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PENGEMBANGAN BAHAN AJAR BERBASIS “VIRTUAL REALITY” PADA TEMA ENERGI Hidayati, Yunin; Ramansyah, Wanda
Natural Science Education Research Vol 1, No 1 (2018): Natural Science Education Research
Publisher : Program Studi Pendidikan IPA, Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (615.058 KB) | DOI: 10.21107/nser.v1i1.5103

Abstract

Mata pelajaran Ilmu Pengetahuan Alam dengan tema energi adalah mata pelajaran yang wajib diikuti oleh siswa Kelas 4 di Sekolah Dasar. Dalam mata pelajaran tema energi ini membahas tentang macam-macam energi. Dilihat dari karakter pembelajarannya maka materi dalam mata pelajaran ini banyak membahas tentang hafalan bentuk-bentuk energi. Permasalahan muncul karena belajar menggunakan papan tulis, buku dan poster dirasa kurang baik untuk proses pembelajaran siswa. Perlu media atau strategi inovatif untuk mempermudah proses pemahaman siswa. Virtual Reality (VR) akan menyelesaikan permasalahan ini dengan menyediakan materi energi yang disajikan melalui permainan. Dengan adanya Virtual Reality (VR) ini maka siswa akan lebih mudah dan cepat serta menyenangkan saat mereka menghafal tentang energi.
Pelatihan Pemanfaatan E-Commerce Bagi Peningkatan Mutu Sosial Tenaga Kerja dan Wanita di Kelurahan Rongtengah Sampang Madura Sari, Ariesta Kartika; Ramansyah, Wanda; Ningsih, Puji Rahayu; Risnasari, Medika; Arif, Muchamad; Saputro, Sigit Dwi; Effindi, Muhamad Afif
Aksiologiya: Jurnal Pengabdian Kepada Masyarakat Vol 1 No 2 (2017): Agustus
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/aks.v1i2.931

Abstract

Small and Medium Enterprises (SME) has important role in economic growth. Along with the advance development of information technology emerging new tools for promoting product which can be used by SME. Through Public Service, the Department of Informatics Education Universitas Trunojoyo Madura sees potential economic development for SME for using tools such as e-commerce and Marketplace which is could guide to the enhancement of social quality of women and women labor, especially in Madura. Through the Public Service, it could be concluded further development of the attendees to use and promote their SME’s product.
Development of an Educational RPG Genre Game for Greedy Algorithm Material in 11th Grade Informatics Students Ni'mah, Ana Tsalitsatun; Toyybah, Khafidotun; Sari, Ariesta Kartika; Fahmi, Muhammad Naufal; Arif, Muchamad; Ramansyah, Wanda
EDUTIC Vol 12, No 2: 2025
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/edutic.v12i2.31965

Abstract

This research is motivated by the difficulties of grade XI students of SMA Negeri 1 Bangkalan in understanding the greedy algorithm material in Informatics subjects. This material requires computational thinking skills because it combines theory with programming code. Learning that only relies on PowerPoint presentations before practice makes the classroom atmosphere less interesting and tends to be boring. As a solution, an RPG genre educational game was developed as a learning medium for greedy algorithm material in grade XI Informatics. The development of this game uses the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The results of the analysis showed that there was no game-based learning media for this material, so the development was carried out as a learning innovation. The game that was developed received a very feasible assessment by media experts 93% of lecturers and 96% of teachers and material experts 99% of teachers and 93% of lecturers. Trials on individual, small, and large groups showed feasibility levels of 96%, 93%, and 95%, respectively. Based on these results, it can be concluded that this educational game is very good to be used as a learning medium for greedy algorithm material at the high school level.