Claim Missing Document
Check
Articles

Found 23 Documents
Search

Designing An Educational Game To Recognize Human Body Organs And The Functions For V-Grade Children Of Sdn 18 In South Bengkulu Using Construct 2 Rahma Safitrah; Siswanto Siswanto; Rizka Tri Alinse
Jurnal Media Computer Science Vol 2 No 2 (2023): Juli
Publisher : Fakultas Ilmu Komputer Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v2i2.4435

Abstract

Education is a very important thing for the progress of a nation. Success in the field of education will give birth to superior and competitive human resources. The learning process is an effort that can improve the quality of human resources that we can get at school. But there are still many schools today which in their learning process are still conventional or still use books. The learning process like this has many drawbacks, one of which is that students will get bored easily and find it difficult to understand the material. In the current era of advanced technology, there are many technologies that can be used as media in the learning process to replace the role of books, one of which is games. By using educational games as learning media for the introduction of human organs, the learning process will be more interesting and interactive. This research uses the Multimedia Development Life Cycle (MDLC) method in the process of making this game. With games as a learning medium, students will not get bored easily because they can learn while playing. Based on the results of the questionnaire from 16 respondents, the feasibility level of the game was 76.56% or in the acceptable category. Based on the tests conducted, it can be concluded that this educational game can help students at SDN 18 of South Bengkulu learn about human organs in a more enjoyable way.
Membagun Usaha Secara Digital / Online Achmat Fikri Sallaby; Indra Kanedi; Siswanto Siswanto; Setiaji Ayu Handayani; Endah Puspaningrum
Jurnal Dehasen Untuk Negeri Vol 3 No 1 (2024): Januari
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdun.v3i1.5050

Abstract

Based on reviews of the implementation of Community Service activities held in Hamlet II, Harapan Village, Pondok Kelapa District, Central Bengkulu Regency, residents are enthusiastic about understanding more about building digital/online businesses. Very big impact. So it is hoped that in the future these residents will be willing to implement and interact with each other to build digital businesses such as using e-business and e-commerce applications in Harpan Village, Pondok Coconut District, Central Bengkulu Regency, and be able to compete with the ability to guarantee that e-business meets the three key characteristics required. in any business transaction, validation, integrity and privacy encourage the adoption of digital technology which reduces cost efficiency and competition. This can be seen from the many questions asked by residents during the activity.
Sosialisasi Sistem Pemantauan Tempat Sampah Pintar Secara Real-Time Berbasis IoT di SMAN 1 Kepahiang Yoli Andi Rozzi; Siswanto Siswanto; Jhoanne Fredericka; Nofi Qurniati; Hendi Raden Wijaya
Jurnal Dehasen Untuk Negeri Vol 3 No 1 (2024): Januari
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdun.v3i1.5518

Abstract

Community service activities in the form of socialization and practice regarding IoT-based Real-Time Smart Trash Monitoring System simulations have the aim of providing knowledge and information to students at SMAN 1 Kepahiang Regency so that they gain knowledge about current technological advances. The subjects of this service activity were students at SMAN 1 Kepahiang Regency. The socialization process is carried out by providing information and direct practice in assembling IoT-based Real-Time Smart Trash Monitoring simulation components. Where the IoT-based Real-Time Smart Trash Monitoring System simulation is an example of the implementation of artificial intelligence. In practice, the system will use a microcontroller for data processing. Then the result of this community service activity is that students at SMAN 1 Kepahiang Regency will gain knowledge about current technological advances. Apart from that, students at SMAN 1 Kepahiang Regency are also expected to be able to develop more creative and innovative ideas related to technological developments. that exists. The conclusion obtained from carrying out community service activities, especially students at SMAN 1 Kepahiang Regency, is in the form of gaining knowledge and information regarding the Real-Time IoT Based Smart Trash Monitoring System.