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Journal : Jurnal Info Sains : Informatika dan Sains

Designing android-based learning media using the rapid application development method Reni Rahmadani; Khofifah Qalbun Salima; Adilla Ulfhi; Tansa Trisna Astono Putri; Muhammad Dominique Mendoza
Jurnal Info Sains : Informatika dan Sains Vol. 14 No. 01 (2024): Informatika dan Sains , Edition March 2024
Publisher : SEAN Institute

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Abstract

Android-based learning multimedia is a learning media used in the learning process because it can be used anytime and anywhere. Several barriers to learning have been identified in basic computer and network courses. Based on observations made on the introduction of computer hardware and software, the barriers found are the relatively low level of student knowledge of the subject matter, student involvement in the learning process is also low and the learning media still uses power point containing learning theories derived from books. This research uses UML as a multimedia development tool along with RAD (Rapid Application Development) methodology. Based on the results of trials conducted on students, the results obtained that students feel very interested in learning using android-based interactive multimedia in basic computer network subjects on computer hardware and software introduction material.
Role playing game as a learning media: case study on education industry course Muhammad Dominique Mendoza; Olnes Yosefa Hutajulu; Reni Rahmadani; Fevi Rahmawati Suwanto; Ishaq Matondang; Ressy Dwitias Sari
Jurnal Info Sains : Informatika dan Sains Vol. 14 No. 01 (2024): Informatika dan Sains , Edition March 2024
Publisher : SEAN Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Paradoxically, the current level of enthusiasm among the younger generation in studying the education industry is low. This phenomenon can be attributed to multiple factors, including the rapid spread of globalization, which has sparked a heightened interest among the younger generation in acquiring technological knowledge. Researchers employed the Game Development Life Cycle (GDLC) approach, consisting of six stages: initiation, pre-production, production, testing, beta, and release. Testing using the black-box method on 12 modules revealed that all modules performed flawlessly without any issues. Testing of the beta version of the game involved 62 testers who were instructed to play the game and complete a questionnaire. The findings were positive, with an average total score of 4.51 for the game elements. The gaming system performed well during testing, indicating its potential to be well-received by beta testers and users, as well as its ability to enhance students' learning motivation.