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Evaluation Scorring Game Application Construct Based Learning Arabic Letter with Analytical Heuristic Processing Ariadi Retno Hayati
CESS (Journal of Computer Engineering, System and Science) Vol 8, No 2 (2023): July 2023
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/cess.v8i2.45284

Abstract

Pada penelitian ini mengimplementasikan evaluasi penilaian dengan berbasis metode Analytical Heuristic Process (AHP) yang diimplementasikan untuk menilai aplikasi belajar huruf Arab Hijaiyah yang bertujuan menilai lebih sesuai dengan permainan yang terselesaikan. Terdapat beberapa level permainan dan setiap level memiliki desain permainan yang berbeda, dimana pada level 1 adalah kuis soal, level 2 adalah drag and drop, level 3 adalah mencari kata dimana karakter fani akan bergerak atas bawah kanan kiri dengan animasi, level 4 adalah mengumpulkan poin dengan karakter fani meloncat objek dan bergerak kanan kiri atas bawah. Hasil penilaian scor permainan user dihasilkan dengan akumulasi nilai pada semua level permainan dengan metode AHP dengan variabel level, variabel nilai, dan variabel waktu sebagai dasar penghitungan weight dari metode AHP.In this research implementation evaluation use Analytical Heuristic Process (AHP) for analysis application game education for learning Arabic Letter Hijaiyah the purpose is evaluated user score actually as level user finished. Application there is few level in this application game and every level has game desain which different. Level 1 user should solve game with quizioner game, level 2 user should drag and drop the game, level 3 user should find word where fani character can move to up,bottom, right and left whith animation, level 4 user should collect poin value with fani character can jump object and move to right,left, uo and bottom. Evaluation scor for user result from accumulation value from all level game use AHP method with level variabel, score variabel and time variable as basic weight from AHP method.
IMPLEMENTASI APLIKASI BANTUAN SEBAGAI PEMAHAMAN PENGGUNA PADA WEB UKM SUYTEESTORE: IMPLEMENTATION BUILD APPLICATION USER GUIDE HELP FOR UNDERSTANDING USERS OF WEB UKM SUYTEESTORE Ariadi Retno Hayati; Habibie Ed; Wilda Imama Sabilla; Vit Zuraida; Candra Bella
Jurnal Pengabdian Masyarakat Multidisiplin Vol 8 No 1 (2024): Oktober
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/jpm.v8i1.5215

Abstract

This activity research implementation application with tools help for users implementation based web for UKM SuyteeStore in Malang. This application have content for understanding by user how to operate the application web for catalogue and order system where each content has explanation for each content as detailed in web based. Design in this application has simply design and easy understanding for users with HTML and PHP programming. The contents of help application in this application are information how to access web for the use of find products and detailed product as catalogue product, the use how to order in system, the use of how process after order in system, the information of UKM SuyteeStore and location and contact and the information in this application can help users to operate the web that building for catalogue and order system in application web based. This application is build as tool for user that link to web UKM SuyteeStore and help users to understand the contents in application web UKM SuyteeStore with different menus and content in this tools application as sub of the web in UKM SuyteeStore. This application is designed with the concept of theory for build application for users as help user guide that in the concept of build application user guide must be have fews contents that different with the application and the contents must be explanation the application contents as detail.