Children with hearing loss are children who experience learning difficulties. They have limited vocabulary and language in communication that hampers the learning process. They need a special way of learning and are usually educated in special schools. Level 2 elementary students at SLB B Karnnamanohara have difficulty learning prayer and daily prayer. Almost all elementary level 2 students cannot pronounce daily prayers and prayers. They need interesting learning resources and according to their characteristics. This study aims to design multimedia mobile application of prayer and daily prayers guides for children with hearing loss. The research method consists of five stages: data collection, data analysis, storyboard making, prototype design, and prototype evaluation. This research has been designed to multimedia mobile applications of prayer and prayers guides for children hearing impairments according to the needs of users who have different characteristics with users in general. The results showed that the prototype design of the multimedia mobile application prayer and prayer daily guides for children with hearing loss had met the needs of users with evaluation values of 4.42 from a scale of 5.
Instant payment is a growing payment method in e-commerce in Indonesia. These service providers are generally national banks. Technically instant payment services are web services or APIs provided by the Bank to access e-commerce applications belong to a merchant or marketplace when the buyer wants to make a payment. A problem sometimes arises when the payment transaction is done at the payment gateway but did not succeed in the transaction status update section e-commerce applications. One of the causes of this failure is the internet connection is not stable. This condition causes the customer to the bank account balance is reduced but the purchase transaction in the status of unpaid. Methods of research conducted through three stages of data collection and analysis, schematic design solutions, and evaluation. In the interview we found that 4 out of 10 people we interviewed using the instant payment has experienced such failures, to improve the condition necessary mechanisms troublesome and takes a long time. This paper proposes a payment scheme with an additional mechanism to resolve the issue. The results showed that the scheme proposed in this study has a good performance in overcoming the problem of instant payment.
Technology development promotes different learning strategies for varying levels of education. This technology provides opportunities for more engaging learning and encourages motivation to understand concepts and values. This research focuses on the development of 3D virtual reality (VR), which explains the living environment, especially animals, in the original habitat in the context of elementary school learning. This VR application is called Zoo-VR, which can be used in various learning models to achieve learning competencies. Zoo-VR includes 30 types of animals with their original sounds and explanations in audio and text form. The animals move freely in their habitat according to natural conditions. Users can move from one place to another, approach particular objects, and run virtual menus using programs installed on Oculus. The feasibility of Zoo-VR is reviewed from the perception of teachers and students after using it. The snowball effect interview model measured the perceptions of teachers and students. The teacher’s experience is observed in four aspects of the experience: conformity with the subject matter, feasible learning models, competencies, and the adequacy of menus in the application. The student experience is observed in five aspects: immersion, interest, the comfort of the tool, intention to share, and practicality of existing features. This experience gives the basis for a broader analyzing the use of Zoo-VR both in and outside the classroom. The results of the review and observation explain that Zoo-VR is feasible to apply to real learning situations. The challenge of Zoo-VR is integrating this application with learning objectives on various subjects. However, the result from the limited number of participants cannot be applied to generalize comprehensively. Studies on the application of Zoo-VR to actual learning conditions need to be carried out to reveal the real potential of VR.
Batik tulis merupakan salah satu warisan kesenian tradisional budaya Indonesia, khususnya bagi Daerah Istimewa Yogyakarta yang sejak tahun 2014 ditetapkan sebagai Kota Batik Dunia oleh World Craft Council. Namun, eksistensi batik tulis pelan-pelan tergeser seiring dengan perkembangan teknologi yang menyebabkan semakin maraknya produksi batik cap dan batik cetak sehingga minat generasi muda terhadap batik tulis menurun. Untuk meningkatkan minat dan motivasi generasi penerus agar lebih mengenal batik dan proses pembuatannya, dilakukan kegiatan “Pelatihan Batik dengan Pewarnaan Alami” yang ditujukan untuk anak-anak SD bekerja sama dengan Balai Agung Cendana dengan melibatkan mahasiswa sebagai instruktur. Sebelum diterjunkan menjadi instruktur pelatihan, mahasiswa terlebih dahulu mengikuti kegiatan training of trainer (ToT) agar pelatihan dapat berjalan dengan baik. Agar memiliki pemahaman yang komprehensif tentang proses pembuatan batik, para peserta ToT juga diberikan penyuluhan tentang limbah cair industri batik. Kegiatan pengabdian ini bertujuan untuk meningkatkan pengetahuan dan pemahaman para peserta ToT mengenai limbah cair yang dihasilkan dari pewarnaan batik beserta dampak lingkungan dan metode pengolahannya. Para peserta ToT nantinya akan menjadi instruktur pada pelatihan membatik sehingga diharapkan dapat turut meneruskan dan menyebarluaskan informasi mengenai pengetahuan yang diperoleh. Kegiatan pengabdian dilaksanakan dengan metode penyuluhan dan terdiri dari tahap persiapan dan sosialisasi, pelaksanaan penyuluhan, serta evaluasi. Pelaksanaan kegiatan pengabdian dilakukan pada tanggal 22 Desember 2021 dengan lokasi di Balai Agung Cendana Yogyakarta. Kegiatan penyuluhan berhasil dilaksanakan kepada para peserta sebanyak 40 orang. Hasil evaluasi kegiatan ini menunjukkan adanya peningkatan pengetahuan dan pemahaman para peserta tentang dampak limbah cair industri batik terhadap lingkungan dan metode pengolahannya sebesar 32,80%, dari semula 59,73% menjadi 92,53%.
Game "si Bolang" merupakan game edukasi yang dirancang untuk pengenalan Budaya Indonesia. Senjata tradisional merupakan senjata yang dibangun dengan bentuk yang sama dari generasi ke generasi yang menjadi ciri khas setiap suku daerah. Permasalahan yang diselesaikan dalam penelitian ini adalah belum adanya aset 3D senjata tradisional Indonesia untuk pengembangan game "si Bolang" sehingga dibangun pemodelan 3D yang mendekati bentuk aslinya. Tujuan penelitian ini adalah menghasilkan objek 3D senjata tradisional Indonesia yang dapat digunakan untuk pengembangan game "si Bolang" dan menghasilkan model 3D yang menyerupai bentuk objek aslinya. Pemodelan 3D senjata tradisional dibuat menggunakan metode Blueprint dan seaemless unwrapping material. Kedua metode ini menggunakan agar mempermudah dalam proses pembuatan model senjata tradisional. Texturing menggunakan metode seamless unwrapping material adalah dengan membuka face model 3D lalu dilanjutkan dengan menerapkan foto asli atau foto referensi sebagai texture. Penelitian ini menghasilkan model 3D senjata tradisional yang diterima oleh tim pengembang game "si Bolang" dan dikatakan mirip oleh ahli multimedia. Pengujian alpha menghasilkan 76% sangat setuju, 24% setuju, 0% kurang setuju, dan 0% tidak setuju. Pengujian ahli multimedia mendapatkan skor 66% sangat mirip, 33% mirip, 0% tidak mirip, dan 0% sangat tidak mirip..
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