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Implementation of Story Method in Introducing Prosocial Behavior Students in Elementary School Maulana, Agis; Muharam, Agus; Hikamudin, Moch. Irfan
International Conference on Elementary Education Vol. 2 No. 1 (2020): Proceedings The 2nd International Conference on Elementary Education
Publisher : Elementary Education Study Program School of Postgraduate Studies Universitas Pendidikan Indonesia in collaboration with UPI PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (169.844 KB)

Abstract

Behavior is basically goal oriented with other meanings, our behavior is generally motivated by a desire to achieve certain goals. As for specific objectives, are not always known consciously by individuals. The basic thing about behavior is an activity, in fact we can state that behavior is a series of activities. Prosocial behavior is behavior that has the intention to change the physical state of the recipient of assistance from less good to better. Actions that benefit others such as sharing with others who bring benefits to those people over themselves, comfort or help others to achieve their goals or make others happy by praising their behavior are called prosocial behavior. Storytelling is one alternative to introduce prosocial behavior in elementary school students. Therefore, this storytelling method will be effective to be used to introduce prosocial behavior in children. This study aims to find a way to introduce prosocial behavior through the method of telling stories by the teacher to children and to find out the results of the application of the method of telling stories in introducing prosocial behavior
IMPLEMENTASI TEKNOLOGI VIRTUAL TOUR PERPUSTAKAAN MENGGUNAKAN METODE PENGEMBANGAN MULTIMEDIA DEVELOPMENT LIFE CYCLE (MDLC) Maulana, Agis; Rosalina, Vidila; Safaah, Eva
Jurnal Sistem Informasi Vol 7 No 1 (2020)
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (304.65 KB) | DOI: 10.30656/jsii.v7i1.1875

Abstract

Abstrak -  Perpustakaan Saija Adinda merupakan perpustakaan umum yang diresmikan dan dibuka pada tanggal 27 Desember 2017. Kegiatan pengenalan perpustakaan Saija Adinda saat ini dengan cara penyampaian informasi secara tertulis melalui media online atau media cetak yang berada di wilayah Banten, sehingga tidak semua masyarakat mengetahui Perpustakaan Saija Adinda. Pengenalan menggunakan teknologi Virtual Tour 3 dimensi ini diharapkan dapat meningkatkan minat masyarakat Kabupaten Lebak untuk mengunjungi perpustakaan Saija Adinda dan memudahkan masyarakat dalam menemukan tata letak ruangan serta penempatan koleksi buku di perpustakaan Saija Adinda. Pengembangan aplikasi virtual tour ini menggunakan  metode pengembangan multimedia versi Luther yang terdiri dari enam tahapan yaitu Concept, Design, Material Collection, Assembly, testing, Distribution, dan dibangun menggunakan software Adobe Audition, blender 3D, Unity 2018 1.6f1, dan notepad ++. Hasil akhir sebuah aplikasi pengenalan Perpustakaan Saija Adinda adalah aplikasi  berbasis android yang dapat di unggah di play store,  sehingga dapat diunduh dan digunakan pengunjung perpustakaan Saija Adinda. Kata Kunci : Android, Lebak, Luther, Perpustakaan Adinda Saija, Virtual Tour.