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Role playing game as a learning media: case study on education industry course Muhammad Dominique Mendoza; Olnes Yosefa Hutajulu; Reni Rahmadani; Fevi Rahmawati Suwanto; Ishaq Matondang; Ressy Dwitias Sari
Jurnal Info Sains : Informatika dan Sains Vol. 14 No. 01 (2024): Informatika dan Sains , Edition March 2024
Publisher : SEAN Institute

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Abstract

Paradoxically, the current level of enthusiasm among the younger generation in studying the education industry is low. This phenomenon can be attributed to multiple factors, including the rapid spread of globalization, which has sparked a heightened interest among the younger generation in acquiring technological knowledge. Researchers employed the Game Development Life Cycle (GDLC) approach, consisting of six stages: initiation, pre-production, production, testing, beta, and release. Testing using the black-box method on 12 modules revealed that all modules performed flawlessly without any issues. Testing of the beta version of the game involved 62 testers who were instructed to play the game and complete a questionnaire. The findings were positive, with an average total score of 4.51 for the game elements. The gaming system performed well during testing, indicating its potential to be well-received by beta testers and users, as well as its ability to enhance students' learning motivation.
DIGITAL TRANSFORMATION IN THE COURSE FOR DEVELOPMENT OF CHILDREN WITH SPECIAL NEEDS Rafael Lisinus Ginting; Elizon Nainggolan; Albert Pauli Sirait; Ishaq Matondang; Mirza Irawan
International Journal of Social Science, Educational, Economics, Agriculture Research and Technology (IJSET) Vol. 3 No. 2 (2024): JANUARY
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/ijset.v3i2.340

Abstract

This study aims to digitize learning tools for the Guidance of Children with Special Needs courses in the Guidance and Counseling study program, digitize the lecture process for the Guidance of Children with Special Needs courses at the Guidance and Counseling study program, transform the courses for the Development of Children with Special Needs digitally in the Guidance and Counseling study program and test the effectiveness of digital transformation of the Guidance for Children with Special Needs courses .The digital transformation is carried out using the R&D method. The development model used in this study is a 3D model: the definition stage (Define), the design stage (Design), the development stage (Develop) which is carried out in the Guidance and Counseling study program. In realizing the digital transformation of the Fostering Children with Special Needs course, several experts are involved, including learning design experts, IT experts and material experts.The results of this study are expected to be the beginning of positive developments for the use of IT in learning. This research is also expected to be input for lecturers who want to transform their lectures digitally so that digital transformation will appear in other courses at Medan State University..