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Application of 360-Degree Virtual Tour as a Website-Based Media for Introduction to Pucak Meru Pura 360度虚拟漫游作为网站媒体介绍Pucak Meru Pura的应用
Pub Date : 2023-06-22 DOI: 10.17509/edsence.v5i1.56840
Gusti Ngurah, Agung Bagus, Yudistya Mahesatama, Ketut Gus, Oka Ciptahadi, Made Arya, Budhi Saputra, Pucak Meru Temple
Pucak Meru Temple is one of the temples belonging to the Kahyangan Jagat Temple, which is located in Banjar Kasianan, Pangsan Village, Petang District, Badung Regency, Bali. Pucak Meru Temple has a cave called Goa Meru which is a historical witness to the establishment of this temple. Pucak Meru Temple has several uniqueness, namely, in Goa Meru flowing 5 sources of water, inside the cave there are also guards in the form of snakes and there are also many ancient kepeng coins, and during piodalan in this temple it always rains even during the dry season. when pujawali does not rain, it is certain that the drought will be long. Pucak Meru Temple is a temple that recently has the status of Kahyangan Jagat Temple, so the name of this temple as Kahyangan Jagat Temple is still foreign to the public. With the current development of information technology, the author built a Website-Based Virtual Tour 360 Degree application which aims to provide effective information and the impression as if you had been at Pucak Meru Temple. This application was built using the MDLC (Multimedia Development Life Cycle) method. Based on the test results using the heuristic evaluation method, the results were quite good and through the system usability scale testing, an average SUS score of 80 was obtained, thus concluding that each function is running well and can be used easily by users.
Pucak Meru寺是Kahyangan Jagat寺的寺庙之一,位于巴厘巴东县佩塘区Pangsan村Banjar Kasianan。Pucak Meru寺庙有一个叫做果阿Meru的洞穴,它是这座寺庙建立的历史见证。Pucak Meru寺庙有几个独特之处,即在果阿梅鲁有5个流动的水源,洞内还有蛇形的守卫,还有许多古老的克彭币,在寺庙的piodalan期间,即使在旱季也总是下雨。当普加瓦里不下雨时,干旱肯定会持续很长时间。Pucak Meru寺是一座最近拥有Kahyangan Jagat寺地位的寺庙,所以这座寺庙的名字Kahyangan Jagat寺对公众来说仍然是陌生的。随着信息技术的发展,作者构建了一个基于网站的虚拟旅游360度应用程序,旨在提供有效的信息和感觉,仿佛你已经在普帕克梅鲁寺。这个应用程序是使用MDLC(多媒体开发生命周期)方法构建的。根据启发式评价方法的测试结果,测试结果较好,通过系统可用性量表测试,SUS平均得分为80分,说明各功能运行良好,用户使用方便。
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引用次数: 0
Implementation of Sound Effects and Voice Over Techniques in Creating Motion Graphic “Budidaya Ayam Kampung Unggul Balitbangtan” 在创造动态图形“Budidaya Ayam Kampung Unggul Balitbangtan”中的音效和配音技术的实现
Pub Date : 2023-06-21 DOI: 10.17509/edsence.v5i1.52731
Ihsanul Hadi, Amata Fami, Benito Ibrahim Delano
In the current era of technological advances used to provide information has grown very rapidly. Various kinds of media are used, one of them is Motion Graphic. The motion graphic entitled "Budidaya Ayam Kampung Unggul Balitbangtan" aims to make people aware of how to cultivate Ayam Kampung Unggul Balitbangtan. Motion graphics have several important things, one of which is voice-over and sound effects, because they can convey messages well to the community. In the process of making it can start with designing, then proceed with production and end with product testing. The making of this motion graphic refers to the method from the e-book Motion Graphics Budidaya Ayam Kampung Unggul Balitbangtan. Voice-over and sound effects used greatly affect the final result of the motion graphic made Both of them can present the topics that are displayed to the public and the public can understand the intent and purpose of this motion graphic. Voice-over cannot only be applied to motion graphics but can also be applied to commercial videos.
在当今技术进步的时代,用于提供信息的技术发展非常迅速。使用各种媒体,其中之一是动态图形。这部名为“Budidaya Ayam Kampung Unggul Balitbangtan”的动画电影旨在让人们意识到如何培养Ayam Kampung Unggul Balitbangtan。动态图像有几个重要的东西,其中之一是画外音和音效,因为它们可以很好地向社区传达信息。在制作过程中,可以从设计开始,然后进行生产,最后以产品测试结束。该动画的制作参考了电子书《动画buddidaya Ayam Kampung Unggul Balitbangtan》中的方法。画外音和音效的使用对动画制作的最终效果有很大的影响,它们都能把要展示的主题呈现给公众,公众也能理解这个动画制作的意图和目的。画外音不仅适用于动画,也适用于商业视频。
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引用次数: 0
Design and Build an Application for Introduction to Endemic Indonesian Flora and Fauna Based on Virtual Reality 基于虚拟现实的印尼特有动植物介绍应用程序设计与构建
Pub Date : 2023-06-21 DOI: 10.17509/edsence.v5i1.57154
Aditiya Riyadhi, A. C. Padmasari, Maya Purnama Sari
Virtual Reality is a technology used in today's application development. Virtual Reality allows users to fully engage in a 3D visual environment and perform various activities. Indonesia has approximately 515 species that are threatened with extinction based on data on the IUCN website. The purpose of this research is to introduce rare biodiversity in Indonesia through a Virtual Reality-based application to reduce extinction rates. In the process of making applications, the authors use the SDLC (Software Development Life Cycle) Waterfall model, which is a software development model with organized and structured stages. SDLC Waterfall stages include needs analysis, planning or design, implementation, and testing, including 3D creation and integration with Unity3D. Testing is applied to the black box testing method. From the trials conducted, this application can run smoothly on computers and laptops with minimal specifications. The results of testing the application involving several respondents with an average percentage value of 87.67% are feasible and effective in making this application an educative media. This application is expected to increase public awareness about Indonesia's natural wealth as well as become an interesting and innovative educational tool.
虚拟现实是当今应用开发中使用的一种技术。虚拟现实允许用户完全参与3D视觉环境并执行各种活动。根据世界自然保护联盟网站上的数据,印度尼西亚大约有515个物种濒临灭绝。本研究的目的是通过基于虚拟现实的应用程序在印度尼西亚介绍稀有的生物多样性,以降低灭绝率。在应用程序的开发过程中,作者使用了SDLC(软件开发生命周期)瀑布模型,这是一种有组织和结构化的软件开发模型。SDLC瀑布阶段包括需求分析、规划或设计、实施和测试,包括3D创建和与Unity3D的集成。测试应用于黑盒测试方法。从进行的试验来看,该应用程序可以在最小规格的计算机和笔记本电脑上顺利运行。对该应用程序进行了测试,平均百分比值为87.67%,使该应用程序成为教育媒体是可行和有效的。该应用程序有望提高公众对印度尼西亚自然财富的认识,并成为一种有趣和创新的教育工具。
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引用次数: 0
The Effectiveness Factors of Student Learning through TikTok Media with the Application of the TAM Model 基于TAM模型的学生TikTok媒体学习效果因素研究
Pub Date : 2023-06-21 DOI: 10.17509/edsence.v5i1.52882
Florencia Elaine, Ikhsan Fuady
This study aims to examine the factors that have an impact on the learning effectiveness of students who use social media TikTok for learning and gaining knowledge. Extended Technology Acceptance Model (TAM) theory is the main framework used to analyze, with the constructs of perceived ease of use, perceived usefulness, attitude towards TikTok Use, Behavioral intention to use, and learning effectiveness. Questionnaire data collection was carried out by hosting an online Google Form which was distributed to active students on the island of Java using nonprobability method and involving 181 samples. The data obtained was analyzed using LISREL with SEM and confirmatory factor analysis (CFA) to test the validity, reliability, hypothesis testing, and models. The results of the study show that the model has been able to explain the factors of learning effectiveness and the acquisition of new knowledge using TikTok media for university students in Java. In addition, the relationship between behavioral intention to use and learning effectiveness is a prominent and significant construct of this research.
本研究旨在研究影响使用社交媒体TikTok学习和获取知识的学生学习效果的因素。扩展技术接受模型(TAM)理论是分析的主要框架,其结构包括感知易用性、感知有用性、对TikTok使用的态度、行为使用意图和学习有效性。问卷数据收集通过托管在线Google表单进行,采用非概率方法分发给爪哇岛的在校学生,涉及181个样本。采用LISREL、SEM和验证性因子分析(CFA)对所得数据进行效度、信度、假设检验和模型检验。研究结果表明,该模型已经能够解释Java地区大学生使用TikTok媒体学习效果和新知识获取的因素。此外,行为使用意向与学习效果之间的关系是本研究的一个突出而重要的构建。
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引用次数: 0
Implementation of the MDLC Method in the Pronounce Arabic (Makhorijul Huruf) Application Using Macromedia in PAUD Awwalussalaam 基于Macromedia的阿拉伯语发音(Makhorijul Huruf)应用中MDLC方法的实现
Pub Date : 2023-06-21 DOI: 10.17509/edsence.v5i1.56955
Yayu Anggraeni, Selamat Riyadi, Siti Nur
Education is one of the foundations in life that starts early. Early childhood education is a program that requires parents to introduce their children to various things, especially introducing Al-Qur'an recitation. This is shown as a coaching effort for children from birth to the age of six. In the learning process it often happens that a teacher has difficulty conveying material to students, especially introducing the Al-Qur'an. This is due to the relatively short time in the learning process. Therefore, the purpose of this study is to create a learning application using macromedia flash to introduce recitation of the Qur'an which can help teachers and parents of students in the learning process of children outside of learning hours. The method used in developing this application uses the multimedia development life cycle method with the Luther model which has six stages, namely, (1) Concept, (2) Design, (3) Material Collection, (4) Manufacture, (5) Testing, (6) Distribution. Starting from this problem, the method used can be one of the interactive learning materials designed to be as attractive as possible to arouse children's enthusiasm in learning the Pronounce Arabic (Makhorijul Huruf) of the Qur'an so as to improve the quality of learning and minimize the estimated time used in the learning process. The result of this research is an application to recognize the Makhorijul Huruf of the Qur'an which can assist teachers in conveying learning with new and interesting methods.
教育是早期开始的人生基础之一。幼儿教育是一个要求父母向孩子介绍各种事物的项目,特别是介绍古兰经的背诵。这体现在从出生到六岁的孩子的指导努力上。在学习过程中,经常发生教师难以向学生传达材料的情况,特别是在介绍《古兰经》时。这是由于在学习过程中相对较短的时间。因此,本研究的目的是利用macromedia flash创建一个学习应用程序来介绍古兰经的背诵,以帮助教师和学生家长在学习时间之外的孩子的学习过程。开发该应用程序的方法采用多媒体开发生命周期方法和路德模型,该方法有六个阶段,即(1)概念,(2)设计,(3)材料收集,(4)制造,(5)测试,(6)分发。从这个问题出发,所采用的方法可以是设计出尽可能吸引孩子学习《古兰经》阿拉伯语发音(Makhorijul Huruf)的互动学习材料之一,从而提高学习质量,最大限度地减少学习过程中估计使用的时间。这项研究的结果是一个识别古兰经的Makhorijul Huruf的应用程序,可以帮助教师用新的和有趣的方法传授学习。
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引用次数: 0
English Spelling Game Design as Learning Media 作为学习媒介的英语拼写游戏设计
Pub Date : 2023-06-21 DOI: 10.17509/edsence.v5i1.53999
I. B. Sumafta, Ardhitya Septian Gilang Ardhana, Moch Rangga Dizzy Pringgayuda, Muhammad Alfandi Nurcahyono
In this digital era, the ability to use technology is a must that everyone must own, especially educators or teachers, so that they can provide teaching or material by utilizing technology. Understanding various foreign languages in the era of globalization in the 21st century is needed by all groups. So it is necessary to teach from an early age about learning and understanding foreign languages for children, especially learning English, an international language. Based on the background and previous research, it is necessary to have a learning media in the form of a game for learning English, especially in understanding spelling, so that students both at an early age and in elementary school students can be more motivated and enthusiastic in remembering the good and correct spelling of English.
在这个数字时代,使用技术的能力是每个人都必须拥有的,尤其是教育者或教师,这样他们才能利用技术提供教学或材料。在21世纪的全球化时代,所有群体都需要掌握各种外语。所以从小就对孩子进行学习和理解外语的教育,尤其是学习英语这种国际语言是很有必要的。根据背景和以往的研究,有必要有一种以游戏形式的学习媒介来学习英语,特别是在理解拼写方面,这样无论是幼儿还是小学生都能更有动力和热情地记住英语的良好和正确的拼写。
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引用次数: 0
Introduction of Cut Nyak Dien's Figure in 2D Animation-Based Mobile Applications 介绍Cut Nyak Dien在2D动画移动应用中的形象
Pub Date : 2023-06-21 DOI: 10.17509/edsence.v5i1.47939
Sabrina Az Zahrah, Syifa Hadiarti Aulia, Syifa Hanifa Wardani, Intan Permata Sari
The introduction of National Indonesian heroes at this time is still a little using existing technology, where technology is currently developing rapidly. Making prototypes about Indonesian heroes is a form of appreciating, remembering and remembering the existing heroes. Thus, the design of the "Leaftory" Cut Nyak Dien application is expected to make target users with the target of elementary school children ages 7-12 years able to know and remember Indonesian heroes by utilizing online mobile-based technology. The design of this application also pays attention to UI/UX by presenting an attractive appearance in the form of text, graphics and 2D animation to positively impact users. Developers also make trials to target users so that there is feedback from developers to users and vice versa.
此时的印尼民族英雄的引进还是使用了一些现有的技术,那里的技术目前发展很快。制作印尼英雄的原型,是一种对已有英雄的欣赏、记忆和追忆。因此,“Leaftory”Cut Nyak Dien应用程序的设计,希望能够让目标用户(7-12岁的小学生)利用在线移动技术,了解并记住印尼英雄。本应用的设计还注重UI/UX,以文字、图形和2D动画的形式呈现出吸引人的外观,对用户产生积极的影响。开发人员还会针对目标用户进行试验,以便从开发人员那里获得用户的反馈,反之亦然。
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引用次数: 0
Influence of Locus of Control on Internet Addiction among Kwara State Colleges of Education Students 控制源对Kwara州立教育学院学生网络成瘾的影响
Pub Date : 2023-06-02 DOI: 10.17509/edsence.v5i1.59691
Jamiu Babatunde Bello, Habibat Bolanle Abdulkareem, Abdulhafis Adeyinka Hassan, Ameenat Arinola Ogo-oluwa, Abdulkareem Olalekan Abubakar
The study investigated the influence of locus of control on internet addiction among undergraduate students in Kwara State. A descriptive survey design with one research question guided the study. Two hypotheses were formulated and tested in the study. The population comprises all full-time undergraduate students at Kwara State College of Education, Ilorin. The samples consist of 500 full-time undergraduates. The researcher randomly selected 200 males and 300 females undergraduate students. Data were collected using the adopted locus of control scale and internet addiction scale to measure the level of internet addiction among undergraduate students at Kwara State College of Education. The collected data were analyzed using frequency, mean, percentage, standard deviation and t-test. It was revealed that there is a significant difference in the locus of control and internet addiction among Kwara State College of Education students. The result further shows that gender does not affect the internal and external locus of control of the male and female respondents. It was concluded that there is gender influence on the locus of control and internet addiction while there is no gender influence in the way both internal and external locus of control students are addicted to the internet. It was recommended that strategies and activities that would build students’ locus of control and reduce internet addiction be put in place to assist students generally.
本研究旨在探讨控制源对夸拉州大学生网络成瘾的影响。一个带有一个研究问题的描述性调查设计指导了研究。本研究提出并验证了两个假设。人口包括伊洛林Kwara州立教育学院的所有全日制本科生。样本由500名全日制本科生组成。研究者随机抽取了200名男大学生和300名女大学生。采用控制点量表和网络成瘾量表对Kwara州立教育学院本科生的网络成瘾水平进行测量。采用频率、平均值、百分比、标准差和t检验对收集到的数据进行分析。结果显示,夸拉国立教育学院学生在控制源和网络成瘾方面存在显著差异。结果进一步表明,性别对男性和女性受访者的内外控制点没有影响。研究发现,性别对控制点和网络成瘾有影响,而对内控制点和外部控制点对网络成瘾的影响不存在性别差异。建议制定策略和活动,建立学生的控制点,减少网络成瘾,以帮助学生。
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引用次数: 0
Rancang Bangun Animasi Storytelling Berbasis Projection Mapping sebagai Pengembangan Media Pembelajaran Digital Pada Mata Pelajaran Seni Budaya di SMP
Pub Date : 2022-12-27 DOI: 10.17509/edsence.v4i2.51934
I. Sari, Fahmi Candra Permana, Feri Hidayatullah Firmansyaha
Adanya wabah pandemi Covid-19 yang sudah berjalan 2 tahun terakhir, menuntut Guru dan siswa untuk lebih cepat beradaptasi dengan teknologi digital. Hal ini berkaitan erat dengan salah satu dari 17 tujuan TPB (Tujuan Pembangunan Berkelanjutan) yang telah ditetapkan, yaitu tentang Pendidikan Berkualitas dan dikaitkan juga pada tren global Digital Learning saat ini, serta dihubungkan pada Implementasi Kurikulum Merdeka yang menargetkan berbagai inovasi pemanfaatan Teknologi Infomasi dan Komunikasi. Sehingga perlu adanya pengembangan media pembelajaran digital sebagai inovasi pemanfaatan teknologi multimedia dalam konten pembelajaran yang dapat meningkatkan kualitas pendidikan. Metode yang digunakan adalah metode Design and Development Research. Hasil akhir penelitian ini adalah Rancang bangun Animasi Storytelling Berbasis Projection Mapping sebagai Pengembangan Media Pembelajaran Digital Pada Mata Pelajaran Seni Budaya di SMP Lab School UPI Cibiru sebagai kolaborasi penelitian antara dosen UPI dengan guru Labschool.  
Covid-19大流行的爆发已经持续了两年,需要教师和学生迅速适应数字技术。这与TPB设定的17个目标之一密切相关,这些目标都是关于高质量教育,并与当前全球数字学习趋势联系在一起,并与自由课程的实施联系在一起,该课程旨在推动信息利用技术和沟通创新。因此,必须以数字学习媒体为工具,以利用多媒体技术为创新,以提高教育质量。使用的方法是设计与发展研究。这项研究的最终结果是基于stem计划的动画动画开发,作为UPI Cibiru和Labschool教师之间的数字学习媒体开发。
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引用次数: 0
SWOT Analysis on Implementing Project Management Tool for Digitalization Media of Education Management 教育管理数字化媒体实施项目管理工具的SWOT分析
Pub Date : 2022-12-27 DOI: 10.17509/edsence.v4i2.52098
Rizqiya Windy Saputra
School administration assignments is an important part of an education management system in school and a common complicated work in every start of education year especially for boarding-type schools. A School committee have to prepare many things related to students and teachers necessity, teachings materials, dormitories equipment and others in limitation of time. The lack of preparation time make some assignment can not fulfilled or delivered on determination time. In this research, not only many cases will be identified from teachers and schools committee related to effectiveness in maximizing their time to finish their assignments, but also SWOT analysis as a strategic planning and management technique usually used to help a person or organization identify Strengths, Weaknesses, Opportunities, and Threats will be conducted in this area. SWOT analysis will be combine with project management tool to organize the teachers and school committee assignments. This paper supposed to explore many advantages from project management tool that can generate new perspective in managing complicated administration works. The exploration is carried out using the SWOT analysis method to school administrative management. And finally, this papers can proposed a new assignment model and framework in boarding school type to increase their work effectiveness and reduce wasted time.
学校行政作业是学校教育管理系统的重要组成部分,是每学年开学的一项常见的复杂工作,尤其是寄宿制学校。学校委员会必须在有限的时间内准备许多与学生和教师需要、教学材料、宿舍设备等有关的东西。由于缺乏准备时间,一些任务无法在确定时间内完成或交付。在这项研究中,不仅许多情况下将确定从教师和学校委员会在最大限度地提高他们的时间来完成他们的任务的有效性,而且SWOT分析作为一种战略规划和管理技术,通常用于帮助一个人或组织识别优势,劣势,机会和威胁将在这一领域进行。SWOT分析将与项目管理工具相结合,组织教师和校委会的作业。本文旨在探索项目管理工具的诸多优势,为管理复杂的行政工作提供新的视角。运用SWOT分析法对学校行政管理进行探索。最后,本文可以提出一种新的寄宿学校类型的作业模式和框架,以提高他们的工作效率,减少浪费的时间。
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引用次数: 0
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Jurnal Pendidikan Multimedia (Edsence)
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