Wabah virus Covid-19 memberi dampak perubahan yang sangat besar pada proses pembelajaran. Kegiatan tatap muka yang sebelumnya dilakukan dialihkan menjadi proses pembelajaran daring. Peran orang tua dan pendidik sangat penting dalam proses pembelajaran daring. Pendidik dituntut untuk memahami teknologi dan memberikan sebuah metode pembelajaran yang dapat menggambarkan sebuah materi sesuai dengan perspektif yang diajarkan. Orang tua sangat berperan penting dalam mendampingi siswa dalam proses belajar mengajar. Proses pembelajaran daring dilakukan oleh pendidik dengan memberikan materi berupa file PDF (Portable DocumentFormat) yang disertakan dengan soal latihan. Proses pembelajaran seperti ini dinilai kurang efektif dan perlu adanya sebuah media pembelajaran secara visual, yang dapat meningkatkan pemahaman siswa akan materi yang disampaikan. Metode pembelajaran Multimedia Interaktif secara grafis dan visual mampu membantu siswa untuk memahami makna dari materi yang disampaikan pada saat proses pembelajaran. Media pembelajaran energi alternatif dengan menggunakan multimedia interaktif dapat diimplementasikan dengan metode penelitian research and development. Pengembangan media ajar interaktif mempermudah siswa dan guru dalam proses belajar mengajar. Evaluasi media ajar energi alternatif dengan pengukuran skala Guttman dalam pengukuran construc sikap, menghasilkan nilai sebesar 84 persen siswa sekolah dasar memahami materi energi alternatif. Nilai tersebut merepresentasikan pemahaman siswa terhadap materi yang disampaikan. Hasil penelitian ini menunjukkan bahwa media interaktif dalam proses pembelajaran energi alternatif untuk sekolah dasar layak untuk digunakan.
This research objective was to structure a presentation of a Balinese popular folk tale as an educational strategy through a mobile game with easy-to-play gameplay. This study had 3 (three) main objectives: (1) building the Manik Angkeran story, which is the famous folk tale circulating in Balinese society, Indonesia; (2) realizing the Manik Angkeran game that highlights Balinese characteristics; (3) implementing easy-to-play gameplay. In developing the original story of Manik Angkeran, the strategies carried out were: (1) building a new story with the main character, Manik Angkeran; (2) highlighting Balinese characteristics in character design, game background, and background music in fighting scenes; (3) chosing tap-mode game considering the simplicity and efficiency. The result of this study was Manik Angkeran Game with Tap Game genre based on Android. The game requires players to tap on the screen to move Manik Angkeran, with a mission to defeat the enemy/monster to collect gold coins (Pis Bolong Mas). Later, these coins can be used to buy building materials, which will be used to build dormitories (Pesraman). The test results using the BlackBox Testing method showed that the functionality of the navigation buttons and the entire functions of the game were running well as desired. For the results of testing the game on several different screen resolutions, showed that the display of this game was able to adjust on different screen resolutions and the image display remains sharp. This game was also capable to run on a minimum Android device v.3.0 HoneyComb, until the latest version at this time is v.9.0 Pie. Research disclosure starts with the Introduction, which reveals the background and purpose of the study. Furthermore, the discussion swooped over to the research method used. The process of pre-production, production to post-production was he model or technique used in making games. The results revealed the evaluation of the black box to test the readiness of the system.
STMIK STIKOM Indonesia is still using media information about study programs that are static and still can not be conveyed properly. This resulted in the existence of students who moved the study program and specialization when they have undergone lecturing process because they feel unsuitable, and still mistaken the students in distinguishing between study program and specialization. Seeing the problem, STMIK STIKOM Indonesia needs a media information about study program in the form of more practical, interesting, effective and detail, that can be used for media campaign and presentation. 2D animation is suitable as a medium to support the study program information because there are elements of visual, audio, text and color combined so that understanding of a concept or information becomes more easily accepted by the user. After the animation is completed, it is tested by internal STMIK STIKOM Indonesia. The results of these tests show an excellent response from the respondents. Both in terms of visualization, audio, and information from 2D animation as a medium to support information Engineering Studies Program Informatics and Computer Systems at STMIK STIKOM Indonesia.
English is the most used international language in the world for communication. Thus, many private companies take part in teaching English. One of the institutions that facilitate English learning is English Learning Center EC (English is Easy). However, in teaching and learning process, it is necessary to have companion media that suitable with current condition, that is education game application with English materials in English Learning Center EC (English is Easy). Data collection used interview and observation methods. According to testing result, game has been suitable with the concept and plan. Game also gets positive feedback from the students who played it.
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