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Pengembangan Kapasitas dan Kualitas Pelayanan Administrasi Terpadu Paten pada Aparatur Pemerintahan Kelurahan Nyapah di Wilayah Kecamatan Walantaka Katla Novriyani; Diana Romdhoningsih; Mohamad Ali; Refi Mulyadi; Bayu Tiansyah Putra; Juli Arianto; Siti Mahfudoh; Een Nuraeni; Chusnul Fauziah
Jurnal Pengabdian Masyarakat Waradin Vol. 4 No. 3 (2024): Jurnal Pengabdian Masyarakat Waradin
Publisher : Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56910/wrd.v4i3.362

Abstract

“Kelurahan” is a public administration area that is the spearhead of government, especially in the Walantaka District area and is obliged to fulfill the needs and rights of every citizen in the form of civil services available only at the Nyapah Village government office. In reality, the work unit is still not optimal in carrying out its duties and functions, especially in providing services to the community. The purpose of this community service is to provide information and education that can improve the quality of service of the Nyapah Village apparatus, by increasing the ability to master science and technology, so that the implementation of services to the community can reach the speed as possible easily and at low cost by prioritizing the interests and needs of the community. The method used is descriptive with a qualitative approach with data collection, both through interviews, observations, and documentation. This journal describes the Integrated Village Administration Service Development Model (PATEN) as part of digital public services and transparency to the community. The purpose of this digital public service survey is to provide convenience in the level of service satisfaction to the community carried out by the Nyapah Village apparatus.
Rancangan Aplikasi Game Pengenalan Anggota Tubuh Manusia Menggunakan Construct 2 di SDN Pandat 1 Berbasis Android Ummy Kalsum; Refi Mulyadi; Basuki Rakhim Setya Permana
Jurnal ilmiah Sistem Informasi dan Ilmu Komputer Vol. 5 No. 3 (2025): November: Jurnal ilmiah Sistem Informasi dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juisik.v5i3.1502

Abstract

Learning about human body parts at the elementary school level generally still relies on conventional methods, such as lectures and the use of textbooks. These methods often make students less interested and have difficulty understanding the material in depth. However, in the early childhood development stage, learning should be carried out with an approach that involves interaction, visualization, and fun activities. Therefore, innovative learning media are needed that can combine educational and entertainment elements (edutainment) to make the material easier to understand while increasing learning motivation. This study aims to design and develop an Android-based educational game application using Construct 2 aimed at helping students of SDN Pandat 1 learn human body parts interactively. The research method used is the Multimedia Development Life Cycle (MDLC) which consists of six stages: concept, design, material collection, creation, testing, and distribution. Research data were collected through direct observation in class, interviews with teachers, and documentation of learning activities. The resulting application contains material on human body parts presented in the form of text, images, animations, and is equipped with interactive quizzes to measure student understanding. Test results show that the application can run well on various Android devices with an attractive appearance and navigation that is easy for children to use. Student trials showed increased interest in learning and understanding of the material. Teacher responses were also positive, particularly regarding the app's ease of use and its alignment with the elementary school curriculum. These findings indicate that game-based learning media can be an effective alternative for improving the quality of learning, particularly in materials requiring visual and interactive conceptual understanding.