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Pengembangan Game Edukasi Pengenalan Pakaian Adat Bali Berbasis Android Adi Saputra, Kadek Surya; Pradipta, I Made; Chrisniyanti, Ayu; Krisnawan, Gusti Ngurah Aditya; Upadani, I Gusti Ayu Widari
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 8 No. 2 : Tahun 2023
Publisher : LPPM UNIKA Santo Thomas

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Abstract

The rapid development of technology today accompanied by the influence of foreign cultures, makes today's younger generation less interested in learning and preserving their culture, especially about Balinese traditional clothing culture. With the application of technology, we can anticipate by creating interactive educational media that can be delivered to its users. The development of this educational media can be applied in the Android-based Balinese traditional clothing introduction game application, which provides knowledge to users in getting to know the types of traditional clothing, especially in the Bali area in an innovative and interactive way. The method used in making this application is the Multimedia Development Life Cycle (MDLC). This learning media testing stage uses the black-box testing method which is used to observe the execution results through test result data that focuses on the requirements and functionality of the application made. The results of this research are expected to increase public interest, especially in the younger generation, to preserve Balinese art and culture. Keywords: Educational Games, Balinese Traditional Clothing, Multimedia Applications
Pengembangan Game Edukasi Pengenalan Pakaian Adat Bali Berbasis Android Adi Saputra, Kadek Surya; Pradipta, I Made; Chrisniyanti, Ayu; Krisnawan, Gusti Ngurah Aditya; Upadani, I Gusti Ayu Widari
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 8 No. 2 : Tahun 2023
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The rapid development of technology today accompanied by the influence of foreign cultures, makes today's younger generation less interested in learning and preserving their culture, especially about Balinese traditional clothing culture. With the application of technology, we can anticipate by creating interactive educational media that can be delivered to its users. The development of this educational media can be applied in the Android-based Balinese traditional clothing introduction game application, which provides knowledge to users in getting to know the types of traditional clothing, especially in the Bali area in an innovative and interactive way. The method used in making this application is the Multimedia Development Life Cycle (MDLC). This learning media testing stage uses the black-box testing method which is used to observe the execution results through test result data that focuses on the requirements and functionality of the application made. The results of this research are expected to increase public interest, especially in the younger generation, to preserve Balinese art and culture. Keywords: Educational Games, Balinese Traditional Clothing, Multimedia Applications
Pengembangan Website Promosi UMKM Kilo Kalori dengan Cognitive Walkthrough dan System Usability Scale Adi Saputra, Kadek Surya; Chrisniyanti, Ayu; Widari Upadani, I Gusti Ayu; Wiratama, Kevin; Juna Yuda Kusuma, Dewa Gede; Bintang Manuaba, Ida Bagus Agung
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 9 (2025): JPTI - September 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.991

Abstract

UMKM Kilo Kalori menghadapi tantangan dalam meningkatkan visibilitas digital yang berdampak pada daya saing usahanya di pasar modern. Penelitian ini bertujuan untuk mengembangkan website sebagai alat promosi terintegrasi yang menampilkan produk, informasi usaha, dan fitur pemesanan guna mempermudah interaksi dengan konsumen. Penelitian ini menggunakan metode Rapid Application Development (RAD) yang terdiri dari empat tahapan: perencanaan kebutuhan, desain sistem, pengembangan aplikasi, serta implementasi dan evaluasi. Evaluasi antarmuka dilakukan dengan pendekatan campuran menggunakan Cognitive Walkthrough dan System Usability Scale (SUS) untuk mengukur fungsionalitas sistem serta kepuasan pengguna. Hasil menunjukkan bahwa website memiliki tingkat keberhasilan penggunaan 100%, waktu penyelesaian tugas rata-rata 292 detik tanpa kesalahan, serta skor kepuasan pengguna sebesar 72,2%. Hasil dari penelitian ini menunjukkan bahwa website yang diracang secara efektif meningkatkan visibilitas dan daya saing UMKM Kilo Kalori di era digital.