enam tahap yaitu konsep, desain, pengumpulan materi, pembuatan, pengujian dan distribusi. Aplikasi game edukasi “TANARA” dirancang dan dibuat menggunakan software corel draw untuk desain dan unity untuk pemograman hasil akhir aplikasi berbasis android  dijalankan secara offline . Pengujian  aplikasi yaitu dengan  validasi kepada ahli media dan ahli materi dalam bentuk angket. Uji validasi ahli media dilakukan dengan menguji aspek tampilan, aspek penyajian dan aspek penggunaan. Uji validasi ahli materi menguji aspek kesesuai isi dan aspek kebahasaan. Dalam pengujian aplikasi oleh ahli media dan ahli materi memperoleh skor 93% dan hasil uji respon siswa sekolah memperoleh skor 94% dapat simpulkan bahwa aplikasi game edukasi  “TANARA” sangat layak digunakan. Kata kunci: Budaya Nusantara, Game, MDLC, Android, Unity, Corel Draw, Angket.                  Abstract: Educational game application about the culture of the archipelago "TANARA" was created as an alternative medium of learning to get to know the culture that exists in Indonesia for special children of school students. The methodology used in this research is the Multimedia Development Life Cycle (MDLC) sourced from Luther collected by Sutopo, which consists of six concepts, designs, combined materials, testing and distribution. Educational game application "TANARA" is designed and created using Corel Draw software for design and unity for programming the final results of an Android-based application that is run offline. Validation testing application for media experts and material experts in the form of questionnaires. The validation test of media experts was carried out with aspects of appearance, presentation aspects and aspects of use. Test the validation of expert material content suitability aspects and linguistic aspects. In testing the application by media experts and expert material obtained a score of 93% and the response test results of students obtaining a score of 94% can be simplified with the educational game application "TANARA" very feasible to use. Keywords: Budaya Nusantara, Games, MDLC, Android, Unity, Corel Draw, Questionnaire. 


2020 ◽  
Vol 7 (1) ◽  
pp. 44
Author(s):  
Natalia Ceria ◽  
Hadi Sutopo

SD Strada Van Lith II is an elementary school that the early establishment of Strada societysince 1924, and has branches in central Jakarta, tangerang, bekasi and east jakata. SD Strada Van LithII is a branch of east jakarta, duren palm. The problems that occur are like using whiteboards, markers,guidebooks and others so that this study aims to provide a more enjoyable learning atmosphere in thegame world, especially games that are educative. The purpose of the study is to facilitate learning andproduce instructional media-based educational game in the form of software on mathematics subjectsthat can be used as an alternative media to play while learning. The research method used in thisresearch is Multimedia Development Life Cycle (MDLC). The results of this study are desktop-basedapplications, that this application can provide new solutions in terms of teaching and learning activitiesand provide positive feedback for SD Strada Van Lith II.


2020 ◽  
Vol 17 (2) ◽  
pp. 354-360
Author(s):  
Dewi Tresnawati ◽  
◽  
Leni Fitriani ◽  
Husni Mubarok

Perkembangan teknologi saat ini sangat pesat banyak informasi yang di olah sedemikian rupa dan di kemas dengan beberapa media tujuan dari penelitian ini adalah untuk merancang bangun media pembelajaran pengenalan HIV/AIDS berbasis android dan menggunakan metodologi Multimedia Development Life Cycle (MDLC) yang memiliki enam tahapan yaitu tahapan konsep, perancangan, pengumpulan bahan, pembuatan, dan pengujian. Bahan-bahan yang dikumpulkan sumber nya yaitu dari dinas kesehatan Provinsi Jawa Barat yang setiap tahun nya selalu meningkat dari tahun 2010 sampai 2016 HIV dan AIDS ini mencapai 1.689 sekitar 230% meningkat dari tahun-tahun sebelumnya. Hasil dari penelitian ini adalah media pembelajaran pengenalan HIV/AIDS berbasis android yang menampilkan mengenai pengenalan HIV/AIDS, gejal-gejala yang ditimbulkan, cara penularan virus, bahaya dari penyakit HIV/AIDS dan pencegahan HIV/AIDS.


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