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Journal : DeKaVe

PERANCANGAN GAME "YUK, SUKSES UN!" SEBAGAI MEDIA PEMBELAJARAN PARA SISWA DALAM PERANGKAT SMARTPHONE Godham Eko Saputro
DeKaVe Vol 3, No 5 (2013): DeKaVe Vol. 03 No. 05 2013 Januari - Juni 2013
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (11593.109 KB) | DOI: 10.24821/dkv.v3i5.876

Abstract

Games are entertainment media with the highest growth among other smartphone features suchas music, Tv, and movies. Besides having a huge potential in the field of economic and entertainment, thegame also has the potentia/field of instructional media. The students assume the National Examinationas a fear factor can utilize the smartphone as a learning medium, especially students who come from ruralareas who have difficulty in accessing the textbook exercises.By utilizing the game functions as a medium of learning the game design " Yuk, UNSuccess! " In the android operating system which includes a question bank content package, asummary of the material, the lattice, and the discussion of the UN is expected to increase the graduationrate of students nationallyKeywords: Game, Medium of/earning, Android.
Adaptasi Design Thinking dalam Revitalisasi Museum Ronggowarsito berbasis Interaktif dengan Pendekatan SMCR Toto Haryadi; Godham Eko Saputro
DeKaVe Vol 15, No 1 (2022): DeKaVe Vol. 15 No. 1 2022
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v15i1.6091

Abstract

Ronggowarsito is one of the iconic museums in Semarang. Like other museums, the classic problem of this museum is lack of visitors. Some factors that cause it such as bad management, the promotion and branding of museum which is  poor of innovation, and also absence of collaboration with other parties such as academician, practician, and artist in creating interesting events. These various problems encourage the needs of museum revitalization creatively and innovatively and also up to date with technology and lifestyle nowaday. This research uses qualitative approach. Data are gained through observation, interview, documentation, and literature study methods. These data are used to design interactive-based museum revitalization product through design thinking and SMCR commnication to breakdown product contents. This research has a result an desktop-based interactive application called “KiosK Museum Ranggawarsita”. This product can present information in form of text, audio, and video interactively. This product can be developed further to success a program of museum management namely “Museum goes to school”, so that it will be a tool on museum introducing through academic visitations, seminars, and exhibition around city in Central Java.