The purpose of this study is to develop a word composition educational game for young children after the Covid-19 pandemic. The game is designed to help children strengthen their word composition skills and introduce new letters and syllables related to fruits. The game uses a 2D display and is developed using the Construct 2 game engine. The development method used is the waterfall method, and the game was tested on 10 parents and teachers to validate its effectiveness in helping children learn to compose words. The results of the study showed that the use of gamification and technology in early childhood education can help to motivate children and improve their learning outcomes. The use of Construct 2 as a game engine allowed for the development of a user-friendly and visually appealing educational game. The contribution of this study is to provide an innovative solution for improving children's word composition skills in a fun and engaging way.
The attendance or attendance system is a recording or provision of information on a person's presence which indicates that the person has provided information about his presence and absence, then it is stated in the form of an attendance report. Along with the development of technology, an attendance recording has also developed, where we used to use paper attendance to fingerprint attendance. In educational institutions such as campuses, attendance has an important role in the process of developing a student. Until now, there are still many campuses that still use conventional attendance to record the presence of students in class, which allows for human error or fraud from both lecturers and students. Therefore, a solution is possible to suppress errors that may occur, namely by creating a website-based attendance or attendance system where the QR Code is used as an auxiliary medium in recording the presence or absence of a student at the STMIK AKBA Makassar Campus.
A website-based community service information system can improve the performance of sub-district, village, community units and neighborhood units so that it can speed up report generation and can also improve the quality of better services because it is faster and without queuing. This research is to design and build an Information System for the Rukun Warga (RW) Service at Perumnas Antang Blok 10 by using the System Development Life Cycle (SDLC) method and the Multi-Objective Optimization On the Basis Of Ratio Analysis (MOORA) method that is able to provide effective services. and efficient to citizens and able to facilitate in supporting decision making acceptance of social assistance. The results of the study show that the Community Service Information System (RW) at Perumnas Antang Blok 10 can help provide effective and efficient services to residents and is able to facilitate decision making in receiving social assistance. Based on the results of the respondent's assessment through the distribution of questionnaires, the Information System for the Rukun Warga (RW) at Perumnas Antang Blok 10 is very good to use because it meets the final score criteria of 88%.
The purpose of this study was to investigate the theme of the abstract, the theme of the Title on Virtual Reality in the Sciences and Biomedical Sciences and to investigate the trends of authors and countries who are major contributors to research on virtual reality in the sciences and biomedical sciences, the researchers used metadata from 497 journals. scientifically indexed with topic modeling algorithms. The results of the study found that for virtual reality themes listed in the abstracts of science and biomedical fields, the words that often appear were study and systems related to pediatric surgery, stroke and cancer. Then the research theme in the virtual reality title regarding science and biomedicine is to get words that often appear, namely evaluation and videos that contain about the fields of dental health, stroke and cancer, Furthermore, from a technological point of view, it relates to head-mounted devices to display 2 or 3 dimensions, and educational psychometric technology relates to learning to care for children for students. While the sports side is related to the movement of the body's physical activity in adults. Analysis of research trends for authors and countries that are major contributors to virtual reality research on science and biomedical based on wordcloud analysis with names that often appear in virtual reality is Wiederhold BK and the dominant country is United State.
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