Arya Iswahyudia
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Aplikasi Edukatif dan Hiburan Cross-Platform untuk Meningkatkan Literasi Digital Abdulloh Fairuzabadi; Arya Iswahyudia; Barnadi; Muslik
Prosiding SISFOTEK Vol 9 No 1 (2025): SISFOTEK IX 2025
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

The Cross-Platform Educational and Entertainment Application was developed to address the issue of low digital literacy, particularly among young people who actively use digital media but have not fully understood its healthy, productive, and safe utilization. This study aims to design a cross-platform application that integrates education and entertainment to enhance engagement while providing an enjoyable learning experience. The research method employed the Agile Scrum approach, an iterative and collaborative framework that divides the development process into several sprints. Data were collected through observation, interviews, and literature studies to accurately map user needs. The development stages included preparing the product backlog, sprint planning, feature development in short cycles, as well as evaluation through sprint reviews and retrospectives. The results indicate that the application provides interactive learning media, educational entertainment, and user-friendly cross-platform access. User satisfaction reached 86%, demonstrating the application’s effectiveness in improving digital literacy and encouraging positive technology utilization. Thus, this study contributes to the development of technology-based solutions that support the enhancement of digital skills among younger generations.