Claim Missing Document
Check
Articles

Found 12 Documents
Search

RANCANG BANGUN APLIKASI MEDIA PEMBELAJARAN MENGENAL NAMA HEWAN DALAM DUA BAHASA BERBASIS ANDROID MENGGUNAKAN THUNKABLE Gunadi, Goldie
Infotech: Journal of Technology Information Vol 6, No 1 (2020): JUNI
Publisher : ISTEK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v6i1.77

Abstract

With the rapid development of Android-based smartphone technology devices, many learning media applications for multimedia-based children have been developed, the aim of which is to increase children's interest and motivation to learn in order to better receive the learning material provided. In this study, an Android-based animal recognition application design was carried out using two languages namely Indonesian and English. The design process is done using UML modeling, while the process of making an application is done using a tool that is Thunkable. With Thunkable the process of making applications becomes easier, faster and efficient. To ensure that every functional application runs properly in accordance with expectations, Black-Box testing is performed. The results of this study are an Android application that uses a variety of multimedia resources such as images, audio (sound) and video, as well as having an attractive and easy to use interface so that it can help early childhood children learn the material presented in this application.
ANALISA TINGKAT PENERIMAAN APLIKASI SCRATCH MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL (TAM) Gunadi, Goldie; Sudaryana, I Ketut
Infotech: Journal of Technology Information Vol 7, No 1 (2021): JUNI
Publisher : ISTEK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v7i1.101

Abstract

In connection with the need for making instructional media applications by teachers in the distance learning process, PT. Bangun Satya Wacana (BSW) through the Diginusa department held training on the use of the Scratch visual programming application to create learning materials such as games, animations and interactive quizzes. Scratch is a graphical programming language using drag and drop command blocks. Besides that, Scratch can be used both online and offline, so it is very helpful for the distance learning process (DLP). This research aims to see how the level of acceptance of teachers to Scratch using the Technology Acceptance Model (TAM) method. The indicators measured are Self-Efficacy, Complexity, Perceived Usefulness, Perceived Ease of Use, Intention to Use and Actual Technology Use, then analyzed by linear regression method with the help of IBM SPSS software. From the results of the analysis carried out, it can be seen that the Intention to Use affects the Actual Technology Use. Perceived Usefulness and Perceived Ease of Use together affect the Intention to Use. Perceived Ease of Use, Self-Efficacy and Complexity together have a significant effect on Perceived Usefulness.