Lendy Rahmadi
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PENGEMBANGAN GAME EDUKASI “MALAYA” UNTUK PENGENALAN TATA SURYA BERBASIS ANDROID PADA SD NEGERI 33 PAGAR ALAM Lendy Rahmadi; Medi Triawan; Mira Rosalena
Informatics and Computer Engineering Journal Vol 4 No 2 (2024): Periode Agustus 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v4i2.4851

Abstract

Learning about the solar system for elementary school students is still manual using textbooks or lecture methods, which is one of the problems that makes students less active in the learning process. Therefore, new learning methods are needed to increase the interest in learning of class VI students at SD Negeri 33 Pagar Alam. One way to increase students' interest in learning is to change the learning method to be more interesting and not boring, so an Android-based educational game introducing the solar system is created so that Class VI students are more enthusiastic about playing while learning. The development of this game uses the GDLC (Game Development Life Cycle) method. The use of educational games as an alternative medium in delivering material is considered effective and efficient because games are generally often played and liked by elementary school children, so an Android-based educational game introducing the solar system elementary school was created. By making this educational game, it can make it easier for students to understand the solar system, especially knowing the names of the planets in the solar system.
Pengembangan Media Pembelajaran Matematika Interaktif Berbasis Game Android Menggunakan Metode Scrum Lendy Rahmadi; Kusnita Yusmiarti
Prosiding SISFOTEK Vol 9 No 1 (2025): SISFOTEK IX 2025
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

This study aims to develop an interactive mathematics learning media based on an Android educational game using the Scrum method at SD N 2 Pajar Bulan. The research background arises from the lack of students' interest and motivation in learning mathematics, especially in understanding basic arithmetic concepts. By implementing the Scrum development method, this learning media is designed to create a fun and interactive learning experience. The research was conducted on first and second-grade students and focused on basic mathematical operations such as addition and subtraction. The process of developing the game-based learning media follows three main stages: pregame, game, and postgame. The result of this research is an interactive learning media application that can help students better understand mathematical materials and increase their learning motivation and engagement. This study also identifies challenges in the development and implementation process of the media within the school environment. Through the use of interactive educational games, it is expected that the quality of mathematics learning can improve significantly.
Media Pengenalan Budaya Besemah Berbasis Augmented Reality Menggunakan Metode MDLC Lendy Rahmadi; Heriansyah Heriansyah; Hairil Akbar
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol. 4 No. 3 (2025): September: Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v4i3.5231

Abstract

This research aims to design and develop an Augmented Reality (AR)-based application as a medium for introducing and learning Besemah culture, particularly for the community of Pagar Alam City. Besemah culture, rich in history and traditions, is increasingly forgotten due to globalization and the lack of attractive media. The proposed application presents interactive information about traditional houses, traditional clothing, musical instruments, and local traditions. The development process follows the Multimedia Development Life Cycle (MDLC) method, consisting of six stages: concept, design, material collection, assembly, testing, and distribution. The results show that the application can display 3D cultural objects and provide cultural information interactively, making it easier for users to learn about Besemah culture. Black-box testing indicates that all application functions run as expected, while beta testing with community participants shows positive responses to usability and content quality. This research is expected to contribute to the preservation of local culture and serve as an innovative educational medium for the younger generation.