Reza Giga Isnanda, Reza Giga
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Cognitive Remediation Game of Selecting Tools Independently for Mentally Disordered Patients Isnanda, Reza Giga; Yosa, Muhammad Ferdy; Setiawan, Asep
Emerging Information Science and Technology Vol 5, No 1 (2024): May
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.v5i1.22335

Abstract

Cognitive impairment is one of the negative effects of schizophrenia. To treat this, cognitive remediation could serve as an option to improve the cognitive performance of the sufferers. In this line, Doctor Herdaetha developed a computer-based game module to assist psychiatrists in performing cognitive remediation treatment during the recovery period of patients. However, patients could not utilize the game module without the assistance of psychiatrists, making it ineffective and inefficient. Given these considerations, a mobile Selecting Tool game was created as an independent cognitive remediation medium for schizophrenia patients during their recovery period. The game was created using a waterfall model and involved multiple review and discussion sessions with psychiatrists. The results revealed that the game was well-functioning and could be played independently.
Innovative Learning Strategy Using H5P to Create Engaging Learning Modules for Students Kurnianti, Apriliya; Isnanda, Reza Giga; Farkhani, Jodi Nur; Qodri, Krisna Nuresa
Emerging Information Science and Technology Vol. 6 No. 1 (2025)
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.v6i1.27169

Abstract

Technology in education plays a crucial role in delivering effective learning, especially for students in Indonesian schools abroad. This study aims to develop and evaluate an interactive learning website based on WordPress and H5P, with a focus on Indonesian culture, particularly traditional dance. The website was developed locally using XAMPP and integrated with interactive videos, quizzes, and simulations. Evaluation results indicate that most students felt a greater connection to Indonesian culture, and the learning process became more engaging. This strategy has proven to enhance student engagement and strengthen national identity in multicultural environments
The Development of 3D Survival Simulation Game for Identifying Safe Food and Water in Borneo Forest Kurniawan, Yuda Fatah; Isnanda, Reza Giga; Asroni, Asroni
Emerging Information Science and Technology Vol. 1 No. 1: February 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.111

Abstract

For adventures who like to explore the forest with diverse type of flora, such as Borneo forest, being lost and have limited supply of food and water become one of the biggest threats for survival. Therefore, it is important to know how to identify food and water that is safe for consumption. Unfortunately, the learning media for survival skills are still heavy on verbal approach, so there is a need for a more practical and visual learning media. To overcome the problem, this research was aimed to develop a survival simulation game that teach the player how to identify safe food and water in Borneo forest. The game was developed in six steps based on Luther’s steps of authoring multimedia. At the end of the development process, the feasibility of the game as learning media is tested using pre-test and post-test method. Statistical analysis using paired t-test showed that the post-test result (M=77.33, SD=5.37) was significantly higher than the pre-test result (M=56.67, SD=8.24) ); t(29)=18.49, p < 0.001. This indicates that the game is feasible in teaching the knowledge to the player. In the future, this game can be an alternative and practical solution for teaching survival skill.
The Development of Serious Game to Teach the Concept of Dunya and Akhirah to Young Muslims Setyawan, Haris; Isnanda, Reza Giga; Diano, Elvan; Subarkah, Muhammad Fadlun
Emerging Information Science and Technology Vol. 1 No. 1: February 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.112

Abstract

Nowadays, young Muslims are so busy with their needs in Dunya (this World) that they overlook the importance of preparing for life in Akhirah (the Hereafter). Afterall, one of the teaching in Islam is to prioritize the Akhirah than the Dunya. Because of the lack of awareness, many young Muslims neglect their religious duties such as Sholat or reciting al-Qur’an. To help introduce, teach, and remind them the concept of balancing life in Dunya and Akhirah, a solution that can pique their interest is a necessity. Therefore, this paper explain the development process of serious game to teach the concept of Dunya and Akhirah. The game implements the main mission and hidden mission that resemble Dunya and Akhirah responsibility respectively. The game’s effectivity was then evaluated with pre-test and post-test method. The result suggested that the game can increase the player’s knowledge in Dua and awareness in Dunya and Akhirah. This shows the potential of the game as learning media.
The Development of Find The Object Game Application as The Media of English Vocabulary Learning for Second and Third Grades of Elementary School Setyawan, Haris; Priwandhana, Bhaskara Satrya; Isnanda, Reza Giga
Emerging Information Science and Technology Vol. 1 No. 2: May 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.126

Abstract

English is the language of international communication, which is why most countries in the world learn it. Therefore, we need to understand and be capable of communicating in English. Today’s English learning is mostly delivered by a lecture method. Moreover, there is no English vocabulary learning media in the form of application. Therefore, this research aims to develop a game application called “Find the Object” to help elementary school students learn English vocabulary by making the learning process more fun and interesting. The pre-test, post-test, and poll results revealed that this game significantly succeeded in increasing the English vocabulary of elementary school students. It was proven through the values of tests tending to increase after playing this game, and students felt more interested in learning English vocabulary.
Android-based Dental Anatomy Learning Application Using Mayer’s Multimedia Learning Principles Desilawati, Deka; Setyawan, Haris; Isnanda, Reza Giga
Emerging Information Science and Technology Vol. 1 No. 2: May 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.1210

Abstract

Anatomy learning methods are still dominated by using books, in which the material is presented in pictures and writings. The anatomy learning method using books is carried out by redrawing parts and memorizing the location and its terms. Thus, students have difficulties when they forget and want to find terms on the anatomy because it is uneasy and takes a long time. This research aims to create a system to study anatomy, especially dental anatomy, through an android-based application, and provide ease of anatomy of tooth learning using Mayer’s principle of multimedia learning on application. Based on system testing and user testing results, this application can be used as a medium of information and learning about tooth anatomy. It is evidenced by black-box testing and questionnaire results. 
Designing a Fun English Vocabulary Card Application as a Means of Learning English Vocabulary for Elementary School Students Setyawan, Haris; Arighi, Radityo Anindito; Isnanda, Reza Giga
Emerging Information Science and Technology Vol. 1 No. 3: August 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.v1i3.13173

Abstract

English has been globally used for communication and studied by almost all countries. Therefore, understanding and being able to communicate in English is crucial. A lot of English learning is currently delivered using the lecture method, but there is no medium for learning English vocabulary in an application. This study aims to create a Fun English Vocabulary Card game to improve children’s English vocabulary. To design the learning model, the design of use case and activity diagrams was utilized. Based on the pre-test and post-test results, this game significantly increased children’s English vocabulary. The average pre-test score was 43.625, and the average post-test score was 95, which indicates that the educational game application could improve users’ knowledge and understanding of English vocabulary.
The Development of Game App 'Find the Object' to Improve English Vocabulary Mastery Wijaya, Titis Wisnu; Isnanda, Reza Giga; Priwadhana, Bhaskara Satrya
Emerging Information Science and Technology Vol. 1 No. 4: November 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.v1i4.16594

Abstract

English is a communication international language with more than 50 countries using it as their primary language. Therefore, understanding and ability to communicate in English is needed. During this time, the method of learning English is mostly delivered using the Teacher Centered Learning (TCL) method and there are still a few English vocabulary learning media in the form of applications used in the learning process in the classroom. The purpose of this study was to create a game called Find the Object to help students, especially the elementary school level, to learn English vocabulary to make it more interesting. There is a pre-test and post-test to conclude whether this game significantly managed to improve the mastery of English vocabulary. This needs to be proven through observing the value of the pre-test and post-test
Developing a Website for Alif Stone Park of Natuna Regency Using a Desktop-Based QR Code System Wahdani, Firma; Isnanda, Reza Giga; Kurnianti, Aprilia
Emerging Information Science and Technology Vol. 2 No. 2: November 2021
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.v2i2.16860

Abstract

Alif Stone Park is a geosite tourism or rock garden that originated from pre-historic times. It has giant granite stones arranged beautifully along the shores of Sepempang Village, East Bunguran District, Natuna Regency, Riau Islands. Geosite tourism or rock garden is one of the tours that is in great demand by local visitors or visitors from outside who visit Natuna Regency because it has its own historical value and is a target for a photo spot for visitors. But Alif Stone Park has a drawback, namely it does not have a permanent Tour Guide and information that can explain about Alif Stone Park itself. To facilitate the service of providing information on Alif Stone Park, we need a website that is easy to access by visitors. So that when visitors want to know what information is in the Alif Stone Park tourist attractions, visitors have no trouble accessing the website later. The QR code will lead to a website containing Alif Stone Park tourist attractions from their history, origins, location of tourist attractions, information on tourist attractions in Alif Stone Park and others. Therefore, a website was created that uses a qr code scan system. It is hoped that the website or system that has been created can run and help well visitors who will come to visit Alif Stone Park. In making the Alif Stone Park website there are 6 stages that are carried out namely Requirement Gathering, Requirement Analysis, Requirement Specification, Prototyping, Implementation, and Testing. The 6 stages are carried out in stages. In the testing phase, there are 3 tests, namely Developer Testing, Owner Testing, and Visitor Testing. Based on the results obtained from the implementation phase and the testing phase, it can be concluded that the Alif Stone Park website has been successfully created, including the features on the website. The scan system on the website was also successfully created and running well. This website can be accessed using a Qr Code where visitors only need to scan from their respective smartphones.
Making Requirements for Karanglo Asri Waste Bank Using the User-Centered-Design Method Desrina, Rofy Anugrah; Isnanda, Reza Giga; Kurnianti, Aprilia
Emerging Information Science and Technology Vol. 2 No. 2: November 2021
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.v2i2.16862

Abstract

Since 2017, the Karanglo Asri Waste Bank has been operating with three core managers, including the chairman, secretary, and treasurer, as well as 32 active customers. Residents have been educated on identifying waste that can be resold to collectors or transformed into fertilizers and handicrafts using a waste bank maintained by a local government agency. The staff of the waste bank has continued to write by hand, and each has his or her notebook. Nonetheless, administrative books include hurdles—for instance, errors in recording, destruction, loss, improper computations, and unstructured records. Therefore, the customers must resolve these issues by matching the terms and criteria. The User-Centered-Design method included three phases for determining the requirements of the Karanglo Asri Waste Bank. They generated four user journey maps, four use case diagrams, six activity diagrams, and eighty-four user stories. It was completed for testing by the managers and customers based on requirements derived from the needs of the Karanglo Asri Waste Bank’s staff and customers.