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GAME EDUKASI PEMBELAJARAN SENI TARI BAGI SISWA SMP KELAS 1 BERBASIS ANDROID Ardiansyah, Rayhan Fakih; Sugiyanto, Sigit
AKSELERASI: Jurnal Ilmiah Nasional Vol 5 No 3 (2023): AKSELERASI: JURNAL ILMIAH NASIONAL
Publisher : GoAcademica Research dan Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54783/jin.v5i3.868

Abstract

Asosiasi Penyelenggara Jasa Internet Indonesia menyebutkan bahwa berdasarkan survei yang dilakukan pada tahun 2017, sebanyak 54,14% masyarakat Indonesia menggunakan internet untuk keperluan hiburan yang berupa game online. Semakin marak dan mudah dijangkau suatu game online membawa kekhawatiran pada orang tua bahkan pendidik. Hal ini dikarenakan anak-anak cenderung lebih tertarik untuk bermain game online daripada harus belajar dan membuka buku. Namun, kehadiran game tidak selalu diasosiasikan dengan dampak buruk atau negatif. Dengan bantuan teknologi, pendidik dapat mengombinasikan keseruan pada game dengan informatif pelajaran yang kemudian dikenal dengan game edukasi atau game pembelajaran. Melalui penelitian ini, dibuatlah sebuah game edukasi Seni Tari dengan bantuan Construct 2 dan Corel Draw. Penelitian ini menggunakan metode Penelitian dan Pengembangan (Research and Development) dengan model ADDIE. Dari hasil implementasi game edukasi Seni Tari, diperoleh hasil yang dikumpulkan melalui kuesioner bahwa 79.8% siswa setuju dengan penggunaan media belajar Game Edukasi Seni Tari, dan sebanyak 89.5% ahli media sangat setuju jika game edukasi ini dapat menjadi alternatif belajar yang menarik dan menyenangkan.
GAME EDUKASI PEMBELAJARAN PENJASORKES BAGI SISWA SMK KELAS 10 BERBASIS ANDROID Sugiyanto, Sigit; Nugroho, Bagus Aji
AKSELERASI: Jurnal Ilmiah Nasional Vol 6 No 2 (2024): AKSELERASI: JURNAL ILMIAH NASIONAL
Publisher : GoAcademica Research dan Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54783/jin.v6i2.932

Abstract

Beragamnya mata pelajaran yang harus dikuasai oleh siswa, terutama siswa sekolah menegah kejuruan (SMK), menjadikan siswa cenderung mengelompok-kelompokan suatu pelajaran berdasarkan penting atau tidaknya pelajaran itu. Seperti contohnya adalah Matematika yang selalu dianggap sebagai mata pelajaran paling menyulitkan dan penting. Sementara itu, Penjasorkes (Pendidikan Jasmani, Olahraga, dan Kesehatan) kerap dikesampingkan, apalagi jika menyangkut teori. Terlebih dengan berkembang dan maraknya penggunaan smartphone yang menyebabkan siswa cenderung kecanduan untuk bermain. Beranjak dari masalah itu, penelitian ini bertujuan untuk membuat game edukasi untuk membantu siswa belajar sekaligus bermain menggunakan materi pelajaran Penjasorkes. Permainan edukasi ini ditujukan untuk siswa kelas X SMK dengan menggunakan web aplikasi Construct 2 dan berbasis Android. Matode yang digunakan pada penelitian ini adalah GDLC (Game Development Life Cycle) dengan menggunakan pengujian blackbox dan pengujian beta. Hasil pengujian tersebut menyatakan bahwa Game Edukasi Penjasorkes layak dan siap untuk digunakan pada kegiatan pembelajaran dengan hasil prosentase keberhasilan sebesar 87.6%.
Aplikasi Media Pembelajaran Sinau Basa Berbasis Android pada Mata Pelajaran Bahasa Jawa Kelas V Dodi Ghani Setiawan; Sigit Sugiyanto; Tito Pinandita; Hindayati Mustafidah
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 1 (2025): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i1.677

Abstract

The alpha generation is the generation born in 2010 to 2025. The birth and growth of the alpha generation is surrounded by technology which results in dependence on smartphones. The development of technology also has its urgency in the field of education. The independent curriculum emphasizes teachers to be able to integrate technology with learning media in the process of teaching and learning activities. However, the problems that occur in schools, there are still teachers who have not utilized technology in the learning process, especially in Javanese language subjects. Teachers still use conventional methods and rely on textbooks which results in the lack of enthusiasm of students during the learning process. Therefore, an android-based learning media application was developed with the aim of becoming a creative and innovative teacher's teaching media in delivering subject matter, supporting the independent learning process of fifth grade students of SD Negeri 2 Rajawana, and as a means of discussion between teachers and students. The system developer method used in developing this application is the Multimedia De-velopment Life Cycle (MDLC) which consists of 6 stages (Concept, Design, Material Collection, Manufacture, Testing, and Distribution). Based on black box testing, the Sinau Basa Learning Media Application can run smoothly according to its function on an Android Smartphone. Then, the N-Gain test results show a score of 64%. When referring to the value of g->56-75, it is included in the moderately effective category.
Analisis Pengalaman Pengguna Aplikasi ShopeePay: Implementasi Metode UEQ untuk Optimalisasi Layanan Chika Prasida Nabil Yahya; Sigit Sugiyanto
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 2 (2025): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i2.678

Abstract

ShopeePay is one of the e-wallet applications that is widely used in Indonesia thanks to its various benefits, convenience, and security in digital transactions. However, the quality of user experi-ence still requires in-depth analysis so that this application can meet the evolving needs of users. This study uses the User Experience Questionnaire (UEQ) method to assess six main dimensions, namely attractiveness, clarity, efficiency, accuracy, stimulation, and novelty. The analysis showed that attractiveness (1.15), clarity (1.27), and efficiency (1.14) were above average when compared to global standards. However, accuracy (0.98), stimulation (0.75), and novelty (0.67) were below average, highlighting the need for improvement in the aspects of innovation and emotional en-gagement of users. By understanding the strengths and weaknesses in each of these dimensions, this study provides recommendations for improvements to enhance the quality of the app. Up-dates in the dimensions of fidelity, stimulation, and sustainability are expected to increase user satisfaction while strengthening their loyalty to the app. These findings are not only useful for Shopee Pay developers but can also serve as a reference for the development of other e-wallet apps to remain competitive in the digital market. Overall, user experience optimization is an important element in maintaining app competitiveness and meeting user expectations in this era.
Implementasi Augmented Reality Sebagai Media Pembelajaran Untuk Pengenalan Buah-Buahan Rahman Nur Syam; Sigit Sugiyanto; Tito Pinandita; Feri Wibowo
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 3 (2025): August
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i3.805

Abstract

Innovative and interactive teaching strategies have emerged as a result of the development of communication and information technology. One of the most promising and rapidly expanding educational technologies is augmented reality. By displaying virtual things in three dimensions in a real-world setting in real time, Augmented Reality can make studying more engaging and joyful for students Augmented reality can display virtual objects in three dimensions in real time, creating a more engaging and enjoyable learning experience for students. This research aims to develop and implement Augmented Reality-based fruit recognition learning media as an alternative to conventional, static and unengaging media for elementary school students, helping them visualize the concepts being learned. The Multimedia Development Life Cycle (MDLC), which has six stages concept, design, gathering materials, assembly, testing, and distribution the development methodology. This application is designed to display various types of fruit as 3D objects that can be scanned through markers using the camera on an android device. Each fruit is equipped with its own name and information to improve student knowledge. Testing is carried out through black box testing to evaluate system functions, and user feasibility testing using a Likert scale questionnaire given to 15 grade students. According to the results of black-box testing, there were no system or functional issues and the application operated as planned. It received an 84.86% feasibility score, placing it in the "very feasible" range. Thus, it can be said that this AR-based fruit recognition app works well to boost students' curiosity, involvement, and comprehension of the material.
Implementation of Augmented Reality (AR) as a Learning Medium for Introducing Hijaiyah Letters (A Case Study at UMP Kindergarten) Adrian, Dimas; Ridho Muktiadi; Sigit Sugiyanto; Ermadi Satriya Wijaya
Jurnal E-Komtek (Elektro-Komputer-Teknik) Vol 9 No 2 (2025)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/e-komtek.v9i2.2614

Abstract

In today's digital era, Augmented Reality (AR) technology is increasingly being utilized as a learning medium to increase children's interest in learning, including in introducing hijaiyah letters to kindergarten children. The problem that is often faced is the lack of interactive educational applications that are suitable for this age. This research aims to develop AR based educational applications using the Multimedia Development Life Cycle (MDLC) method, which includes six stages, namely concept, design, material collection, manufacture, testing, and distribution. The application was tested using the black box testing method on various Android devices. The test results show that all features such as camera access, marker scanning, 3D appearance of hijaiyah letters, interactive quizzes, instructions for use, and author information function properly. This application supports learning media that is interactive, fun, and helps children recognize hijaiyah letters better.
Pengembangan Media Pembelajaran Interaktif Berbasis Augmented Reality untuk Klasifikasi Hewan Vertebrata dan Invertebrata Menggunakan Metode GDLC Hidayahtullah, Muhammad Iqbal; Sugiyanto, Sigit; Pinandita, Tito; Hakim, Dimara Kusuma
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.849

Abstract

This study introduces an innovative Augmented Reality (AR)-based learning media for teaching ani-mal classification, specifically visualizing vertebrates and invertebrates in interactive three-dimensional form. Developed using Unity 3D and Vuforia with the Game Development Life Cy-cle (GDLC) waterfall model, the application offers an engaging learning experience through mark-er-based scanning that displays 3D animal objects, instructional materials, and evaluative quizzes. The novelty of this research lies in the integration of 3D visualization and interactive learning that enables students to explore and test their understanding in real time. Functional testing using the Black Box method confirmed that all features operated correctly, while field trials involving 20 students from SD Negeri Karanggintung 04 showed a high satisfaction rate of 88.75% (strongly agree category). Fur-thermore, post-test results demonstrated a significant improvement compared to pre-test scores, with students’ performance increasing from the 2–3 range to 4–5. With its visual and interactive approach, this AR-based learning media effectively enhances student comprehension and engagement, offering a promising and innovative solution for biology education at the elementary level.
Pengembangan Aplikasi Media Pembelajaran Matematika Berbasis Android untuk Siswa Kelas V di SD Negeri 3 Panggisari Menggunakan Metode MDLC Al Ayubi, Sholakhudin; Sugiyanto, Sigit
Jurnal Teknologi Informasi dan Multimedia Vol. 8 No. 2 (2026): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v8i2.902

Abstract

This study aims to develop Android-based mathematics learning media for 5th-grade students of SD 3 Panggisari as a solution to the low interest in learning and the limitations of conventional learning media. The development method used is the Multimedia Development Life Cycle (MDLC) which includes the stages of concept, design, material collection, assembly, testing, and distribution. The application is designed to contain mathematics materials according to the cur-riculum, equipped with visual illustrations, practice questions, and multiple-choice-based evalu-ations. Functional testing using the black box method shows that all application features run well. The implementation results show an increase in student learning interest, indicated by the results of the questionnaire testing using a Likert scale which obtained an average value of 4.39, thus in-cluded in the agree category. With these results, this Android-based mathematics learning media can be accepted in elementary school environments and is suitable for use as a learning support medium.