Soegijapranata Catholic University is one of the private universities that exist in Semarang. Many students from outside the region are on their education at this university. Students from outside the area seek for the temporary residence or domicile or are often referred to as boarding houses. The increasing of the development technology makes it easier for humans to find all the information. Boarding houses search application helps facilitate students in finding information about boarding houses which are desired. This application can be operated on Android and there are printed the profiles and the facilities of boarding houses, so that users can use them easily, and equipped with GPS to find boarding houses locations, it is not easier to find the locations of the boarding houses. From the results of this study, 90% agree with the existence of a boarding houses search application. This application is very beneficial for various parties such as boarding houses managers can promote their own boarding houses and students are easier to find boarding houses information which is desired and they can choose from the lowest price to the highest price.
This objectives of this study are to find out: (1) the functionality and the compatibility of the AR-based game for Blended Learning model (2) describe users' perspectives on its potential for blended learning activities. The design of the game called ArReadSpeed has gone through several stages that encompass pre-design input taking, design stage, and pre-trial evaluation stages. The inputs generated from the prospective users and two experts serve as feedback needed for the game prototype making, while the inputs from the pre-design stage have become the basis for the media design. This paper reports the results of the trial stage that was intended to gather information about the readiness of the game for real use that encompasses the content and construct validity aspects. The obtained feedback was then used to evaluate if the media is readily usable for the blended learning model. The results of the trial showed that the aspects of both content and construct validity were both very good. In addition, the trial results also show that the tried game is considered as a decent product, attractive, and easy to use for independent learning, making it readily usable for the real blended learning context. The upcoming step to do is to determine if the product is indeed an effective medium for learning that can enhance students' reading skill.
Blood disease is a condition in which one or several parts of the blood can’t function normally. Blood disease itself is classified as quite mild but also some are classified as serious diseases and are usually genetic. Sometimes people underestimate the symptoms of mild illnes and lazy to see a doctor or laboratory because they think it troublesome and need to spend money. Therefore an early diagnosis of symptoms that may be related to blood disease is needed, so people can be alert and also prevent severe blodd disease. That’s why we need an expert system application that can help people diagnose and be aware of diseases that related to blood.
Most young people think that History is not important enough to learn and they are more likely to choose to play games. This study aims to develop the game "Indo Trivia" which is a game about the history of Indonesia, especially the history of the Hindu kingdom on the island of Java. In this game, there is a history of the Tarumanegara kingdoms, Hindu Mataram, Kediri, Singasari, and Majapahit kingdoms. This thesis report contains about how to make games as a medium of learning about history, especially history during the Hindu kingdom as well as providing a quiz about the history of Indonesia. The game development method used is the waterfall. The game testing method by proposing a hypothesis that is tested using a questionnaire test tool. a questionnaire will be given if the respondent has finished playing the game "Indo Trivia". From the results of the study, it was found that the variables of convenience, usefulness, and pleasure correlated with the variable of desire to reuse.
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