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.
Scabies is an infectious skin disease caused by infection with Sarcoptes scabiei mites. Clinical symptoms of itching in the lesions. There are herbal plants, namely the neem plant with the content of mimba leaf extract, giving a very good effect in providing resistance to mites in vitro. Mimba leaf processing can be done to make various products, including soap products. So the researchers wanted to develop the concept and knowledge of the effects of soap made from mimba leaf extract in curing lesions in scabies grade II patients in the female dormitory of Ponpes Pandanaran Ngunut Tulungagung. This study uses the Quasy Experiment design with an experimental design of Non equivalent control group design. The treatment group was divided into two treatment groups, namely the treatment using neem leaf extract soap (Azadirachta indica A. juss) and using antibacterial soap. The sample was determined using purposive sampling according to the inclusion criteria, as many as 70 respondents. The assessment used observation sheets of lesion wounds according to the modified Bates-jensen wound assessment tool. The results of the analysis of 70 respondents obtained the results of independent t-test statistics obtained a significance value of p (value) = 0,000. The use of solid soap mimba leaf extract (Azadirachta indica A. juss) in dealing with scabies with Azadirachtinya content which is able to provide resistance to mites by inhibiting the life cycle (metamorphosis). Keywords: Scabies, neem leaves, lesions, healing
Background: Orang yang hidup dengan HIV memiliki banyak masalah kompleks dalam kehidupan mereka. Dengan adanya kasus Covid-19 ini seakan berita mengenai kasus Human Immunodeficiency Virus/Acquired Immune Deficiency Syndrome (HIV/AIDS) tenggelam. ODHA dalam hal kepatuhan pengobatan harus di dukung oleh keluarga maupun masyarakat sekitar Metode: Pengabdian masyarakat ini ditujukan bagi ODHA di Tulungagung. Sasaran edukasi ini adalah sejumlah 32 peserta. Tahapan yang diterapkan dalam pelaksanaan pengabdian ini terbagi dalam persiapan, pelaksanaan dan evaluasi. Metode pengumpulan data dilakukan dengan pre dan post test. Hasil: Peserta yang telah menerima edukasi ada peningkatan pengetahuan mengenai HIV/AIDS dan kepatuhan dalam pengobatan. Kesimpulan: Kegiatan edukasi dan sosialisasi ini memberikan pengetahuan dan pemahaman masyarakat akan memberikan status kesehatan yang baik. Kegiatan sosialisasi ini memberikan efek positif kepada ODHA
Height is an indicator to determine the incidence of stunting. It is hoped that children will not be stunted because it can affect intelligence. This study aims to analyze the factors that influence the growth of stunting in children whose birth weight is less than 2500 grams. This type of observational analytic research, cross-sectional design. The study population was all toddlers who have a birth weight of less than 2500 grams in Tulungagung Regency. The inclusion criteria were 36-48 months of age. The sample is 271 respondents. Data collection was carried out using questionnaires and height measurements, then the data were analyzed using Pearson, Chi-Square, and Spearman rho tests. The results showed there was a relationship between exclusive breastfeeding and maternal knowledge with the incidence of stunting. The time for giving complementary foods is right, but due to the lack of knowledge of mothers about the nutritional needs of toddlers, it causes less nutritional needs, resulting in stunting.
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