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Uji Usability Aplikasi Pembelajaran Interaktif Sebagai Sarana Belajar Literasi Finansial Untuk Siswa Kelas 7 di SMPIT Nurul Ilmi Rayhani, Mitha Syafiiah; Tyas, Sari Setyaning; Khairunisa, Yuyun
Engineering and Technology International Journal Vol 5 No 02 (2023): Engineering and Technology International Journal (EATIJ)
Publisher : YCMM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55642/eatij.v5i02.338

Abstract

Literasi finansial sangat diperlukan untuk mendidik manusia agar sadar dan paham mengelola keuangan secara bijak. Akan tetapi, kurangnya kemampuan dalam memanajemen keuangan membuat masyarakat tidak dapat memanfaatkan sumber daya alam dan mengelola keuangan dengan baik. Untuk menghadapi bonus demografi, pemerintah Indonesia menggalakan gerakan literasi sekolah untuk mendukung dan mengembangkan penerus bangsa yang melek ekonomi. Berdasarkan wawancara tidak terstruktur yang telah dilakukan dengan Guru IPS di SMPIT Nurul Ilmi, pendidikan literasi finansial masih diajarkan secara umum dalam pelajaran ekonomi namun secara spesifik masih belum diajarkan. Maka, penelitian ini bertujuan pembuatan aplikasi pembelajaran literasi finansial interaktif ‘Belajar Duit’ untuk Siswa SMPIT Nurul Ilmi. Melalui studi literatur, peneliti mengumpulkan data pustaka melalui membaca, mencatat, dan mengolah data dari sumber buku, jurnal, dan website sebagai bahan penelitiaan untuk membuat aplikasi ‘Belajar Duit’. Multimedia Development Life Cycle (MDLC) telah digunakan sebagai metode pengembang aplikasi tersebut. Berdasarkan hasil dari pengujian Software Usability Measurement Inventory (SUMI), nilai skala pengujian yang diperoleh yaitu Efficiency=97,1; Affect=95,2; Helpfulness=96,5; Controlabillity=93,5; dan Learnability=89,7. Kesimpulannya, aplikasi ‘Belajar Duit’ sangat efisien untuk membantu proses belajar mengajar di SMPIT Nurul Ilmi.
Virtual Job Fair Information System Design Based on Augmented Reality/Virtual Reality Khairunisa, Yuyun; Nurhasanah , Yeni; Verlaili , Ratu
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 4 (2022): Article Research: Volume 6 Number 4, October 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i4.11795

Abstract

Organizing a job fair is one of the steps to bridge the needs of companies in finding workers and the needs of job seekers to find work. Creative Media State Polytechnic (Polimedia) as a vocational college provides support to alumni to get decent jobs and according to their fields of expertise. In accordance with one of the Main Performance Indicators (KPI) of higher education, namely graduates get decent jobs [1]. However, currently Polimedia does not have a system that supports the implementation of the job fair or is still done manually. Research with the theme of developing virtual job fair information systems based on augmented reality and virtual reality has two objectives. The first objective is to develop an information system that assists the process of posting job vacancies and allows users to register for available vacancies. Then the second is to facilitate virtual job fairs. Because apart from the impact of the COVID-19 pandemic, holding a virtual job fair can be a distinct advantage for alumni who are looking for work because they can significantly save transportation and accommodation costs. The system development methodology used is the System Development Lyfe Cycle (SDLC) with the waterfall method. The waterfall method is divided into five stages, namely the analysis, design, implementation, testing and support stages. The design phase uses the Unified Modeling Language (UML), namely use case diagrams and entity relationship diagrams, while the implementation phase of augmented reality uses 3D modeling, markers and interface adjustments. In addition, the design of augmented reality and virtual reality applications uses the A-FRAME framework.
Pengembangan Website Edukasi Interaktif Pengenalan Kesehatan Mental Bagi Remaja Rachmadyanshah, Adam Fauzan; Khairunisa, Yuyun
JoMMiT Vol 3 No 2 (2019): Artikel Jurnal Volume 3 Issue 2, Desember 2019
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jommit.v3i2.352

Abstract

Kesehatan mental adalah sebuah kondisi dimana individu yang terbebas dari berbagai bentuk gejala-gejala gangguan mental. Jika kesehatan mentalnya terganggu, maka suasana hatinya akan terganggu, sulit berpikir dan kendali emosi, sehingga mengarah ke tindakan yang buruk. Masa remaja adalah dimana masa peralihan dari masa anak-anak menuju dewasa. Pada masa ini terjadi perubahan secara biologis, hormonal, sosial, dan psikologis. Tingginya angka gangguan psikis bahkan hingga percobaan bunuh diri pada remaja disebabkan oleh kurangnya pengetahuan dasar mengenai kesehatan mental pada diri remaja sehingga mereka tidak sigap saat menghadapi gangguan mental yang ada pada dirinya maupun orang lain. Pada saat ini beragam media terutama media digital hadir untuk memberikan edukasi mengenai kesehatan terutama kesehatan mental dengan cepat dan tepat. Namun belum ada media seperti website yang menghadirkan edukasi mengenai kesehatan mental yang dikhususkan untuk remaja saja. Dengan permasalahan tersebut dibuatnya website edukasi kesehatan mental khusus untuk remaja dengan batasan materi gangguan mental yang umum pada remaja yaitu depresi, cemas, delusi, hingga percobaan bunuh diri. Diharapkan dengan adanya website ini remaja akan lebih teredukasi dan dapat menjaga kondisi mental diri sendiri maupun orang lain. Nilai lebih dari website ini adalah tampilannya sudah responsif sehingga cocok diakses via desktop maupun mobile, dan juga memiliki fitur meditasi untuk menenangkan emosional pengguna agar terciptanya tubuh dan jiwa yang rileks.
User Experience of Cognitive Digital Games Among Elderly People to Prevent Dementia Khairunisa, Yuyun; Latif, Antinah; Nurwicaksono, Bayu Dwi; Kuswoyo, Deni
ABEC Indonesia Vol. 12 (2024): 12th Applied Business and Engineering Conference
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

A few ponders have appeared that cognitive and physical work out can offer assistance diminish the hazard andindications of alzheimer's and dementia. The utilize cognitive technology can be an successful to anticipate or moderate themovement of alzheimer's and dementia. Creator past inquire about have created a crosswords memory diversion applicationwith manufactured insights highlights as a refresher as one of the reviving media for cognitive treatment for the elderly .Research was conducted to test the user experience among users, namely the pre-elderly and elderly community. The researchwas conducted on 30 elderly people at the elderly posyandu. UX encompasses all user experiences and interactions with aproduct, service, or brand. It includes the user's feelings, emotions, and context when interacting. In this case, what is evaluatedis the ease of navigation in playing games, whether this game is interesting and fun and whether there are less pleasantexperiences. The result is for the convenience of navigation has a UX score of 68.42% out of a maximum of 100%, while theassessment for the fun experience of playing this game is 76.8%. The less pleasant experience is if there is a process ofinstalling the game on a mobile device because it is quite troublesome so it needs a mentoring process. And the font sizegreatly affects the comfort of using the application, where the larger the font size, the better.
PENDAMPINGAN PENGGUNAAN MEDIA INTERAKTIF PADA POSYANDU LANSIA SEBAGAI UPAYA PENCEGAHAN DEMENSIA DI KELURAHAN SRENGSENG SAWAH Khairunisa, Yuyun; Latif, Antinah; Dwi Nurwicaksono, Bayu; Kuswoyo, Deni; Yakob, Freddy
Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 2 (2025): Januari
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jpk.v4i2.1429

Abstract

Tim pengabdian dosen politeknik negeri media kreatif mengadakan kegiatan pengabdian masyarakat di Kelurahan srengseng sawah dengan pendampingan penggunaaan media interaktif pada kegiatan posyandu lansia yang diadakan rutin tiap bulan. Kegiatan ini merupakan implementasi hasil inovasi dosen berupa aplikasi game digital teka-teki silang (crosswords) untuk mendukung program pemerintah berupa kemandirian kesehatan pada masyarakat lansia. Sampai saat ini belum diketemukan obat untuk penyakit penurunan fungsi kognitif Alzheimer dan demensia yang merupakan gangguan kognitif pada lansia, namun beberapa penelitian menunjukkan bahwa latihan kognitif dan fisik dapat membantu mengurangi risiko dan gejala Alzheimer dan demensia. Pengguna game di Indonesia pada tahun 2022 adalah 170 juta orang atau dua pertiga penduduk Indonesia dengan pengguna baik anak-anak, remaja, dewasa maupun lansia. Game dapat menjadi alat yang efektif dalam membantu latihan kognitif dan fisik dengan menstimulasi otak dan memperkuat koneksi otak, yang dapat membantu mencegah atau memperlambat perkembangan Alzheimer dan demensia. Selain itu, game cerdas juga dapat memberikan hiburan dan motivasi kepada orang tua untuk terus berlatih dan mempertahankan kesehatan otak mereka. Kegiatan pendampingan dilaksanakan melalui berbagai tahapan yaitu perisapan, sosialisasi, pendampingan dan evaluasi. Kegiatan terlaksana dengan baik dan manfaat kegiatan dirasakan oleh para peserta.
PEMBERDAYAAN KOMUNITAS PETISI UNTUK MEMBINA KELOMPOK LANSIA BEBAS DEMENSIA DI LINGKUNGAN RW 07 KELURAHAN RAWALUMBU BEKASI MELALUI PERMAINAN INTERAKTIF TTS Khairunisa, Yuyun; Dwi Nurwicaksono, Bayu; Latif, Antinah
Jurnal Abdi Insani Vol 12 No 1 (2025): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v12i1.2236

Abstract

Tren penderita demensia terus mengalami peningkatan. Di Bekasi, pada Rencana Pembangunan Jangka Menengah (RPJM) 2018—2024 telah menyebutkan adanya program peningkatan angka usia harapan hidup dan program desa siaga aktif. Namun, program itu belum menjangkau ranah kemandirian kesehatan seperti demensia pada lansia. Karena itu, tujuan pengabdian masyarakat ini untuk mengadakan edukasi dan promosi kesehatan lansia menggunakan permainan Teka Teki Silang sebagai upaya pencegahan demensia serta membentuk kelompok binaan lansia bebas demensia. Metode yang digunakan dalam pengabdian ini adalah fasilitasi edukasi dan pelatihan permainan kepada 35 lansia di lingkungan RW 07. Hasil pengabdian diketahui 95% lansia pengetahuannya tentang demensia meningkat. Selain itu, 100% lansia percaya dan yakin bahwa TTS dapat meningkatkan sosialisasi, pengetahuan, dan memori. Sarannya adalah kegiatan ini perlu direplikasi di daerah lain yang belum pernah mendapatkan edukasi seputar demensia. 
Development of Interactive Digital Learning Multimedia Applications as Independent Learning Module in 2-Dimensional Game Programming Courses Yeni Nurhasanah; Khairunisa, Yuyun; Kuswoyo, Deni
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 3 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i3.29769

Abstract

Learning activities at the Creative Media State Polytechnic after the pandemic period, especially in the design department of the game technology study program, were held in blended learning. Blended learning is the right choice of learning because it needs adaptation from lecturers and students, where previously learning was held fully online, now it is held online and offline. Blended learning activities can be very effective and efficient in their implementation if the learning process is well prepared. One of the learning activities carried out is independent learning activities. Therefore, this study aims to produce a learning application that can be used as an independent learning module so that students can learn without being assisted by anyone just by using this independent learning module. The approach taken is the ADDIE development method. The ADDIE development model consists of five stages, namely analysis, design, development, implementation, and evaluation. Expert response to this learning application is a crucial thing to do. This application is evaluated by an expert with a background in graphic design, learning media, and communication. The independent learning module application was successfully developed and implemented in semester 3 of the 2-dimensional game programming course.
Game Memoria sebagai Inovasi Digital Terapi Kognitif Pencegahan Demensia bagi Lansia: Studi Pengujian Prototipe Skala Industri Khairunisa, Yuyun; Bayu Dwi Nurwicaksono; Deni Kuswoyo
Amalee: Indonesian Journal of Community Research and Engagement Vol. 6 No. 2 (2025): Amalee: Indonesian Journal of Community Research and Engagement
Publisher : LP2M INSURI Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/amalee.v6i2.8121

Abstract

The purpose of this article is to describe the results of memory game testing as a digital innovation of cognitive therapy in preventing dementia for the elderly. Dementia is a degenerative disease that attacks cognitive function in the elderly. Until now, no cure for the disease has been found; however, the risk and symptoms can be reduced through various therapies that stimulate and improve cognitive function. Smart games can be an effective tool for helping elderly individuals engage in cognitive and physical exercise. Games can stimulate the brain to prevent and slow the progression of dementia. The method used is Community-Based Participatory Research (CBPR). The stages include the formation of partnerships, the implementation of collaborative and participatory research, and the dissemination of findings. The partnership was formed with the community of True Crossword Puzzle Lovers (Petition). The design of CBPR involved the elderly in Srengseng Sawah, the curator of TTS Kompas Book Publisher, game practitioners from PT Terminal Koding, and PT Karya Jasa Digital. In its implementation, the team identified elderly health problems, designed the TTS, sought expert validation for the TTS, developed the TTS in a digital game format, tested the feasibility of the games with industry practitioners, and disseminated the games to the public. The results of the usability test, based on ISO 9241-11, indicate a positive level, with usability criterion at 70%, application ease of use criterion at 76.8%, ease of learning the application at 78%, and user satisfaction at 80.4%. Testing was also conducted on the main users of the game, specifically older people and those over 50 years old. The results of this prototype test showed that 85% of older people reported being satisfied, with a 95% level of sensitivity to memory improvement. Thus, this Memoria game can be applied as an alternative medium for dementia prevention as well as a digital innovation for cognitive therapy.