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HABERTAN: Game Petualangan 3D Dengan Tema Pemilahan Sampah Sebagai Upaya Pendekatan Inovatif Untuk Pengenalan Lingkungan Revindasari, Fony; Dewayanti, Athallia; Syahrazad, Emirel Ihsan
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 5 No 4 (2024): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i4.485

Abstract

The increasing awareness of the importance of maintaining forest cleanliness as a primary ecosystem is becoming more urgent, especially in remote areas with limited deep socialization. This research aims to develop an innovative game titled "HABERTAN" focusing on waste sorting in forest areas to raise public awareness of the waste present in the forest. By utilizing a 3D model for visual assets with stages of 2D sketch, 3D modeling, UV Mapping, and Texture Baking. The development of this game is conducted using the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) method. The ADDIE method is used to ensure a systematic game development process, starting from needs analysis to performance evaluation. The goal of this game is to provide players with an interactive experience that not only entertains but also provides a deep understanding of the impact of waste on forest sustainability. The game "HABERTAN (Let's Clean the Forest)" is designed to provide players with a fun and educational learning experience. The results of the development of this game show that "HABERTAN" provides a unique experience for players, with the ability to learn while playing. It is hoped that this game can be an effective tool in raising public awareness of the importance of maintaining forest cleanliness, especially in the context of waste sorting. Through this innovative approach, it is hoped to encourage active participation from the community in preserving forests as extremely valuable natural resources.
Peningkatan Kesadaran Kebersihan Melalui Game “Habertan” Pada Siswa Siswi Pesantren Muhyiddin Gebang Putih, Sukolilo, Surabaya Sudaryanto, Aris; Fathoni, Kholid; Hakkun, Rizky Yuniar; Revindasari, Fony; Safrodin, Mohamad; Nurindiyani, Artiarini Kusuma; Damastuti, Fardani Annisa; Sa’dyah, Halimatus; Zikky, Mohamad; Akbar, Zulhaydar Fairozal; Darmawan, Zakha Maisat Eka; Dianta, Ashafidz Fauzan; Hapsari, Veronica Lita
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol. 5 No. 4 (2024)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/jurpikat.v5i4.2032

Abstract

Environmental cleanliness is an important aspect of life because if it is dirty it will become a breeding ground for disease and flooding. Gebang Putih and Keputih are areas prone to dengue fever and flooding in Surabaya. Therefore, the community service provides socialization of cleanliness to children with this Habertan Game. The game was chosen because it has been proven to influence human behavior. However, Habertan is designed to have a positive effect in the form of increasing awareness of environmental cleanliness. The participants of the activity were 30 students of Madrasah Pesantren Muhyiddin. This activity is expected to increase the knowledge and awareness of participants in waste management. Impact measurement was carried out by giving participants questions before and after the activity. Based on the data obtained, it was proven that 76.6% of participants experienced an increase in knowledge about waste management after participating in the socialization.
Implementasi Teknologi Interactive Projection Sebagai Media Tampilan Produk UMKM Dianta, Ashafidz Fauzan; Revindasari, Fony; Darmawan, Zakha Maisat Eka; Sudaryanto, Aris; Fathoni, Kholid
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 1 (2025): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i1.645

Abstract

To increase the attractiveness of promotion for small & medium enterprises, the use of exhibition booths is an effective tool to promote a product or service. With a limited booth size, it can limit the number of products or information that can be displayed. The number of participants at an exhibition makes booth owners have to compete hard to attract visitors' attention. The use of immersive technology through interactive booths is an innovative solution that answers marketing challenges in today's digital era. This study develops an interactive booth using Interactive Projection technology to create a new experience for visitors. This interactive booth creates an environment that seems real and allows visitors to interact directly with the product. Creating product information content that is presented in an interesting and interactive way can attract visitors' attention. The Villamil-Molina method is used in development, where this method is one of the popular methods in multimedia software development. The stages of this method consist of: development, pre-production, production, post-production, and delivery. The results show that interactive booths can be used as a realistic and attractive small & medium enterprises product promotion media for visitors, and can increase engagement, and provide an immersive experience. This technology can be used as a promotional media, as well as supporting the introduction of modern technology to the wider community. Thus, interactive booths have the potential to be an efficient alternative solution for small & medium enterprises in strengthening their brands and expanding their market reach.