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Dinosaurs in 2D Animation: An Innovative Learning Strategy to Improve Natural History Comprehension Skills in Indonesia Pratama, Jimmy; Adnas, Diny Anggriani; Pratama, Carlos Pingsen
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 2 (December 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i2.76339

Abstract

This research aims to develop 2D animation-based learning media about dinosaurs to enrich students' understanding of natural history. The development method used is MDLC (Multimedia Development Life Cycle) which includes six stages, namely concept, design, material collection, creation, testing, and distribution. The testing process involved alpha and beta tests to assess the quality of the animation in terms of visual and audio, as well as the accuracy of the information. The response from the audience was overall positive, with 85% stating that the animation made it easier to understand the material and added to their knowledge about dinosaurs. In addition, 90% of respondents rated the information conveyed in this animated video as accurate and reliable. The results show that 2D animation is not only able to attract attention, but also be an effective medium in conveying complex learning materials in a simple manner. Recommendations for further research are to add interactive elements and explore the use of 3D animation or augmented reality (AR) technology for a more immersive learning experience.
THE IMPACT OF USER EXPERIENCE AND CUSTOMER SATISFACTION ON CUSTOMER LOYALTY IN BCA MOBILE BANKING Velika, Yoshi; Adnas, Diny Anggriani
ZONAsi: Jurnal Sistem Informasi Vol. 7 No. 2 (2025): Publikasi artikel ZONAsi: Jurnal Sistem Informasi Periode Mei 2025
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/mrhhdz04

Abstract

This research examines the relationship between user experience and its effect on customer satisfaction and loyalty in the context of BCA Mobile. The examination outlines the direct and indirect impacts of user experience on customer loyalty, with customer satisfaction serving as a crucial mediating factor. A quantitative research approach was utilized, collecting data from 161 qualified participants through a standardized questionnaire that used a 4-point Likert scale. The results demonstrate that user experience had a considerable impact on customer satisfaction and customer loyalty. Additionally, it was determined that customer satisfaction has a direct positive effect on loyalty and also plays a crucial mediating role between user experience and loyalty. These results emphasize the essential importance of improving customer satisfaction to boost customer loyalty. The findings indicate that enhancing user experience is a strategic method to boost customer engagement and retention amid the competitive environment of mobile banking services.
Design and Development of the 2D Android-Based Game 'Let’s Sort It' Using the Game Development Life Cycle Adnas, Diny Anggriani; Melisa, Melisa
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 5 No. 1 (2025): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/conescintech.v5i1.10514

Abstract

This research aims to design and develop a 2D Android-based educational quiz game titled “Let’s Sort It”, using the Game Development Life Cycle (GDLC) method. The purpose of the game is to help teenagers recognize and classify different types of waste, including organic, inorganic, and hazardous (B3) waste, in an engaging and interactive way. The research uses a qualitative experimental approach with a Research and Development (R&D) method, incorporating stages such as initiation, pre-production, production, testing, and release. Data were collected through questionnaires using a Likert scale distributed to teenage users after gameplay. The results show that the majority of users responded positively to the game's interface design, gameplay experience, and educational content. Users found the game enjoyable and informative, contributing to a better understanding of proper waste classification. In conclusion, “Let’s Sort It” is a feasible and effective educational tool that combines entertainment with environmental awareness, and it holds potential for further development and integration into environmental education programs.
CRAFTING AN INTERACTIVE VIDEO GAME COURT SYSTEM FOR MORAL DEVELOPMENT AND LEGAL INSIGHT Wibowo, Tony; Adnas, Diny Anggriani; Mulyanto, Mulyanto; Marvel, Alberta Adeline
ZONAsi: Jurnal Sistem Informasi Vol. 7 No. 1 (2025): Publikasi artikel ZONAsi: Jurnal Sistem Informasi Periode Januari 2025
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/zn.v7i1.24145

Abstract

This paper explores the use of the Game Development Life Cycle (GDLC) in creating a hybrid game that integrates visual novel storytelling with match-three puzzle mechanics. The visual novel emphasizes player decision-making and narrative immersion, while the puzzle element adds strategic challenges that propel the story. GDLC's structured phases facilitated efficient teamwork, resource management, and iterative testing throughout development. The findings highlight GDLC's effectiveness in merging diverse game genres, creating an engaging experience for varied audiences. Given the declining popularity of standalone puzzle games, this approach demonstrates how puzzle mechanics can enhance broader gameplay structures, enriching narrative flow and player engagement. The study also examines the challenges of combining visual novels and puzzles, alongside cultural considerations for addressing societal issues in Indonesia. This research underscores GDLC's potential for cross-genre innovation and invites future exploration into player-driven narratives and dynamic content in game design.
Digitalisasi Melukis Menggunakan Aplikasi Sketchbook Pada Siswa IX SMPN 25 Cenrana Akmal, Muhammad Syafruddin; S, Nurul Fadhillah; Surianto, Dewi Fatmarani; Adnas, Diny Anggriani
Jurnal Kemitraan Responsif untuk Aksi Inovatif dan Pengabdian Masyarakat Volume 1 Issue No. 2: January 2024
Publisher : Lontara Digitech Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/kreativa.v1i2.20243

Abstract

Seni lukis telah menjadi bagian integral dalam kurikulum. Pada banyak sekolah, termasuk SMPN 25 Cenrana di Kabupaten Maros, Sulawesi Selatan, metode pengajaran seni lukis ini masih mengadopsi pendekatan konvensional. Observasi yang dilakukan oleh guru mata pelajaran seni budaya SMPN 25 Cenrana memberikan gambaran bagaimana metode pengajaran tersebut cenderung monoton dan belum sepenuhnya memanfaatkan potensi literasi digital guna mendukung pembelajaran. Pelatihan ini hadir untuk memperkenalkan aplikasi Sketchbook yang bisa diakses oleh siswa kelas IX untuk mulai melukis secara digital menggunakan media. Rangkaian kegiatan dilaksanakan dalam bentuk luring dan daring pada 1 Agustus 2023 hingga 5 September. Tahapannya mulai dari pembukaan dan pre-test kepada siswa, penyajian materi, praktik menggunakan Sketchbook, konsultasi karya, hingga pelaksanaan post-test. Penggabungan pertemuan luring dan daring dalam kegiatan ini dilakukan guna memaksimalkan kesempatan belajar siswa. Alhasil, terlihat peningkatan persentase pengetahuan sebanyak 35% dari pre-test ke post-test yang diberikan kepada siswa. Kegiatan ini menyediakan ruang ekspresi kreatif kepada siswa dalam meningkatkan literasi digital mereka sekaligus beradaptasi dengan perkembangan teknologi. Sebagaimana diketahui, literasi digital tidak hanya berhenti pada penggunaan teknologi, tetapi juga bagaimana teknologi bisa dimanfaatkan oleh manusia.