Wingsky, Monica
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Pengembangan Metode PBL Menggunakan Media Interaktif Berbasis Web (Canva) Untuk Siswa Kelas XII RPL SMKN 2 Padang Anaperta, Megasyani; Sari, Putri Yunita; Wingsky, Monica; Sari, Umi Kurnia; Zalukhu, Yasona
Journal of Computer Science and Information System(JCoInS) Vol 4, No 4: JCOINS | 2023
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v4i4.5284

Abstract

Based on the results of interviews and observations of Database learning at SMKN 2 Padang, it shows that the learning process is good and teachers teach according to the curriculum. The media used are textbooks and presentation media using Power Point. Package books are used when the class does not have time to borrow infocus due to the limited number of infocus and not all students have laptops and there are problems with the computer laboratory being inadequate or unusable. The power point presentation media used is still monotonous or does not use interactive media, even though internet services such as Wifi are already available at schools. This research aims to produce interactive, valid, practical and effective media to use in helping students learn the hierarchical structure of databases. Learning media is created using Web-based Canva so that it can be used using each smartphone. The method used is R&D (Research and Development) with a 4D development model (Define, Design, Development and Deseminate) and using the Problem Based Learning Method. The research results show that this interactive learning media is said to be valid by validators and is considered practical by teachers and students based on the results of questionnaire responses. This shows that Web-based interactive learning media is declared effective in the learning process to improve the quality of student learning.
Analisis Virtual Reality Pada Game VR Lounge Room Resident Evil 8 di Game Blink Playstation Padang Wingsky, Monica; Viola, Zahara Nadinda; Saputra, Firman; Saputra, Topan; Rusdi, Muhammad Ikhsan; Hadi, Aidil Fitra; Wiratama, Agra; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 5, No 3: JCOINS | 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v5i3.5950

Abstract

Virtual Reality (VR) technology has changed the paradigm in the video gaming industry by providing immersive immersive experiences to users. One prominent implementation is in the VR game Lounge Room Resident Evil 8, offered by Blink Playstation Padang. This research aims to analyze the impact of using VR technology on the experience of playing this game at Blink Playstation Padang, especially regarding the level of player satisfaction, level of immersion, and acceleration in improving the playing experience. The research method used is a qualitative approach with a case study design, involving data collection through surveys and interviews with players who have tried VR technology at the facility. The results show that the use of VR increases the immersion and responsiveness of the game, although it also poses challenges such as initial adaptation to the interface and device controls. Overall, players were satisfied with the experience of playing the VR Lounge Room Resident Evil 8 game on Blink Playstation Padang, with a high level of satisfaction with the visual-audio quality and interaction provided by VR technology. This study provides insight into the potential applications of VR technology in the video game industry and its implications for further development.