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Penerapan Metode GDLC dalam pembuatan game Ular Tangga Sehat Menggunakan Unity Nofiar. Am, Andri; Pribadi, Antoni; Sepdu Dehiya, Yogi; Anggara, Yogi; Alfarizi Siregar , Matjen
JNANALOKA Vol. 05 No. 02 September Tahun 2024
Publisher : Lentera Dua Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36802/jnanaloka.2024.v5-no2-101-108

Abstract

Indonesia, dengan populasi sekitar 271 juta jiwa pada tahun 2020, menghadapi tantangan besar dalam masalah kesehatan, terutama karena hanya sekitar 20 persen masyarakat yang memahami kesehatan dengan baik. Untuk mengatasi kurangnya pengetahuan tentang kesehatan, solusi yang tepat dan masif diperlukan. Penelitian ini menggunakan metode Game Development Life Cycle. Salah satu inisiatif yang diambil adalah pengembangan permainan edukatif Ular Tangga Sehat yang bertujuan untuk meningkatkan pemahaman kesehatan masyarakat, khususnya anak-anak. Game ini mengadaptasi konsep ular tangga tradisional dengan konten kesehatan yang menarik dan informatif. Hasil pengujian game ular tangga ini menunjukkan bahwa rata-rata tingkat kepuasan pengguna terhadap fungsionalitas, tampilan, dan keseluruhan game mencapai 85%, dengan mayoritas responden memberikan penilaian 8 dalam skala nilai 1 hingga 10. Game ular tangga ini diharapkan dapat meningkatkan pemahaman masyarakat tentang kesehatan dan pengurangan dampak negatif dari kurangnya pengetahuan kesehatan.
Penerapan Metode Luther Sutopo dalam Pembuatan Augmented Reality Candi Muara Takus Berbasis Android Nasari, Fina; Anggara, Yogi; Sepdu Dehiya, Yogi
MEDIANTARA: Indonesian Journal of Creative Business and Technology (IJCBT) Vol. 1 No. 1 (2025): MEDIANTARA: Indonesian Journal of Creative Business and Technology
Publisher : Multmedia Nusantara Politeknik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64425/sq108d51

Abstract

Tourism in Indonesia is experiencing rapid growth thanks to various unique local destinations. In Riau Province, Kampar Regency boasts significant tourism potential, including Candi Muara Takus, a historical Mahayana Buddhist site. Unfortunately, limited promotion has led to the site's lack of widespread recognition. This study aims to develop an Android-based Augmented Reality (AR) application that presents Candi Muara Takus interactively, using the Luther-Sutopo method, which includes the stages of concept, design, material collection, production, Testing, and distribution, with Unity, Vuforia, and Blender employed for asset creation. Testing results indicate that the AR application successfully installed and operated on three Android Devices-Tecno Pova 5, Oppo A18, and Poco M3 Pro 5G with a 100% success rate on each Device. Feasibility Testing using Black Box Testing confirmed that all application features functioned as expected, including navigation and exit functions. Additionally, marker Testing showed that the system could read markers effectively if at least 50% of the marker image was visible, while markers were unreadable at 25% visibility. The AR application aims to enrich the experience of exploring Candi Muara Takus, present information interactively, and support broader tourism promotion. It is also expected to enhance public understanding and appreciation of the site's history, potentially attracting more tourists and supporting local economic growth through the tourism sector.