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Pengembangan Media Digital Interaktif Berbasis Animasi Sebagai Sumber Belajar Alat-Alat Transportasi Untuk Sekolah Dasar Irgi Frianda; Josua Ronaldi; Nishi Tessalonika; Risma Lailan; Salman Alfarisi; Siti Aisyah
Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Vol 2, No 4 (2021): Edisi Oktober
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/kesatria.v2i4.84

Abstract

The development of important means of transportation is taught from an early age, because at that age they have a very high curiosity, so that the delivery of information to elementary school children must be packaged in an attractive and easy to understand manner. Along with the development of technology, animation can be used as a medium of learning which is expected to improve the quality and learning interest of elementary school children. The purposes of this study are to 1) determine the effectiveness of developing animation-based interactive digital media for elementary school children 2) Knowing elementary school children's learning interest in learning animation 3) Testing the feasibility of animation-based interactive digital learning media. The development of this animation-based interactive digital media includes several stages, including the concept, data collection, design and testing of the learning animation.
Efektivitas E-Learning dalam Pembelajaran pada Pelajar Siswa SMA Negeri 13 Medan Dedi Alfandi; A. Lailan Fadillah; E. Marnita Gulo; T. Rozan Fauzan; Siti Aisyah
Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Vol 2, No 4 (2021): Edisi Oktober
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/kesatria.v2i4.85

Abstract

This study aims to obtain information about the effectiveness of e-learning as a learning medium, especially for students of SMA Negeri 13 Medan. The methodology used is quantitative with interview data collection techniques and questionnaires conducted online. Based on the research findings, it shows that students respond well to the knowledge they know about e-learning. Although students respond well, there are obstacles that can hinder the effectiveness of e-learning as a learning medium, such as internet facilities for students who depend on internet and network packages to access e-learning itself. e-learning in learning becomes more effective.
Perancangan Mobile Game Edukasi Pengenalan Buah-Buahan untuk Sekolah Dasar Michael David; Eunike Insani; Daniel Tumangger; Siti Aisyah
Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Vol 2, No 4 (2021): Edisi Oktober
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/kesatria.v2i4.81

Abstract

The purpose of this research is to look into the design of an educational mobile game for the introduction of fruits in elementary schools. This fruit recognition educational mobile game is a modern learning application that uses Android technology to make learning more convenient anywhere and at any time. Learning activities are more effective when there are media that can attract the senses and attract interest, as there are image objects, attractive displays, and pronunciation of the letters of the alphabet in this educational mobile game. This game application also includes exercises to help you improve your learning spirit. This application employs a qualitative methodology. The goal of this study is to assist elementary school students who are having difficulty learning.