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A Review – The Influence of Games on Education Development in the Disruption Era Toni Anwar; Anugerah Bagus Wijaya
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.27

Abstract

Game is a platform that is commonly used by users in everyday life. Games are often used when someone is bored, bored, and mostly as a means of entertainment. But in the current era of disruption in technology, games are also used as learning media. Game-based learning is a learning concept that uses games as a tool to increase student involvement and motivation in learning. In game-based learning, games designed with learning objectives are called serious games. Serious games combine elements of fun and engaging games with learning objectives to create interactive, effective, and engaging learning experiences for students. In serious games, students play games that have learning objectives, such as learning new skills, understanding complex concepts, or honing certain skills. Currently known as gamification in learning. This paper will review several issues related to games in learning. The method used in finding several gap issues related to the author uses bibliometric techniques which are processed using bibliometric analysis. The author uses archival data from Scopus sources which review game technology in learning. The facts resulting from the analysis consist of 4 elements of discussion namely, technology, media, materials, methods, and the latest findings on the data security side. This author obtains data related to the security side, namely in the user privacy section. This means that the discussion that will take place later will be the theme of games that discuss elements of data security.
Implementasi Metode RAD Untuk Pendaftaran Lowongan Kerja Melalui Bursa Kerja Berbasis Website M Yoka Fathoni; Sena Wijayanto; Sandhy Fernandez; Toni Anwar; Yogo Dwi Prasetyo
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 5 No 3 (2023): July 2023
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v5i3.861

Abstract

The system of recruiting workers in schools through special job fairs (BKK) is considered to be ineffective because the provision of job vacancies to alumni still uses information manually, such as using wall magazines as a place to post job vacancies and using social media such as Facebook as a means of information. Job opening is also considered less efficient due to limited users limited by social media itself. Registration is also done manually by alumni who come directly to BKK to register, and the vacancy data collection is still done manually, so it takes longer time to process registration data. The purpose of this research is to build a job vacancy registration system application through the BKK website based on the website to make it easier for BKK to provide job vacancy information and make it easier to recruit workers. This application development study uses the Rapid Application Development (RAD) method. Test the app using system black box and user usability testing methods.
Edukasi Sistem Pendukung Keputusan Sekolah Menengah Kejuruan Telkom Purwokerto M. Yoka Fathoni; Sandhy Fernandez; Sena Wijayanto; Toni Anwar; Muhamad Awiet Wiedanto Prasetyo
Jurnal Pengabdian Masyarakat Indonesia Vol 3 No 5 (2023): JPMI - Oktober 2023
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpmi.1486

Abstract

Teknologi saat ini memiliki peran penting sebagai penentu keputusan maupun pendukung keputusan, hal ini dapat diimplementasikan Bidang Pendidikan. Kegiatan OSIS guna meningkatkan pengalaman jiwa kepemimpinan, kersama tim yang solid dan diakhir tahun ajaran pembelajaran pengurus OSIS SMK Telkom memberikan apresiasi bagi anggota terbaiknya. Saat mekanisme pemilihan menggunakan cara mengumpulkan poin yang didapatkan akan tetapi masih belum menerapkan teori sistem pendukung keputusan. Kegiatan pengabdian menggunakan teknik ceramah teori dasar sistem pendukung keputusan dan pendampingan menggunakan algoritma sistem pendukung keputusan. Hasil kegiatan ini guna meningkatkan pengetahuan sistem pendukung keputusan untuk diimplementasikan lingkungan sekolah dan bisa memberikan rekomendasi alternatif keputusan. Dampak positif para siswa mengetahui teori-teori sistem pendukung keputusan, algoritma hingga perhitungan algoritma sistem pendukung keputusan. Pemahaman ilmu sistem pendukung keputusan dengan tiga kategori menghasilkan nilai rata-rata sembilan.
End User Computing Satisfaction (EUCS) Untuk Mengukur Tingkat Kepuasan Pengguna Aplikasi Mobile Assesment Minat Anak di Hompimpaa Alaium Gambreng Fiby Nur Afiana; Zanuar Rifai; Hanun Karomatunnisa; Luzi Dwi Oktaviana; Ika Romadoni Yunita; Ranggi Praharaningtyas Aji; Toni Anwar
JURNAL REKAYASA INFORMASI Vol 11 No 1 (2022): JURNAL REKAYASA INFORMASI
Publisher : PROGRAM STUDI SISTEM INFORMASI INSTITUT SAINS DAN TEKNOLOGI NASIONAL (ISTN)

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

Abstract

The initial idea of Hompimpaa.id is to provide access to early childhood education from home for every parent which is conceptualized according to the child's interests and tal-ents through Assessment. Assessment in hompimpaa is a technology that makes data as knowledge and the final result in the form of children's interests and talents. With the de-velopment of using Artificial Intelligence (AI) technology to process assessment features on mobile phones. These problems can be the background of the Mobile Assessment Ap-plication of children's interests and potentials. Therefore, a measurement of the level of satisfaction of the Mobile Assessment Application user's interest and potential will be car-ried out to determine the level of understanding of the existing menu structure. Factor analysis measuring user satisfaction level will be carried out on the variables of content, accuracy, format, ease of use and timeliness using the End User Computing Satisfaction (EUCS) method. Collecting data obtained from distributing questionnaires will then be distributed to 70 real users. Based on the results of the analysis, it can be seen that there are two groups of factors, namely factors that have a positive and significant effect con-sisting of content, format, and accuracy variables while the other two variables produce factors that do not have a positive and significant effect consisting of ease of use and time-liness.
Peningkatan Pengetahuan Penggunaan Gadget pada Pelajar dalam Menyikapi Perkembangan Game yang Mengakibatkan Ketergantungan Bagi Penggunanya Argiyan Dwi Pritama; Gustin Setyaningsih; Muhammad Ikhsan Maulana; Rafi Rahmat Dani; Muhamad Awiet Wiedanto Prasetyo; Toni Anwar
Kesejahteraan Bersama : Jurnal Pengabdian dan Keberlanjutan Masyarakat Vol. 1 No. 3 (2024): Juli: Kesejahteraan Bersama : Jurnal Pengabdian dan Keberlanjutan Masyarakat
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/bersama.v1i3.329

Abstract

Where advances in digital science and technology make various demands for creativity and innovation must always be developed, as is done by teachers and teaching staff at SD Al Irsyad Islamiyyah 02 Purwokerto. The essence of education is the teaching and learning process. The better the teaching and learning process is implemented, the better the quality of education will be. The problem experienced by SD Al Irsyad Islamiyyah 02 Purwokerto is that students often play with gadgets without clear directions for their use and are not monitored properly. In this service activity, the team socializes the use of gadgets among students in response to the development of games which result in dependency for their users. It is hoped that students will have the awareness to reduce their use of gadgets or at least be able to make good use of them through applications and games that have educational value. Flow of program implementation from Preparation Stage, Socialization Stage, Evaluation Stage and Mentoring Stage. The conclusion of this program is an increase in students' understanding of using gadgets wisely from 60% to 90%, with an increase in student participation from 30% to 80%. The follow-up to this activity includes further mentoring sessions and integration of learning with the use of gadgets by teachers.