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Journal : CogITo Smart Journal

Implementasi Game Design Document Pada Perancangan Game Based Learning Dani Arifudin; Suliswaningsih Suliswaningsih; Dian Pramesti; Linda Heryanti
CogITo Smart Journal Vol. 8 No. 2 (2022): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v8i2.431.385-397

Abstract

Several studies regarding the selection of game-themed learning models concluded that they can eliminate boredom in the learning process, so that students are enthusiastic and play an active role in following the lessons, this game-themed learning is called Game Based Learning. That is a learning method that has the concept of combining educational content or learning principles with games that aim to attract students to learn. In designing game-based learning, of course, it must be well structured and conceptualized, and meet the standards for applying game concepts to learning. A method that can record and document every detail of gameplay design and game based learning design is the Game Design Document (GDD). This study aims to implement GDD in game based learning design, using the Multimedia Development Life Cycle (MDLC) method. It is hoped that this research can produce conclusions regarding game-based learning design standards documented in GDD.
Model Rencana Pembelajaran Semester (RPS) Menggunakan Konsep Kurikulum Mandiri Pada Mobile Learning Anugerah Bagus Wijaya; Irfan Santiko; Suliswaningsih Suliswaningsih; Aulia Hamdi; Luky Rafi Anuggilarso; Salsa Billa Zulmi Zettira
CogITo Smart Journal Vol. 9 No. 1 (2023): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v9i1.446.145-155

Abstract

The curriculum is a guide for all students and students in carrying out the learning process in schools and tertiary institutions. The discussion in this article discusses the curriculum at the tertiary level. The sub-discussion that will be studied is about the Rwncana Pembelajaran Semester (RPS). A tertiary institution certainly has guidelines in curriculum development. This curriculum will be reduced to a standard that influences the teaching and learning process. The problem that occurs is that it is often found that learning plans do not always go according to the guidelines they have. This causes the teaching and learning process to be not in line with the goals to be achieved at the end of the lesson. In this article, we will review how to conceptualize a learning plan with the currently popular model, namely mobile learning or abbreviated as m-learning. In m-learning there is a pattern that is considered in accordance with the 5.0 era of society approach, namely running independently. This solution was provided based on the survey method given to a number of respondents who considered that learning would be more effective if there was an independent curriculum that was easily developed and adapted to current learning conditions.