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Designing a Learning Game for Elementary School Students in Learning Mathematics using a Mobile Platform Rizky Wandri; Panji Rachmat Setiawan; Yudhi Arta; Anggi Hanafiah
Sistemasi: Jurnal Sistem Informasi Vol 13, No 3 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i3.4058

Abstract

Education is an important aspect in forming the potential of the young generation where the use of mobile platforms has become an integral part of everyday life. Over time, gadgets have become an access to learning besides books. Therefore, the increasingly complex development of the technological world encourages individuals to be able to apply technology in all their activities. Mathematics learning at elementary school level is often faced with challenges to make the learning process more fun and interactive. A common problem among students in Indonesia is that mathematics is considered a difficult subject. Monotonous learning reduces students' interest in learning. Therefore, designing learning games for elementary school students, especially in mathematics learning, can be an innovative solution to improve the quality and attractiveness of learning with interactive learning media. This research aims to create a game that allows students to learn more effectively which focuses on game development using the Game Development Life Cycle (GDLC) development model. This research produces a translation game from mathematics book learning material with the theme "Counting Numbers Up to 10,000" using the Unity 3D game engine which functions well and the application of the Game Development Life Cycle (GDLC) method also functions well.
Development of Folk Games as an Android-Based Game for Advancement Riau Malay Culture Panji Rachmat Setiawan; Syefriani Syefriani; Rizky Wandri; Firly Bagdja Pangestu
Sistemasi: Jurnal Sistem Informasi Vol 13, No 1 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i1.3770

Abstract

Indonesia is a heterogeneous country and has thirty-four provinces from Sabang to Merauke. There are many cultures in Indonesia. Every province has their different culture from others. One of the existing provinces in Indonesia is Riau province. Riau is a province that is located in Sumatera Island. Riau province has culture in folk games. A folk game is a game played traditionally that is owned by people and inherited to the next generation. Nowadays, the younger generation love to play alone using smartphone rather than played together in the folk game. So that the Author conduct research introduction to folk games to young generation by developed game that is played in smartphone, in this case is Android. Game introduces four folk games, which are adu biji para, statak, gasing, and congklak. All these folk games are found in Riau province. The game was developed using Game Development Life Cycle (GDLC) methodology that has six stages and every stage has output for the next stage. This research uses qualitative methodology in collected data that used in this research.
PKM Strategi Kemitraan untuk Pembangunan Kampung Berbasis Collaborative Governance di Kampung Wisata Lambo Sari Malaysia Ranggi Ade Febrian; Yendri Nazir; Muaz Azinuddin; Panji Rachmat Setiawan; Habibul Fijar
Jurnal Pengabdian UNDIKMA Vol. 6 No. 2 (2025): May
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v6i2.15110

Abstract

This community service activity aims to develop the tourism potential of Lambo Sari Village sustainably through a collaborative governance approach so that it has an impact on improving the quality of life of the community. The method of implementing this service was carried out in the form of discussions and assistance in creating innovation strategies and facilitation from Sultan Zainal Abidin University as a local campus that produces Lambo Sari Village as a fostered village. The targets of this activity were local communities, tourism groups, and business actors. The evaluation instruments used were surveys, field observations, focus group discussions, and documentation. The data analysis technique was in the form of qualitative descriptive analysis. The results of this community service activity were the creation of a network of cooperation between the Islamic University of Riau and the Lambo Sari community group, and assistance to community groups from Sultan Zainal Abidin University in collaboration with the Islamic University of Riau. In addition, this activity provides strategies to community groups in innovative tourism marketing through social media that can be accessed by people across countries.