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Journal : Jurnal Ilmu Komputer dan Sistem Informasi (JIKOMSI)

Game Edukasi Pembelajaran IPA Siswa Kelas 6 SD Berbasis Android "Science Stump" Prasetyo, Bagus; Sugiyanto, Sigit
Jurnal Ilmu Komputer dan Sistem Informasi (JIKOMSI) Vol. 6 No. 3 (2023): Jurnal Ilmu Komputer dan Sistem Informasi (JIKOMSI)
Publisher : Utility Project Solution

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Abstract

As technology develops, we often find children who prefer playing with cell phones rather than holding books. This certainly affects their learning motivation. Children in grade 6 of elementary school tend to have low literacy levels, and they prefer exploring exciting and fun activities rather than reading books. To overcome this problem, the author designed an educational game called Science Stump, combining technology and education. This educational game was created using the Game Design Life Cycle (GDLC) method through the initiation, pre-production, production, testing and release stages. Science Stump was designed using Construct 3 with the help of Canva in creating the layout. After going through black box testing and interviews with 20 students as a sample, the final results of this research were successful and successfully launched. Keywords: teaching media, educational game, Science, puzzle, Construct 3
Belajar Sejarah Indonesia: Aplikasi Media Pembelajaran Sejarah untuk Siswa Kelas X SMK Dimas Eko Pujianto, Dimas Eko Pujianto; Sugiyanto, Sigit
Jurnal Ilmu Komputer dan Sistem Informasi (JIKOMSI) Vol. 6 No. 3 (2023): Jurnal Ilmu Komputer dan Sistem Informasi (JIKOMSI)
Publisher : Utility Project Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Around 58% of smartphone users are teenagers aged 14-17 or middle school to high school or vocational school students. With a fairly large presentation, the motive for owning this cellphone is of concern because its use is often in a negative direction that has nothing to do with learning activities. With this problem, the author took the initiative to create Android-based learning media which was created using Canva and Construct 3 to attract the interest of vocational school students, especially in studying History. This learning media creation model uses the ADDIE model with the help of media experts and material experts to assess learning media called Learning Indonesian History (BSI). After being implemented in class for vocational high school students in grade tenth, they agree that Learning Indonesian History (BSI) succeeded in attracting students’ interest in learning History by presenting materials’ review and relevant exercises.