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INTERACTIVE MOBILE-BASED EDUCATIONAL GAME TO INTRODUCE WASTE SORTING USING MULTIMEDIA DEVELOPMENT LIFE CYCLE (MDLC) METHOD Pradhana, Faisal Reza; Musthafa, Aziz; Permadani, Agustin Amalia
JIKO (Jurnal Informatika dan Komputer) Vol 8, No 1 (2025)
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/jiko.v8i1.9151

Abstract

Increasing public awareness of waste management is an important focus in order to maintain environmental sustainability. However, the level of understanding about waste sorting is still minimal, especially among children. To overcome this lack of literacy, a technology-based educational game was developed which aims to introduce the concept of waste sorting to children. This research aims to design and develop an interactive and fun educational game application to improve children's understanding of the importance of waste management. Using iterative development techniques, this app is designed to provide an effective learning experience and support the formation of positive habits from an early age. The application is designed following the stages of the Media Development Life Cycle (MDLC) method. The game media has gone through several tests, namely software functionality tests with 100% results, learning material tests by distributing questionnaires to material experts with an average rating of 90%, tests to learning media experts with an average rating of 93.33%, and tests to potential users with an average rating of 78.57%. The results of the research are expected to contribute significantly to educating the younger generation, especially children, about the importance of maintaining environmental cleanliness through wise waste management. This application is expected to be an innovative learning tool that supports environmental sustainability.
Perancangan Game Edukasi 3D Rumah Adat Indonesia dengan Pendekatan Gamifikasi Berbasis Third Person Perspective Pradhana, Faisal Reza; Musthafa, Azis; Saputra, Eka Rangga
Techno.Com Vol. 24 No. 4 (2025): November 2025
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/tc.v24i4.14978

Abstract

Rumah adat merupakan salah satu warisan budaya Indonesia yang mencerminkan identitas dan nilai dari setiap daerah. Namun, minat siswa dalam mempelajari budaya lokal mulai menurun akibat pengaruh budaya asing dan minimnya media pembelajaran interaktif. Penelitian ini bertujuan untuk mengembangkan game edukasi interaktif 3D bertema rumah adat Indonesia dengan pendekatan gamifikasi berdasarkan kerangka Mechanics, Dynamics, and Aesthetics (MDA). Game dikembangkan menggunakan Unreal Engine 5.4 dengan pemrograman C++, sedangkan aset 3D dibuat menggunakan Blender dan karakter dirancang melalui Metahuman. Penelitian ini menggunakan metode System Development Life Cycle (SDLC) dengan model waterfall, serta divalidasi oleh ahli materi dan pengguna menggunakan skala Likert. Hasil pengujian menunjukkan skor 84% dari ahli materi, 85,63% dari pengguna, dan tingkat pemahaman siswa sebesar 92,7%, yang seluruhnya termasuk dalam kategori sangat layak. Oleh karena itu, game edukasi rumah adat Indonesia dinilai layak digunakan sebagai media pembelajaran interaktif yang dapat meningkatkan motivasi, pemahaman, dan minat siswa terhadap budaya lokal. Penelitian selanjutnya diharapkan dapat menambah konten rumah adat dan memperluas area eksplorasi dalam game.   Kata Kunci – Game Edukasi, Gamifikasi, MDA Framework, Rumah Adat, Software Development Life Cycle.
Pemanfaatan Urin Kambing sebagai Bahan Pupuk Organik Cair di Desa Mrayan Kecamatan Ngrayun Kabupaten Ponorogo Parwi, Parwi; Isnatin, Umi; Reza Pradhana, Faisal; Kurniawan, Rahmad; Ahda Sabila, Muhammad
Jurnal SOLMA Vol. 14 No. 3 (2025)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v14i3.20779

Abstract

Background: Desa Mrayan memiliki potensi besar dalam pengembangan pupuk organik cair berbahan dasar urin kambing, namun belum dimanfaatkan secara optimal. Oleh karena itu, pemanfaatan urin kambing sebagai bahan baku pembuatan pupuk organik cair menjadi solusi yang tepat. Tujuan dari kegiatan pengabdian ini yaitu memberikan peningkatan ketrampilan anggota BUMDes dalam pembuatan pupuk organik cair berbahan baku urin kambing. Metode: Program ini dilaksanakan dengan bermitra bersama BUMDes Lestari Desa Mrayan, Kecamatan Ngrayun, Kabupaten Ponorogo, dengan jumlah anggota mitra sebanyak 20 orang. Terdapat tiga tahapan metode, yaitu: sosialisasi, pelatihan dan pendampingan, monitoring dan Evaluasi. Efektivitas kegiatan diukur melalui indikator kuantitatif, yaitu jumlah anggota mitra yang mampu memproduksi pupuk organik cair secara mandiri. Hasil: Hasil kegiatan sosialisasi didapat peningkatan pengetahuan tentang potensi pupuk organik cair sebesar 76%. Hasil pelatihan diperoleh peningkatan ketrampilan petani sebesar 80%.  Kegiatan pendampingan dilakukan untuk mendampingi petani dalam membuat sarana pemisah kotoran kambing yang berbentuk padat dan cair, dan pengoperasian alat fermentasi anaerob. Kesimpulan: Kegiatan pelatihan pembuatan pupuk organik cair, pendampingan pembuatan sarana pemisah kotaran kambing, pendampingan pengoperasian alat fermentasi anaerob dapat meningkatkan ketrampilan anggota mitra sebesar 80%.
Peta Dinamis 3 Dimensi pada Gedung Universitas Darussalam Gontor Berbasis Augmented Reality Pradhana, Faisal Reza; Taufiqurrahman, Taufiqurrahman; Fauzan, Ady
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 5 No 2 (2021): August 2021
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (610.786 KB) | DOI: 10.29407/intensif.v5i2.15327

Abstract

Darussalam Gontor University (Unida Gontor) is a campus with a fairly rapid development of infrastructure. The paper-based building prototype design belonging to UNIDA Gontor is considered not able to visually represent the building that has been or will be built. This research aims to provide a prototype design update using more modern and dynamic technology that can be seen from all sides of the building and does not require physical storage, also can be used anytime and anywhere.The Application content is taken through the visual data collection stage in the form of detailed photos of buildings taken through cameras and drones. This media is based on Android which uses marker based augmented reality technology to implement 3-dimensional visualization of campus building objects, which are created through the steps of the waterfall model. The test is carried out in two stages, namely the suitability of the application with various android devices which shows compatibility with devices with a minimum size of 5 inches. The second test was conducted by distributing questionnaires to the staff of the facilities and infrastructure division of Unida Gontor with an average score of 90%, and the lecturers and multimedia student group 89.52%.