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Implementation of the Addie Model in the Development of Quartet Game in Understanding Food Security Issues for Children Aged Nine Years and Over 在为九岁及以上儿童开发了解粮食安全问题的四重奏游戏中实施艾迪模式
Pub Date : 2024-03-07 DOI: 10.18502/keg.v6i1.15363
Angga Priatna, Antinah Latif, Wahyu Suwarni
Food waste is an issue of food security globally that includes crop failure, losses during distribution and storage or food loss, food substitutes for rice, causing nutritional deficiency problems. As part of a modern society that tends to behave consumptively, we must understand food issues so that we are wiser in buying, consuming, and disposing of leftover food. The quartet game with the theme of food security is an educational tool for children aged nine years and over, consisting of 12 themes designed based on the ADDIE Model. This study develops a card quartet for children on the ADDIE (analysis, design development, implementation, and evaluation) model that would help students to understand the food security. Based on research and development (R&D) with the ADDIE model. The intervention study was conducted in a junior high school with 30 students as respondents. The analysis stage includes problems and content. The design stage begins with observing the product and literature and creating a layout design pattern. The development stage is the validation stage with material and media experts. The implementation phase was a trial of playing the quartet game with junior high school students. The evaluation stage is the feedback received from the respondents, and there is an increase in knowledge. Thus, the ADDIE model can be used to develop the quartet of food security issues, and it can be used as an alternative to learning food security issues for children aged 12. Keywords: food security, quartet, educational game, ADDIE Model, students
粮食浪费是全球粮食安全的一个问题,包括作物歉收、分配和储存过程中的损失或粮食损失、大米的粮食替代品,造成营养缺乏问题。作为一个倾向于消费行为的现代社会的一部分,我们必须了解粮食问题,以便在购买、消费和处理剩余粮食时更加明智。以食品安全为主题的四重奏游戏是一种针对 9 岁及以上儿童的教育工具,由基于 ADDIE 模型设计的 12 个主题组成。本研究以 ADDIE(分析、设计开发、实施和评估)模式为基础,为儿童开发了一个有助于学生了解食品安全的卡片四重奏。基于 ADDIE 模式的研究与开发(R&D)。干预研究在一所初中进行,有 30 名学生作为调查对象。分析阶段包括问题和内容。设计阶段从观察产品和文献开始,创建布局设计模式。开发阶段是与材料和媒体专家进行验证的阶段。实施阶段是与初中学生一起试玩四重奏游戏。评估阶段是收到受访者的反馈意见,知识得到增长。因此,ADDIE 模型可用于开发粮食安全问题四重奏,并可作为 12 岁儿童学习粮食安全问题的替代方法。关键词:粮食安全、四重奏、教育游戏、ADDIE 模型、学生
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引用次数: 0
Forming Jeneponto Regency City Branding With Jeneponto Gammara Video 通过 Jeneponto Gammara 视频打造 Jeneponto Regency 城市品牌
Pub Date : 2024-03-07 DOI: 10.18502/keg.v6i1.15453
Junaedi Junaedi, Lukytta Gusti Acfira, Safri Safri, Eva Fachria
Research on Forming City Branding in Jeneponto Regency with Jeneponto Gammara Video is a mapping model and becomes a communication strategy in the study of branding strategy. This research aims to explore the tourism potential of Jeneponto Regency and then City Branding “Jeneponto Gammara” as well as becoming the iconic tagline of Jeneponto Regency. The method used is a design method oriented toward video production (audiovisual) in the form of preproduction, production, and postproduction which is then used to produce city branding-forming videos. The Jeneponto Gammara City Branding Strategy is a new strategy utilizing communication technology that synergizes with marketing tourism in building Jeneponto Regency tourism in the tourism sector. The results of this study can echo the city branding of Jeneponto Regency so that it is familiar to the eyes of the Indonesian people and the tourism potential of Jeneponto Regency is clearly mapped so that the Regency’s foreign exchange can increase from the tourism sector which will have a significant positive effect on other sectors. Keywords: communication strategy, city branding, jeneponto gammara, tourism
通过杰内蓬托-加马拉(Jeneponto Gammara)视频在杰内蓬托摄政区形成城市品牌的研究是品牌战略研究中的一个映射模型,并成为一种传播战略。本研究旨在探索杰内蓬托摄政区的旅游潜力,进而打造城市品牌 "杰内蓬托-加马拉",并使其成为杰内蓬托摄政区的标志性标语。采用的方法是以视频制作(视听)为导向的设计方法,包括前期制作、制作和后期制作,然后用于制作形成城市品牌的视频。杰内蓬托-加马拉城市品牌战略是一项利用传播技术的新战略,它与旅游营销协同作用,在旅游部门打造杰内蓬托地区旅游。这项研究的结果可以呼应杰内蓬托摄政区的城市品牌建设,使其为印尼人民所熟悉,并清晰地描绘出杰内蓬托摄政区的旅游潜力,从而增加摄政区旅游业的外汇收入,这将对其他行业产生重大的积极影响。关键词:传播战略、城市品牌、杰内蓬托-加马拉、旅游业
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引用次数: 0
Enhancing Accreditation Processes in Polytechnic of Media Kreatif Through Cloud-based Academic Data Collection and Analysis 通过基于云技术的学术数据收集和分析,加强 Kreatif 媒体理工学院的认证程序
Pub Date : 2024-03-07 DOI: 10.18502/keg.v6i1.15369
Sanjaya Pinem, Nova Darmanto, Anju Bherna. D. Nainggolan
Data retention plays a crucial role in the accreditation process of an on-campus program of study. Since 2012, Polytechnic of Media Kreatif has been engaged in the implementation of accreditation procedures. However, the effectiveness of these procedures is hindered by the decentralized storage of data, resulting in disruptions throughout the data-gathering process. Consequently, stakeholders have difficulties in their efforts to evaluate and accredit study programs, as they are required to manually look through individual files and data. This research anticipates that the deployment of centralized data storage for certification purposes will alleviate the challenges previously associated with this process. The agile method was used to develop the systems. In conclusion, this study found that the applications that have been created to help with the management of accreditation-related data were supported by a well-running black-box test. It is also backed by an average usability test of 74%. Keywords: cloud storage, data management, agile method
数据保存在校内学习课程的认证过程中起着至关重要的作用。自 2012 年以来,科里蒂夫传媒理工学院一直在实施认证程序。然而,数据的分散存储阻碍了这些程序的有效性,导致整个数据收集过程中断。因此,利益相关者在评估和评审研究项目时遇到了困难,因为他们需要手动查阅个人档案和数据。本研究预计,为认证目的而部署的集中数据存储将减轻以前与这一过程相关的挑战。系统开发采用了敏捷方法。总之,本研究发现,为帮助管理认证相关数据而创建的应用程序得到了运行良好的黑盒测试的支持。平均 74% 的可用性测试也为其提供了支持。关键词:云存储、数据管理、敏捷方法
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引用次数: 0
Game Design in the Design Thinking Process For a Video Game Development Model to Support Tourism 设计思考过程中的游戏设计 用于支持旅游业的视频游戏开发模式
Pub Date : 2024-03-07 DOI: 10.18502/keg.v6i1.15413
Deddy Stevano H. Tobing
This article discusses the influence of video games on the tourism industry. Video games have become a popular and rapidly growing form of entertainment worldwide. This article reveals how video games can promote tourism through immersive virtual experiences, explore fictional worlds with stunning landscapes, and showcase the culture and historical heritage of various regions different. Dubois and Gibbs proposed the theory that video games can influence tourists’ motivation to visit video gamerelated tourist attractions. Although video games have the potential to boost tourism, research shows that their effectiveness is still lower than that of cinema or print media. However, the development of video games with tourism themes offers opportunities for game developers and the tourism industry. By combining advanced technology and creativity, video games can provide educational experiences, promote tourist destinations, and create new value for players. The author offers a new framework that integrates design thinking with game design as a more effective approach in developing video games that support tourism. Keywords: video game, tourism, game design, design thinking
本文讨论电子游戏对旅游业的影响。电子游戏已成为一种风靡全球、发展迅速的娱乐形式。本文揭示了电子游戏如何通过身临其境的虚拟体验来促进旅游业的发展,如何探索拥有迷人风景的虚构世界,以及如何展示不同地区的文化和历史遗产。杜波依斯和吉布斯提出的理论认为,电子游戏可以影响游客游览与电子游戏相关旅游景点的动机。尽管电子游戏具有促进旅游业发展的潜力,但研究表明,其效果仍低于电影或印刷媒体。然而,以旅游为主题的电子游戏的开发为游戏开发商和旅游业提供了机遇。通过将先进技术与创意相结合,视频游戏可以提供教育体验、宣传旅游目的地,并为玩家创造新的价值。作者提出了一个新的框架,将设计思维与游戏设计相结合,作为开发支持旅游业的视频游戏的更有效方法。关键词:视频游戏、旅游业、游戏设计、设计思维
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引用次数: 0
Design of the Nirmana Dwimatra Teaching Material Book for Students of the Polimedia Photography Department 为 Polimedia 摄影系学生设计 Nirmana Dwimatra 教材手册
Pub Date : 2024-03-07 DOI: 10.18502/keg.v6i1.15432
Irpan Riana, Yuda Syah Putra, Dyama Khazim Setyadi
Students in the Photography department will study various photography techniques and theories, such as portrait photography, landscape photography, product photography, and documentary photography. In the photography department, students will study the techniques and process of making images, which is a form of Dwimatra art. Through the Nirmana Dwimatra course, students will understand the techniques and methods for creating quality photographic works, which apply basic art concepts, such as perspective, color, shape, and so on. Apart from that, the Nirmana Dwimatra course can also help students in the photography department to develop their creativity and imagination, as well as understand how to combine techniques and concepts in the process of creating photographic works. Therefore, the Nirmana Dwimatra course is closely related to the photography department and can help students understand and practice photography well. Therefore, there is a need for effective and interesting teaching materials related to the Nirmana Dwimatra course specifically for the Jakarta Polymedia Photography Department. Keywords: textbooks, Nirmana, two dimensions, photography
摄影专业的学生将学习各种摄影技术和理论,如人像摄影、风景摄影、产品摄影和纪实摄影。在摄影系,学生将学习作为 Dwimatra 艺术一种形式的图像制作技术和过程。通过 Nirmana Dwimatra 课程,学生将了解创作优质摄影作品的技巧和方法,这些技巧和方法应用了基本的艺术概念,如透视、色彩、形状等。除此之外,Nirmana Dwimatra 课程还能帮助摄影专业的学生开发创造力和想象力,并了解如何在摄影作品创作过程中结合各种技巧和概念。因此,Nirmana Dwimatra 课程与摄影系密切相关,可以帮助学生很好地理解和实践摄影。因此,需要专门为雅加达综合媒体摄影系编写与 Nirmana Dwimatra 课程相关的有效而有趣的教材。关键词:教材、尼尔马纳、二维、摄影
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引用次数: 0
Alternative Designs of Coat for Pharmacists 药剂师的另类外套设计
Pub Date : 2024-03-07 DOI: 10.18502/keg.v6i1.15423
Rachmawaty Rachmawaty, Pratiwi Kusumowardhani, Hajidah Putri Dara
To date, a pharmacist’s coat cannot be distinguished from a doctor’s coat. In general, people still identify the profession of pharmacist with that of a doctor, because the color and attributes of their coats are still the same. The purpose of this research is to design a special pharmacist’s practice coat that can differentiate it from a doctor’s practice suit with new innovations and designs that are more ergonomic and equipped with the right pocket placement and more functional. A practice coat is formal attire worn by professionals in the health or medical field with white or light blue characteristics, is designed to be easy, and gives a clean and professional look. Design thinking was implemented using the Hasso Plattner model through five stages, namely empathize, define, ideate, prototype, and evaluation. The results of the research are clothing in the form of a pharmacist’s coat with inner pocket and a model that can increase the efficiency and comfort of a pharmacist’s work. Keywords: pharmacist coat, design thinking, ergonomics
迄今为止,药剂师的大衣与医生的大衣仍无法区分。一般来说,人们仍然将药剂师与医生相提并论,因为他们的外套颜色和属性仍然相同。本研究的目的是设计一种特殊的药剂师执业大衣,通过新的创新和设计,使其能够区别于医生的执业服,更符合人体工程学,配备合适的口袋位置,功能性更强。执业大衣是卫生或医疗领域专业人员穿着的正式服装,具有白色或浅蓝色的特点,设计简便,给人以整洁、专业的感觉。设计思维采用哈索-普拉特纳(Hasso Plattner)模型,分为五个阶段,即移情、定义、构思、原型和评估。研究成果是以带内袋的药剂师外套为形式的服装,以及能提高药剂师工作效率和舒适度的模型。关键词:药剂师外套、设计思维、人体工程学
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引用次数: 0
Creating a Catalog of UMKM Setu Babakan Products for the Development of Betawi Culture to International Markets 创建 UMKM Setu Babakan 产品目录,将贝塔维文化推向国际市场
Pub Date : 2024-03-07 DOI: 10.18502/keg.v6i1.15428
Muhammad Halim, Nurul Akmalia, Zaenab, Laelatul Pathia, Mochammad Refo Alfarizi Waskita
Betawi culture is a culture that is passed down through generations in Betawi society and is mostly prevalent in the capital city of Jakarta. One of the cultural products that still exist today are produced by the local Small and Medium Enterprise (SME). These products can be promoted through the medium of photography. However, in fact, these local SME products do not have the proper documentation that represents the culture. This research aims to display local SME product in Setu Babakan Betawi village in a visually attractive and informative way. So that, more people will know about the existence of these local SME products in Betawi Cultural village. The catalog will be made not only as media documentation but also as a branding medium to promote in the commercial or industrial sector. The catalog will be in the form of that contains complete list of the products sold and offered and display photos showing the product details. The catalog will be either in the form of print or digital so it could be seen by domestic or foreign tourists. The method used in this study is descriptive qualitative analysis; data were gathered through observation as well as interview with the SME owner regarding the products sold by them. Keywords: Betawi Culture, SME, catalogs, product branding, tourists
贝塔维文化是一种在贝塔维社会世代相传的文化,主要流行于首都雅加达。当地中小型企业(SME)生产的文化产品是现今仍然存在的文化产品之一。这些产品可以通过摄影媒介进行推广。但事实上,这些当地中小企业的产品并没有适当的文献资料来体现其文化。本研究旨在以具有视觉吸引力和信息丰富的方式展示 Setu Babakan Betawi 村的当地中小企业产品。这样,就会有更多的人知道 Betawi 文化村有这些当地中小企业产品。目录不仅将作为媒体文件,还将作为在商业或工业领域推广品牌的媒介。目录的形式将包括所销售和提供的产品的完整清单,以及展示产品细节的照片。目录将采用印刷或数字形式,以便国内外游客能够看到。本研究采用的方法是描述性定性分析;通过观察以及与中小企业主就其销售的产品进行访谈来收集数据。关键词贝塔维文化、中小企业、目录、产品品牌、游客
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引用次数: 0
Artificial Intelligence (AI) Based Game Development ``Memory Game'' for Training Functions Alzheimer and Dementia Cognitive 基于人工智能(AI)的游戏开发 "记忆游戏",用于训练阿尔茨海默氏症和痴呆症的认知功能
Pub Date : 2024-03-07 DOI: 10.18502/keg.v6i1.15368
Yuyun Khairunisa, Deni Kuswoyo, Bayu Dwi Nurwicaksono
Smart games, especially crossword puzzles can be an effective tool in aiding cognitive and physical exercise by stimulating the brain and strengthening brain connections, which can help prevent or slow the progression of Alzheimer’s and dementia. This research aimed to develop a crossword puzzle game into a digital version in Bahasa Indonesia with Artificial Intelligence (AI) features. The benefit of this game product can be used as a cognitive therapy for Alzheimer’s and dementia sufferers. The research method used is game development using the Game Development Life Cycle (GDLC) model with stages of initiation, pre-production, implementation/development, testing, launch, and maintenance. Implementation of digital version using Unity 3D game engine with AI feature of hint generating. This research was carried out for 8 months. Game testing results were carried out by testing the functionality of game features and the results were that all features functioned well. The innovation and importance of this work was to implement the memory crossword puzzle game design into a digital version in Bahasa by implementing artificial intelligence methods for the hints feature. This work will inspire developers to do greater work on Bahasa and implement various features based on AI methods. Keywords: digital memory games, artificial intelligence, crosswords, game development
智能游戏,尤其是填字游戏,可以通过刺激大脑和加强大脑连接,成为帮助认知和锻炼身体的有效工具,从而有助于预防或减缓阿尔茨海默氏症和痴呆症的进展。本研究旨在开发一款具有人工智能(AI)功能的印尼语数字版填字游戏。该游戏产品可作为阿尔茨海默氏症和痴呆症患者的认知疗法。研究方法是使用游戏开发生命周期(GDLC)模型进行游戏开发,包括启动、预制作、实施/开发、测试、发布和维护等阶段。使用 Unity 3D 游戏引擎和人工智能提示生成功能实现数字版本。这项研究历时 8 个月。通过测试游戏功能,得出了游戏测试结果,所有功能均运行良好。这项工作的创新性和重要性在于通过对提示功能采用人工智能方法,将记忆填字游戏的设计实现为巴哈萨语的数字版本。这项工作将激励开发人员在巴哈萨语方面做更多的工作,并基于人工智能方法实现各种功能。关键词:数字记忆游戏、人工智能、填字游戏、游戏开发
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引用次数: 0
Development of Event Management System in Professional Organization of Indonesian Professional Assessors Association (IASPRO) Using User Centered Design Method 使用用户中心设计方法开发印度尼西亚专业评审员协会(IASPRO)专业组织的活动管理系统
Pub Date : 2024-03-07 DOI: 10.18502/keg.v6i1.15404
Sudirman Sudirman, Dewantoro Lase, Syafriyandi Syafriyandi, Raju Gobal
An organization usually has events that need to be publicized to the wider community. The Indonesian Professional Assessors Association (IASPRO) only uses social media to publicize events such as seminars, workshops, or other events that are held. As a result, many organizational members or potential participants do not know that the event is being held or are even confused about registering and finding out what the participant quota for the event is. To make it easier for potential participants, a system is needed to organize event publication and registration. Therefore, an event management system is created, namely a web-based application with a User-centered Design approach. The use of the User-centered Design method aims to produce a system that suits the needs and comfort of the user. At the testing stage, the author uses the System Usability Scale method to evaluate the system interface, and black box testing to measure software functionality and ensure the software meets user needs. Test results using the System Usability Scale obtained an Acceptability range value of 81.67 with Grade A, with these results it is certain that users are satisfied with the current interface design. Keywords: system, event management, UCD, web-based,; organization
一个组织通常会有一些活动需要向更广泛的社区进行宣传。印尼专业评审员协会(IASPRO)仅使用社交媒体宣传举办的研讨会、讲习班或其他活动。因此,许多组织成员或潜在参与者并不知道正在举办活动,甚至对注册和了解活动的参与者配额感到困惑。为了方便潜在参与者,需要一个系统来组织活动的发布和注册。因此,我们创建了一个活动管理系统,即一个采用用户中心设计方法的网络应用程序。使用 "以用户为中心的设计 "方法的目的是创建一个符合用户需求和舒适度的系统。在测试阶段,作者使用系统可用性量表法评估系统界面,并通过黑盒测试测量软件功能,确保软件满足用户需求。使用系统可用性量表进行的测试结果显示,可接受性范围值为 81.67,等级为 A,可以肯定用户对当前的界面设计感到满意。关键词:系统、事件管理、用户发展、基于网络、组织
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引用次数: 0
Anti-corruption Education Learning Application 反腐败教育学习应用程序
Pub Date : 2024-03-07 DOI: 10.18502/keg.v6i1.15359
Andrian Andrian, Andriyana Andrian
Efforts to optimize anti-corruption education can be made through the development of interactive media in learning. Through these media, it is hoped that learning will become more meaningful and develop students’ potential as learners. The formulation of the problem in this research is, how to make interactive learning media for anticorruption education? The research objective to be produced is to find out the creation of interactive learning media for anti-corruption education. This study uses the waterfall method which consists of the stages of analysis, design, implementation, testing, and maintenance. The approach applied is qualitative by collecting data using literature study techniques and documentation studies Keywords: citizenship education, anti-corruption education, interactive learning media
可以通过在学习中开发互动媒体来努力优化反腐败教育。通过这些媒体,希望学习变得更有意义,并开发学生作为学习者的潜能。本研究问题的提出是:如何制作反腐教育互动学习媒体?要达到的研究目标是,找出用于反腐教育的互动学习媒体的制作方法。本研究采用瀑布法,包括分析、设计、实施、测试和维护等阶段。采用的方法是定性方法,通过文献研究技术和文献研究来收集数据。
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引用次数: 0
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KnE Engineering
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