Claim Missing Document
Check
Articles

Found 2 Documents
Search

Perancangan Permainan Edukasi Kebencanaan Berbasis Android: Android – Based Design of Disaster Education Games Eka Dwi Nurcahya Eka; Fajar Abadi; Charisma Indra Kumala
Journal of Electrical, Electronic, Mechanical, Informatic and Social Applied Science Vol. 2 No. 1 (2023): Juni 2023
Publisher : Unit Penelitian, Pengabdian Kepada Masyarakat dan Penjamnan Mutu Akademi Komunitas Negeri Pacitan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58991/eemisas.v2i1.19

Abstract

Indonesia berada di Pacific Ring of Fire, yang menyebabkan kerawanan bencana. Bencana tidak bisa kita hindari bahkan tidak bisa kita perkirakan kapan akan datang. Meningkatkan kewaspadaaan terhadap bencana adalah langkah terbaik untuk mengurangi dampak dan resiko kerugian. Sosialisasi tentang bencana dilakukan oleh pemerintah dan para sukarelawan dengan tujuan masyarakat sadar selalu akan resiko bencana. Berbagai macam cara sosialisasi dilakukan secara langsung atau mengikutkan kegiatan – kegiatan dimasyarakat. Tak terkecuali dengan teknologi, hasil survey menyatakan 96% responden di wilayah Kabipaten Pacitan menggunakan smartphone dengan system operasi Android. Kegiatan yang banyak dilakukan dengan gawai tersebut terbanyak adalah social media (66.7%) dan bermain permainan elektronik (game) (53%). Survey tersebut menginsiasi untuk merancang media sosialisasi berupa permaian elektronik kebencanaan untuk menanamkan pengetahuan kebencanaan kepada masyarakat. Hasil permainan elektronik kebencanaan yang dibuat dengan metode waterfall diuji dengan penilaian pengguna menghasilkan permainan ini mendapatkan skor 78,4% (Baik). Hasil tersebut menunjukkan diperlukan pendalaman pada penyusunan desain dan menu pada game.
DGMATH Berbasis Augmented Reality Sebagai Inovasi Media Pembelajaran di Era Digital Dwi Ariani Finda Yuniarti; Fajar Abadi; Mochamad Syahrul Munir; Anwar Fu'adi; Bagus Hikmahwan
Edumatica : Jurnal Pendidikan Matematika Vol 14 No 3 (2024): Edumatica: Jurnal Pendidikan matematika (Desember 2024)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/edumatica.v14i3.38470

Abstract

The use of technology-based media can support students' creativity and optimize their learning outcomes, especially in mathematics, where many students often face difficulties. DGMATH AR is an augmented reality (AR)--based mathematics learning media designed to bring virtual animations into the real world in alignment with the learning material. This study aims to design AR-based learning media. The material used focuses on the properties of solid shapes for second-grade elementary school students. This research is a quantitative descriptive study involving users of the learning media, including teachers, students, and parents, as the subjects. The method employed is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collection, assembly, testing, and distribution. The instrument used was a questionnaire based on the USE Questionnaire, comprising 30 statements grouped into four dimensions: usefulness, ease of use, ease of learning, and satisfaction. The questionnaire was administered to 100 respondents. The results of the USE Questionnaire showed scores of 81.12% for usefulness, 82.25% for ease of use, 82.31% for ease of learning, and 80.11% for satisfaction. Thus, it can be concluded that the AR-based DGMATH is highly suitable for use as mathematics learning media in the digital era.