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Summative Test pada Aplikasi Permainan Edukasi “Jumping Jack” Rosa Delima; Nevi Kurnia Arianti; Bramasti Pramudyawardani
Seminar Nasional Aplikasi Teknologi Informasi (SNATI) 2015
Publisher : Jurusan Teknik Informatika, Fakultas Teknologi Industri, Universitas Islam Indonesia

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Abstract

Abstrak - Paper ini membahas mengenai summative test yangdilakukan terhadap aplikasi permainan edukasi Jumping Jack.Aplikasi permainan yang dibangun ditujukan bagi anakprasekolah berusia 4 sampai 6 tahun. Uji summatif merupakanuji usabilitas yang dilakukan pada pertengahan sikluspengembangan aplikasi. Evaluasi ini bertujuan untukmengetahui tingkat usabilitas dari aplikasi. Proses uji summatifdilakukan sebanyak dua kali dengan jumlah responden 10 anakyang berusia 4 sampai 6 tahun. Secara keseluruhan hasil ujiusabilitas sistem adalah baik dengan karakteristik kemampuanpembelajaran anak yang cukup baik, throughput sistem yangsesuai dengan kemampuan konsentrasi pada anak, materi sudahsesuai dengan kemampuan anak, dan tingkat kepuasan anakterhadap aplikasi yang baik.Kata Kunci — Aplikasi Permainan Anak, Permainan Edukasi,Usability Test, Summative Test, Child Centered Design
Determinants of Helping Behaviour among Community-Based Disaster Volunteers in Yogyakarta Arianti, Nevi Kurnia; Koentjoro, Koentjoro; Muhammad, Baiquni
International Journal of Disaster Management Vol 7, No 3 (2024)
Publisher : TDMRC, Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/ijdm.v7i3.34871

Abstract

Since community-based disaster volunteers are the backbone of effective disaster preparedness programs, their helpful behavior is crucial in disaster-prone areas. The delivery of psychosocial support will be streamlined if volunteers' helpful conduct is understood. The purpose of this study is to determine the acceptability of the suggested volunteer helpful behavior model. Altruism and egoism-helping behavior are the study's endogenous variables. Social and personal norms, the degree of dependence, and the length of time spent volunteering are the exogenous variables. To address the research questions, a survey-based quantitative study was carried out. 292 community-based volunteers in the Yogyakarta Special Region Province, ages 20 to 61, participated in the survey. Covariance-based structural equation modeling (CB-SEM) was employed for data analysis. Maximum Likelihood Robust (MLR) is the estimate that is employed to overcome anomalous data. The model fits the data, according to the model accuracy index. The analysis's findings indicate that altruism helping behavior is influenced by personal norms and dependency level, and egoism helping behavior is influenced by social norms and dependency level. Implications of the study results: Building volunteer capacity must focus on enhancing society values, personal values, and circumstances enabling help such as standardized physical equipment, knowledge, and abilities.
Identifikasi Kebutuhan Pengguna Untuk Aplikasi Permainan Edukasi Bagi Anak Usia 4 sampai 6 Tahun Rosa Delima; Nevi Kurnia Arianti; Brasmati Pramudyawardani
Jurnal Teknik Informatika dan Sistem Informasi Vol 1 No 1 (2015): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v1i1.569

Abstract

User requirement identification is the most important initial phase in developing an eductional game application. At this stage will be formulated characteristics, abilities, and users interest to an application. Targeted users for the game application that will be developed are preschool chidren range from 4 to 6 years. User requirement identification process involves 52 respondents that consists of parents,teachers, and children. Interview, observation, and questionaire are used as a method for data collection. This research produce the characteristics definition of an educational application and basic capabilities for children from 4 to 6 years.Keywords: Educational Game for Children, User Requirement Identification, Children and Computer Game.