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Journal : Prosiding Snastikom

Game Edukasi Pengenalan Gaya Gesek Pada Materi Fisika Siswa SMA Muhammad Luthfi Pratama; Nenna Irsa Syahputri; Nur Wulan
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Computer technology is one that is growing rapidly at this time, one of its impacts can be seen in the world of education. In every era of education there are always changes that lead to better progress. The world of education requires various changes and innovations for the sake of advancing the quality of education that does not focus on theory only, but also on practical matters. For the current COVID-19 pandemic, the teaching and learning process is carried out online or online from home. This can cause a problem, namely a lack of interest and interest in learning for students to take part in learning due to the lack of interaction between students and teachers. Therefore, a new learning method and an alternative learning method were created, namely by making an educational game. Here, the researcher makes an educational game introducing the friction force in physics by using a software called Adobe Flash CS6 and also using the ActionScript 3.0 programming language. A game is made that contains learning materials and also a game that has two styles of play, the first is a brain teaser game and the second is an essay test game. The brain teaser play model is in the form of multiple choice by being given several choices to answer, and the essay test playing model is in the form of a game of filling in answers in the column by being given a grid of questions to answer questions. It is hoped that with this educational game, teachers can be helped in providing more understanding to students, and can also help increase student interest in learning
Pembuatan RPG Horror Survival Game Sejarah Pahlawan Nasional Indonesia Menggunakan Unity Dan C# Kharisma Saga Lyrananda; Nenna Irsa Syahputri; Khairunnisa
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

One of the popular entertainments carried out by young people in today's era is video games, which is video gamehas an educational nature or is just entertainment, usually a video game only focuses on the storyline andmechanics of the game. Many times we find video games that come from foreign products where they incorporateelements of behavior and culture from their country into the game storyline that can result in players in Indonesiagetting to know foreign cultures better than their own cultures. The game that I want to create is a role playingfirst person game that is very interactive and has a tense storyline, accompanied by having a simple educationthat makes the players understand the knowledge of the history of Indonesian Heroes, such as remembering theyear on an event that can continue the storyline, and develop the player's instincts about what kind of strategy canwin this game. Basically, the animation processing in this game uses various programs including: Unity 3D, orUnreal Engine, assisted by supporting applications such as Blender for making 3D models and using the C#programming language. The result of the game created is in the form of a .exe file which will later be compatiblewith a Personal Computer (PC) device. Based on the results of tests that have been carried out, this educationalmedia is enough to help the introduction of the history of Indonesian Heroes, and also creates a tense atmospherein the process of playing
Perancangan Game Edukasi Pengenalan Lagu Wajib Pada Siswa SD Menggunakan Metode CBI Berbasis Android Amelia Siregar; Herlina Harahap; Nenna Irsa Syahputri
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

The development of technology is now growing rapidly so that it has a varied impact. Including a positive impact, where now there are many effective and interesting learning media that can be accessed only through smartphones. Educational games are a tool used in introducing national compulsory songs to elementary school children. There are many national compulsory songs and each song contains different meanings, both in the form of celebrating the services of heroes and in fostering the spirit and love of the motherland. In this study, the game was designed based on Android, because it can be accessed and used anytime and anywhere. The method used in designing this application is the Computer based Instruction (CBI) method where this method aims to increase children's interest in learning and can be a substitute medium for books in learning. Because the Computer Based Instruction (CBI) method is a learning method that is instructed by computers as a whole. The results of this study show that the compulsory song recognition educational game for elementary school students using the Android-based Computer Based Instrument method is worthy as an interesting and influential introduction and learning medium for elementary school students.
Implementasi Metaverse Dalam Menciptakan Produk Fashion Design Berbasis Android Graciella Hutahaean; Khairunnisa; Nenna Irsa Syahputri
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Fashion has an important role in judging a person based on their appearance and daily style. Fashion, such as clothing and accessories, is growing rapidly in Indonesia with models changing every year. Therefore, the current fashion design process is done digitally using information technology, with the aim of producing good quality and satisfying customers in choosing and making their choices.The application used to design this fashion is Unity, a software that allows the creation of a fashion metaverse in 3D using the Marker Based Method. This method utilizes images as markers to bring up fashion in 3D in existing data. The purpose of this research is to create an Android-based metaverse fashion design application with AR technology that can facilitate a person in determining the desired fashion model by using a smartphone as a search tool. The results showed that most respondents, around 90%, strongly agreed with this application, indicating that this application is very useful in making it easier to select the desired fashion model.