Journal of Engineering, Technology, and Applied Science (JETAS)
The aim of this journal is to publish high-quality articles dedicated to all aspects of the latest outstanding developments in the field of Engineering, Technology and Applied Science. Subject areas cover, but not limited to Physics, Chemistry, Biology, Environmental Sciences, Geology, Engineering, Agriculture, Biotechnology, Nanotechnology, Mathematics and Statistics, Computer Science, Architecture, Industrial and all other science and engineering disciplines.
Articles
78 Documents
Needs Analysis for E-WLOAD
Ariffin, Asma Hanee;
Abdul Wahid, Rohaizah;
Mansor, Marzita;
Sulaiman, Suliana
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 1: April 2021
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.jetas-0301.197
Isu beban tugas berlebihan di kalangan pendidik telah menghasilkan penciptaan e-WLOAD, sistem pengagihan beban tugas pensyarah (pengajaran dan pengurusan) bagi mengatasi masalah ketidak-seimbangan beban tugas dan kepakaran dalam organisasi. Walaupun terdapat pelbagai sistem dan aplikasi bagi proses pengagihan tugas di pasaran, namun ianya tidak mengkhususkan kepada bidang pendidikan yang melibatkan pelbagai sumber pengetahuan dan proses yang kompleks. Pembentangan ini memfokuskan kepada kejuruteraan keperluan bagi penghasilan keperluan fungsian sistem. Proses yang terlibat adalah elisitasi dan analisis keperluan menggunakan teknik penilaian dokumen dan temubual, membina spesifikasi keperluan dan validasi spesifikasi. Dapatan akhir proses berupaya menggariskan secara terperinci keperluan fungsian sistem dari perspektif proses dan data yang terlibat. Sistem e-WLOAD mampu mencadangkan pensyarah yang bersesuaian bagi kursus berdasarkan kriteria bidang kepakaran dan kelayakan, skor kekerapan dan beban kredit pengajaran seterusnya mampu menjana jadual beban tugas pengajaran jabatan yang menitik beratkan keseimbangan beban kredit antara pensyarah dan sela masa semester pengajaran. Sistem juga mampu mencadangkan pensyarah bagi tugas pengurusan sesuai dengan kelayakan, kepakaran dan beban semasa. Needs Analysis for E-WLOAD Abstract: The issue of excessive workload among educators has resulted in the creation of e-WLOAD, a lecturer's workload distribution system (teaching and management) to overcome the problem of workload imbalance and expertise in the organization. Although there are various systems and applications for the task distribution process in the market, but it does not specialize in the field of education which involves various sources of knowledge and complex processes. This presentation focuses on engineering requirements for the production of system functional requirements. The process involved is elicitation and needs analysis using document evaluation and interview techniques, constructing specification requirements and validation of specifications. The final findings of the process are able to outline in detail the functional requirements of the system from the perspective of the process and the data involved. The e-WLOAD system is able to recommend suitable lecturers for the course based on criteria of expertise and qualifications, frequency scores and teaching credit load which in turn is able to generate a departmental teaching workload schedule that emphasizes the balance of credit load between lecturers and teaching semester intervals. The system is also able to recommend lecturers for management tasks in accordance with current qualifications, expertise and load. Keywords: e-WLOAD, Needs Analysis, Workload.
Student Guidance and Counseling based on Expert System Using Certainty Factor Method
Novaliyan, Alvin Rangga;
Fernandes, Atman Lucky;
Hendro Wahyudiono, Pratiwi;
Olva, Maria;
Suganda, Afdal;
Ismail;
Iksan, Nur;
Yani, Achmad;
Panessai, Ismail Yusuf
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 2: August 2021
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.jetas-0302.234
Setiap kampus atau perguruan tinggi memiliki satu layanan yang disebut bimbingan dan konseling. Peran ini dipegang oleh dosen penasehat akademik. Beban kerja dosen penasehat akademik menjadi tinggi ketika rasio jumlah dosen dan mahasiswa rendah. Untuk meringankan beban kerja dosen penasehat akademik maka dibuat sebuah sistem pakar yang dapat memudahkan mahasiswa dan dosen penasehat akademik dalam mengatasi permasalahan yang ada. Pembangunan sitem pakar ini menggunakan metode pengembangan Expert System Development Life Cycle (ESDLC). Aplikasi yang dibangunkan kemudian diujikan kepada mahasiswa Teknik Informatika di Universitas Ibnu Sina. Pengujian meliputi uji Black Box. Dari evaluasi pengguna diperoleh hasil bahwa sistem pakar yang dibangunkan dapat digunakan untuk menangani masalah-masalah seperti yang telah disimpan dalam daftar data masalah dan solusi. Tampilan estetika sistem harus diperbaiki agar pengguna tertarik untuk menggunakannya. Beberapa pengguna mengusulkan elemen multimedia dimasukkan dalam tampilan sistem pakar yang dibangunkan agar tampilannya lebih menarik. Student Guidance and Counseling based on Expert System Using Certainty Factor Method Abstract: Every campus or college has one service called guidance and counseling. This role is held by the academic advisory lecturer. The workload of academic advisory lecturers becomes high when the ratio of the number of lecturers to students is low. To ease the workload of academic advisory lecturers, an expert system is made that can facilitate students and academic advisory lecturers in overcoming existing problems. The development of this expert system uses the Expert System Development Life Cycle (ESDLC) development method. The application that was developed was then tested on Informatics Engineering students at Ibn Sina University. Tests include the Black Box tests. From the evaluation of the user obtained the results that the developed expert system can be used to deal with problems such as those that have been stored in the list of problem data and solutions. The aesthetic appearance of the system must be improved in order for users to be interested in using it. Some users suggest multimedia elements be included in the developed expert system view to make it look more attractive. Keywords: Guidance and Counseling, Certanty Factor, Expert Systems.
Visitor Management Information System during the Covid-19 Pandemic
Fauzan;
Basar, Abdul Rohmad;
Olva, Maria;
Hendro Wahyudiono, Pratiwi;
Iksan, Nur;
Yani, Achmad
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 2: August 2021
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.jetas-0302.235
PT. Epson Batam (PEB) adalah perusahaan multinasional dengan jumlah karyawan lebih dari 3000 orang. Banyaknya tamu (non-karyawan) yang datang ke PT. Epson Batam setiap harinya seperti kunjungan dari instansi pemerintah, partner perusahaan, vendor dan supplier, menyebabkan adanya kebutuhan terhadap aplikasi khusus yang dapat memudahkan perusahaan dalam mengelola data-data para tamu yang berkunjung ke perusahaan dan memudahkan pihak pengaman perusahaan dalam melakukan pencatatan dan rekap tamu yang berkunjung. Penelitian ini bertujuan untuk merancang sebuah sistem informasi pengelolaan pengunjung di masa pandemik Covid-19. Berdasarkan maklum balas dari pengguna disimpulkan bahwa sistem yang dibangunkan bisa digunakan dan berfungsi dengan baik tetapi perlu pengembangan yang memungkinkan sistem informasi terintegrasi dengan alat pengukur suhu. Visitor Management Information System during the Covid-19 Pandemic Abstract: PT. Epson Batam (PEB) is a multinational company with more than 3000 employees. The number of guests (non-employees) who come to PT. Epson Batam every day such as visits from government agencies, company partners, vendors and suppliers, causes the need for special applications that can make it easier for companies to manage the data of guests who visit the company and make it easier for company security to record and recap guests who visit the company. This study aims to design a visitor management information system during the Covid-19 pandemic. Based on the feedback from users, it is concluded that the system developed can be used and functions well but needs development that allows an integrated information system with temperature measuring devices. Keywords: Covid-19, Information System, Management Visitor.
Ease of Use of Augmented Reality as an Online Learning Tool to Improve Student Performance and Achievement in Wood Carving Art
Krishna Pillai, Salini;
Iksan, Nur;
Abd Arif, Harleny;
Panessai, Ismail Yusuf;
Abdulbaqie, Azmi Shawkat;
Yani, Achmad;
Ismail
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 2: August 2021
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.jetas-0302.256
Krisis global pasca merebaknya epidemi Covid-19 berdampak pada proses belajar mengajar (PdP). Masalah utama pdP selama epidemi Covid-19 adalah keterbatasan dalam melakukan kegiatan tatap muka di dalam kelas. Oleh karena itu, diperlukan bantuan pembelajaran agar PdP dapat berjalan optimal meskipun tidak ada interaksi tatap muka antara guru dan siswa. Penelitian ini menyoroti penerapan Augmented Reality untuk mendukung pembelajaran jarak jauh dalam situasi epidemi Covid-19, khususnya dalam topik seni ukiran kayu. Aplikasi selular AR Wood Carving Art menggunakan model desain ADDIE. Aplikasi seluler AR Wood Carving Art dievaluasi berdasarkan kegunaannya (ease of use). Berdasarkan hasil penelitian, responden menyetujui bahwa aplikasi selular AR Wood Craving Art berguna dan aplikasi menghemat waktu ketika pengguna menggunakannya sehingga aplikasi selular AR Wood Craving Art efektif digunakan dalam pembelajaran yang membuat pengguna lebih produktif, kreatif, dan inovatif. Ease of Use of Augmented Reality as an Online Learning Tool to Improve Student Performance and Achievement in Wood Carving Art Abstract: The global crisis following the outbreak of the Covid-19 epidemic has had an impact on the teaching and learning process (PdP). The main problem with PdP during the Covid-19 epidemic was the limitation in conducting face-to-face activities in the classroom. Therefore, a learning aid is needed to enable PdP to run optimally even though there is no face-to-face interaction between teachers and students. This research highlights the application of Augmented Reality to support distance learning in the Covid-19 epidemic situation, specializing in Wood Carving Art for the subject of Visual Arts. The AR Wood Carving Art mobile application uses the ADDIE design model. The AR Wood Carving Art mobile application is evaluated based on its ease of use. Based on the result, respondents agree that the AR Wood Craving Art mobile application is useful and the application saves time when users use it, therefore the AR Wood Craving Art mobile application is effectively used in learning which makes users more productive, creative, and innovative. Keywords: Augmented Reality, Ease of Use, Teaching and Learning.
Mutual Dynamics of Certain Types of Bitcoin: Data from Wavelet Coherence
Lyashenko, Vyacheslav;
Bilotserkivskyi, Oleksandr;
Pyvavar, Iryna;
Kots, Hryhorii
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 2: August 2021
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.jetas-0302.258
Unconventional methods of analysis are a good tool for studying new trends and phenomena. One of these objects of research is the cryptocurrency market. The paper shows the possibility and feasibility of applying the ideology of wavelets to analyze the dynamics of prices for cryptocurrencies. For this, the methodology of wavelet coherence is used. This methodology has been applied to various cryptocurrency pairs. The calculation results for real data are presented. It is shown that the results obtained agree with the theoretical conclusions and research results of other authors.
Usefulness of the 'Algoritma bersama Algo' for Learning Algorithm Topic in Asas Sains Komputer Subjects
Shaharom, Anis Syuhada;
Abdul Rahman, Mohd Hishamuddin
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 2: August 2021
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.jetas-0302.261
Kajian ini bertujuan untuk membangunkan sebuah aplikasi mudah alih, Algoritma Bersama Algo untuk pelajar tingkatan 1 yang mengambil subjek Asas Sains Komputer bagi topik Algoritma. Pembangunan aplikasi ini berasaskan kepada permasalahan yang berlaku dalam kalangan guru mahupun pelajar yang sukar untuk mencari bahan rujukan. Pembangunan aplikasi ini dapat membantu para guru dan pelajar dengan menerapkan elemen-elemen multimedia dan teknologi maklumat. Seterusnya, kajian ini juga mengkaji persepsi pelajar dan guru terhadap penggunaan aplikasi dalam pembelajaran bab Algoritma. Metodologi kajian yang digunakan sebagai panduan dalam pembangunan aplikasi ini adalah ADDIE. Data kajian dikumpul dengan menggunakan soal selidik yang diedarkan kepada guru dan pelajar melalui Google Form. Hasil dapatan kajian memperlihatkan majoriti pelajar dapat menggunakan aplikasi dengan baik dan menarik minat pelajar untuk belajar. Cadangan pada masa akan datang adalah dalam menghasilkan sesuatu produk pembangun perlu kreatif dalam menerapkan elemen multimedia dalam menarik minat pengguna. Kesimpulan daripada kajian menunjukkan pembelajaran yang menarik mampu dijalankan walaupun diluar bilik darjah dengan menggunakan aplikasi mudah alih yang disediakan.. Usefulness of the 'Algoritma bersama Algo' for Learning Algorithm Topic in Asas Sains Komputer Subjects Abstract: This study aim to develop a mobile application, “Algoritma bersama Algo” for Form 1’s student taking “Asas Sains Komputer” in Algorithm topic. This application development based on problem that occurred within both teacher and student that having dificulity in searching reference materials. This application can help both teacher and student to applied multimedia and information technology elements. Next, this study also examines the perceptions of students and teachers to use this application in learning about algorithm. Methodology used as guide in development of this application is ADDIE model. Data collected using questionnaires which distributed to students through Google Forms. The result showed that majority students can use application properly and it attract students to learn. Suggestion for the future is to produce a creative product as developer needs to implement multimedia elements to interest users. As conclusion, the study showed interesting learning can be carried out even outside the classroom using mobile applications that were develop. Keywords: Learning Tool, Algorithm, Mobile Application.
Development of "Pocket Lingua Sign" Mobile Application for Sign Language Learning
Md Rashid, Farah Izzati;
Abdul Rahman, Mohd Hishamuddin
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 3: December 2021
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.jetas-0303.292
Aplikasi Pocket Lingua Sign ini merupakan satu aplikasi yang dibangunkan untuk membantu masyarakat yang ingin mempelajari dan memahami Bahasa isyarat pada peringkat awal. Perkara ini juga memberi pendedahan kepada orang yang kurang mengetahui berkenaan Bahasa isyarat. Untuk projek ini, sistem ini menggunakan model ADDIE. Antara kelebihan menggunakan model ADDIE ini ialah dapat menyusun projek ini mengikut kerangka masa yang ditetapkan. Bedasarkan kaedah analisis yang dilaksanakan projek ini menumpukan kepada pembelajaran asas Bahasa isyarat. Pengujian telah dijalankan melalui pengedaran soal selidik di dalam bentuk Goofle Form. Kebanyakan pengguna bersetuju dengan aplikasi ini. Aplikasi Pocket Lingua Sign ini juga menggunakan media interaktif seperti video dan gambar. Hal ini kerana, penggunaan sebegini lebih mempercepatkan proses pemahaman pembelajaran terutama secara visual. Pada masa akan datang, diharapkan aplikasi ini mempunayi lebih banyak maklumat supaya pengguna lebih berpuas hati. Secara kesimpulannya, aplikasi ini dapat memudahkan pengguna untuk mencari bahan maklumat berkenaan Bahasa isyarat tangan. Development of "Pocket Lingua Sign" Mobile Application for Sign Language Learning Abstract: This Pocket Lingua Sign application is an application developed to help people who want to learn and understand sign language at an early stage. This also gives exposure to people who do not know much about sign language. For this project, the system uses the ADDIE model. Among the advantages of using this ADDIE model is to be able to organize this project according to a set time frame. Based on the analytical method implemented, this project focuses on the basic learning of sign language. Testing was conducted through the distribution of questionnaires in the form of Goofle Form. Most users agree with this application. The Pocket Lingua Sign application also uses interactive media such as videos and images. This is because, such use speeds up the process of understanding learning, especially visually. In the future, it is hoped that this application has more information so that users are more satisfied. In conclusion, this application can make it easier for users to find information materials regarding hand sign language. Keywords: Learning Tool, Mobile Application, Sign Language.
Musculoskeletal Disorders in Students During Covid-19 Pandemic: Literature Review
Tambun, Madschen Sia Mei Ol Siska Selvija
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 3: December 2021
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.jetas-0303.298
Pandemi Covid-19 telah menjadi perhatian di seluruh dunia. Kebijakan dalam rangka pencegahan penyebaran virus seperti pembelajaran online juga diberlakukan pada mahasiswa. Mahasiswa yang mengikuti pembelajaran online mayoritas mengalami keluhan musculoskeletal pada bagian tubuh seperti leher, bahu, punggung dan pinggang. Metode penelitian ini adalah literatur review dengan menghasilkan 14 artikel penelitian. Keluhan musculoskeletal apabila tidak ditindaklanjuti maka akan berdampak jangka panjang seperti gangguan tidur dan kecacatan. Musculoskeletal Disorders in Students During Covid-19 Pandemic: Literature Review Abstract: COVID-19 pandemic has become an international concern. Policies to prevent the spread of disease, such as learning from home, are applied to university students. The majority of students who take online learning experience musculoskeletal complaints in body parts such as the neck, shoulders, back and waist. This research method is literature review by producing 14 research articles. Musculoskeletal complaints if not followed up will have long-term impacts such as sleep disturbances and disability. Keywords: Covid-19, Muscuoskeletal Disorders, Online Learning, Student.
MYSIMBA: Interactive Multimedia Learning Courseware for Grade 6 Students' Idioms Learning
Shukri Khalid, Muhammad Shukri;
Mohamad Rasli, Roznim
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 3: December 2021
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.jetas-0303.316
Penyelidikan ini yang lebih tertumpu kepada asas salah satu bentuk peribahasa yang terdapat dalam silibus mata pelajaran bahasa Melayu iaitu simpulan bahasa. Metadologi Kajian dalam pembangunan koswer ini adalah menggunakan model ADDIE. Terdapat lima fasa terlibat dalam pembangunan koswer ini. Kaedah analisis yang digunakan fasa ini melibatkan analisis kandungan perlu difokuskan dari segi kesesuaian kandungan dan sasaran pengguna. Hal ini adalah kerana supaya koswer yang ingin dibangunkan mencukupi dan selaras dengan keperluan pengguna dari segi perisian dan perkakasan. Perisian yang digunakan adalah seperti Microsoft Words dan Microsoft Powerpoint dan perisian lain yang berkaitan seperti server dan sebagainya. Keberhasilan produk akan diuji melalui Technology Acceptance Model (TAM) yang digunakan dalam fasa penilaian yang akan menilai dari segi kebolehgunaan. Tegasnya, koswer ini juga dibangunkan untuk memudahkan pengajaran bagi pengajar atau guru-guru yang mengajar murid sekolah dan mengimplementasikan penggunaan multimedia dalam proses PdP. Ini bertujuan untuk menarik minat murid sekolah dalam proses mengenali simpulan bahasa dan seterusnya memudahkan proses PdP di dalam kelas. Impaknya, diharapkan koswer ini dapat memahirkan murid-murid sekolah terhadap penggunaan simpulan bahasa dalam sesi PdP dan kehidupan seharian. MYSIMBA: Interactive Multimedia Learning Courseware for Grade 6 Students' Idioms Learning Abstract: This research is more focused on basic one form of proverbs found in the Malay language syllabus of idioms. Research Methodology in the development of this courseware is using the ADDIE model. There are several phases involved in the development of this course. The method of analysis used in this phase involves content analysis should be focused in terms of content suitability and target users. This is because so that the courseware to be developed is adequate and in line with the needs of users in terms of software and hardware. The software used is like Microsoft Words and Microsoft Powerpoint and other related software such as servers and so on. Product success will be tested through the Technology Acceptance Model (TAM) used in the evaluation phase which will evaluate in terms of usability. Strictly speaking, this courseware was also developed to facilitate teaching for teachers or teachers who teach school children and implement the use of multimedia in the PdP process. This aims to attract school students in the process of recognizing idioms and further facilitate the PdP process in the classroom. As a result, it is hoped that this course will be able to educate school children on the use of idioms in PdP sessions and daily life. Keywords: ADDIE, Courseware, Instructional Technology.
Development of 'Sifir Run' Mathematical Mobile Game for Learning Multiplication Topics in Primary School Students
Mohd Ishak, Amira;
Abdul Rahman, Mohd Hishamuddin
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 3: December 2021
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)
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DOI: 10.36079/lamintang.jetas-0303.317
Bidang permainan mudah alih pada era ini telah melonjakkan evolusi pendidikan dan juga membangunkan kemahiran kognitif, spatial dan kemahiran motor (skill) serta meningkatkan kemahiran ICT. Pembangunan ICT dan teknologi telah memberi banyak peluang dan ruang untuk diterokai dalam bidang permainan mudah alih. Sifir Run merupakan sebuah aplikasi permainan mudah alih yang bertemakan pembelajaran sifir. Pembangunan aplikasi ini bertujuan untuk meningkatkan kemahiran menghafal sifir dalam kalangan murid sekolah rendah. Objektif projek ini adalah untuk mengenalpasti permasalahan murid dalam operasi darab, mereka bentuk dan membangunkan permainan mudah alih yang bertemakan sifir dan mengkaji kebolehgunaan aplikasi permainan mudah alih tersebut. Pembangunan aplikasi ini dijalankan dengan menggunakan model ADDIE. Terdapat seramai 20 orang responden dipilih oleh pengkaji bagI menjalani fasa penilaian untuk menguji kebolehgunaan aplikasi permainan mudah alih Sifir Run. Development of 'Sifir Run' Mathematical Mobile Game for Learning Multiplication Topics in Primary School Students Abstract: The field of mobile games in this era has accelerated the evolution of education and also developed cognitive, spatial and motor skills (skills) as well as improve ICT skills. The development of ICT and technology has provided many opportunities and spaces to be explored in the field of mobile gaming. Sifir Run is a mobile game application themed on learning ciphers. The development of this application aims to improve the skills of memorizing ciphers among primary school students. The objective of this project is to identify students' problems in multiplication operations, design and develop cipher -themed mobile games and study the usability of such mobile game applications. The development of this application was carried out using the ADDIE model. A total of 20 respondents were selected by the researcher to undergo the evaluation phase to test the usability of the Sifir Run mobile game application. Keywords: Educational Games, Mobile Computer Games, Multiplication.