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Journal : SKANIKA: Sistem Komputer dan Teknik Informatika

PENERAPAN METODE GAME DEVELOPMENT LIFE CYCLE PADA PENGEMBANGAN APLIKASI GAME PEMBELAJARAN BUDI PEKERTI Wahyu, Sawali
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 5 No 1 (2022): Jurnal SKANIKA Januari 2022
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (775.536 KB) | DOI: 10.36080/skanika.v5i1.2904

Abstract

Kemajuan Teknologi Informasi Merupakan sebuah kenyataan pada perkembangan peradaban dimasyarakat yang memberikan banyak manfaat dalam mengakses informasi dalam berbagai bidang. Kondisi tersebut, turut menjadi pemicu bagi upaya-upaya perubahan dalam sistem pembelajaran atau pendidikan. Model pembelajaran saat ini cenderung harus mengikuti pola Pendidikan yang semakin hari semakin tidak menarik dan membosankan. Pembelajaran ilmu Budi pekerti yang diterapkan di sekolah dasar xyz cenderung hanya memahami konteks pada buku pembelajaran dan tidak diberikan contoh dalam kehidupan nyata. Berdasarkan permasalahan di atas akan dilakukan pembangunan aplikasi mobile game edukasi yang interaktif untuk mempelajari ilmu budi pekerti menggunakan teknologi aplikasi mobile, yang akan menerapkan 3 karakteristik pembelajaran yaitu pembelajaran yang dilakukan dalam lingkup alamiah, pembelajaran yang dilakukan dengan memberikan pengalaman bermakna kepada siswa dan pembelajaran yang dilaksanakan dalam situasi menyenangkan. Adapun metodologi sistem yang akan digunakan yaitu dengan pendekatan Game Development Life Cycle (GDLC), metode ini akan diterapkan sebagai acuan dalam membangun aplikasi game edukasi sesuai dengan tahapan dan Langkah Langkah dalam membangun aplikasi tersebut. Hasil penelitian ini yaitu aplikasi game edukasi untuk siswa/siswi sekolah dasar yang bermanfaat untuk mengenal nilai nilai budi pekerti dalam kehidupan sehari hari.
PENGEMBANGAN GAME EDUKASI PENDIDIKAN AGAMA BUDDHA BERBASIS PROGRESSIVE WEB APPS DENGAN MODEL GAMIFIKASI DAN GDLC Wahyu, Sawali; Gotama, Jeskel Fornardi
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 7 No 1 (2024): Jurnal SKANIKA Januari 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v7i1.3145

Abstract

The use of technology to support people's daily activities has become something normal and usual, positive things that can be accepted and utilized by the community, but negative things must be overcome by applying basic education from an early age, namely to children. Religion is part of the spiritual education implemented in schools, in this case Buddhist Religious Education. The problems and application of these solutions can be presented in the form of non-formal education, namely through Buddhist Sunday School with the implementation of interactive and interesting learning that applies information technology in the form of web-based educational games. The research methodology used is the Game Development Lifecycle (GDLC) which contains a guide to the stages for building a game. The gamification model is used as a learning method by utilizing elements in the game to motivate children to achieve a target achievement. To maximize the performance of the game, Progressive Web Apps is applied to make the application performance better. This research produces a web-based game application that will help Sunday school children access Buddhist Education learning materials by motivating learners. The game was tested using the System Usability Scale method which resulted in a test score of 86 including an A or Excellent rating. As well as the results of UAT (User Acceptance Testing) testing at the beta stage with the results shown with the lowest score being 3 (Agree) and the highest score being 4 (Strongly Agree), thus there is no difficulty in using the educational game because it has clear features and is easy to use.
PENERAPAN MODEL GAMIFIKASI PADA APLIKASI GAME PENDIDIKAN PANCASILA BERBASIS MULTIMEDIA ANIMASI 2D Putri, Risanty Amelia; Wahyu, Sawali
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 8 No 1 (2025): Jurnal SKANIKA Januari 2025
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v8i1.3319

Abstract

Improving the quality of human resources depends on education. However, the low quality of education in Indonesia is often caused by factors such as lack of facilities and infrastructure, high education costs, and unequal educational opportunities. At MI Al-Ihsan, the low learning outcomes of students in Pancasila Education are largely due to the large amount of material and theory that requires students to memorize a lot, then the lack of creativity and innovation in the teaching methods applied by teachers, which tend to be monotonous and uninteresting for students because the facilities and infrastructure are still inadequate. To overcome this problem, technology can be utilized through the application of gamification in learning media. This game is designed to attract students' interest by matching images with time limits, lives, scores, and leaderboards as well as learning materials that are in accordance with the curriculum. The methodology used in developing this application is the Multimedia Development Life Cycle (MDLC) and the application of gamification. The test results using the SUS (System Usability Scale) method obtained a score of 84.7, which means getting an A or Excellent grade. The results of the study showed that learning using game media such as gamification can make learning more interesting and effective. Students become more motivated and interested in studying Pancasila education materials which ultimately improves their learning outcomes.