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Future of Multimedia: Mixed Reality in Virtual 3D Exhibitions and Digital Products Padmasari, Ayung Candra; Bin Azizan, Ahamad Tarmizi; Fadli, Muhammad Nur; Salsabila, Rifda Falsa
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.70395

Abstract

Creative digital application products are currently expanding rapidly and become the base of many countries to compete in the global market, including in Indonesia, which is preparing the creative economy of the digital application development subsector as a new force in the post-Covid 19 national economic recovery, especially in the focus of achieving the Sustainable Development Goals (SDGs). In the 2020 Game Industry Ecosystem Map report, it is known that 57% of the 80 surveyed digital application development companies said that productivity has declined since the pandemic, with the emergence of a new variation of Covid 19 type Omicron appearing at the beginning of 2022, making the impact of the epidemic on the industry huge. Therefore, the government has made a policy to carry out the recovery jointly through the Programme Strategy (RPJMN) of the National Medium-term Development Plan 2020-2024 (SDGs, Objective 4 Quality Education), on the Development Programme of innovative study programmes adapted to the needs of development and industry, with a partnership strategy of universities and industry for curriculum alignment, development of curricula, research and development activities. The method used in the research is MDLC (Multimedia Development Life Cycle). In this study, 1 virtual 3D exhibition building was produced with 6 rooms consisting of a game and application media room, a digital illustration room, an industrial partnership room accompanied by an interactive navigation design based on Mixed Reality.
Perancangan Board Game The Journey of Knowledge sebagai Media Bantu Pembelajaran Sejarah Zaelany, Dai Ahmad; Azizah, Mutiah Nur; Angkasadaiana, Nafisah Gadis; Nuriansyah, Rifqi Muhammad; Padmasari, Ayung Candra; Salsabila, Rifda Falsa
Journal of Innovation and Teacher Professionalism Vol. 2 No. 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v2i12024p26-35

Abstract

"The Journey of Knowledge" adalah permainan board edukatif yang menggabungkan petualangan dan pembelajaran ilmiah. Dengan tema coklat vintage, permainan ini menawarkan pengalaman bermain yang seru dan mengajak pemain untuk menjelajahi dunia pengetahuan dari berbagai bidang, dengan panduan dari ilmuwan terkenal sebagai karakter utama. Desain karakter yang dibuat dari akrilik, boardgame berukuran 40×40 yang kokoh, dan logo bergaya vintage memberikan permainan ini sentuhan klasik yang menarik. Penelitian ini menggunakan metode mix method dengan menggunakan tahapan strategi linear yang berisi 4 tahap, yaitu, pengumpulan data, analisis data, perancangan dan prototype. Tahapan perancangan memiliki empat tahapn yang terdiri dari konsep, sketsa, finishing dan prototype. Keunggulan permainan terletak pada variasi strategi yang ditawarkan, dinamika permainan yang menarik, dan pengalaman belajar yang menyenangkan. Dengan mekanisme permainan yang beragam dan dinamis, "The Journey of Knowledge" berhasil menciptakan kesan positif bagi pemain, menjadikannya pilihan menarik untuk mereka yang ingin meningkatkan pengetahuan sambil bersenang-senang. Permainan ini sukses menyampaikan konsep edukasi dengan daya tarik yang cukup kuat dan memberikan pengalaman bermain yang mendalam. Kata kunci: Board Game, The Journey of Knowledge, Media Pembelajaran, Sejarah Designing The Journey of Knowledge Board Game as an Assistive Media for History Learning "The Journey of Knowledge" is an educational board game that combines adventure and scientific learning. With a vintage brown theme, the game offers a fun gaming experience and invites players to explore the world of knowledge from various fields with the guidance of famous scientists as main characters. The acrylic character design, sturdy 40×40 board game, and vintage-style logo give the game an attractive, classic touch. This research uses a mixed-methods method using a linear strategy stage, which contains 4 stages, namely, data collection, data analysis, design, and prototype. The design stage has four stages, consisting of concept, sketch, finishing, and prototype. The advantages of the game lie in the variety of strategies offered, the interesting game dynamics, and the fun learning experience. With diverse and dynamic game mechanics, "The Journey of Knowledge" manages to create a positive impression on players, making it an attractive option for those who want to improve their knowledge while having fun. The game successfully conveys the educational concept with considerable appeal and provides an immersive gaming experience. Kata kunci: Board Game, The Journey of Knowledge, Learning Media, History
Designing UI and UX Design in GenApp Application Using Design Thinking Method Salsabila, Rifda Falsa; Padmasari, Ayung Candra
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 3 (2024): Indonesian Journal of E-learning and Multimedia (October 2024)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i3.296

Abstract

This research aims to create an ARBook learning application design for high school students on genetic material. Today's growing technology has affected various fields, one of which is education. Generation Z is a generation that understands and is literate in technology. High school students born in Generation Z have characteristics that tend to like technology, are smart, open, and like to express themselves. To attract students' interest in learning, there needs to be media used by utilizing technology. It is necessary to understand the characteristics of students when making learning media design. The method used in this research is the design thinking method, which has five stages: emphasize, define, ideate, prototype, and test. This research produces an ARBook GenApp application design that suits the characteristics of Generation Z students. The test results from the student response trial obtained good results of 89.17%, which were included in the very feasible criteria.