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Android-Based Personal Hygiene Educational Game Application for Children 基于 Android 的儿童个人卫生教育游戏应用程序
Pub Date : 2023-12-21 DOI: 10.56134/cje.v2i2.46
Nuraida Latif Ida, Ratnawati, Rohayati Arifin, Wisda, Nurmila
Presently, there remains a deficiency in educational games aimed at instilling in children an awareness of personal hygiene, and numerous health issues stem from a lack of adherence to good hygiene practices. This study seeks to develop an Android-based educational game catering to the hygiene needs of young children, with a focus on assessing the application's feasibility. The research collected system-building data through observations and interviews, employing the Black Box testing method to evaluate the application's usability. Field and library research contributed to the acquisition of comprehensive data. The study's outcome is the creation of an Android-based educational game dedicated to teaching personal hygiene to children. Utilizing the UML design method, the author constructed and integrated the game into the Unity 3D application, enabling children to grasp the significance of cleanliness and environmental hygiene through engaging gameplay. Evaluation results indicate the suitability of the personal hygiene education game, with a learning menu percentage of 78% and a play menu percentage of 77%, as determined by questionnaire-based tests, affirming the system's appropriateness for use.
目前,旨在向儿童灌输个人卫生意识的教育游戏仍然不足,而许多健康问题都源于缺乏良好的卫生习惯。本研究旨在开发一款基于安卓系统的教育游戏,以满足幼儿的卫生需求,并重点评估应用程序的可行性。研究通过观察和访谈收集系统建设数据,采用黑盒测试法评估应用程序的可用性。实地研究和图书馆研究为获取全面数据做出了贡献。研究成果是创建了一款基于 Android 的教育游戏,专门用于向儿童传授个人卫生知识。作者利用 UML 设计方法构建了游戏,并将其集成到 Unity 3D 应用程序中,通过引人入胜的游戏让儿童掌握清洁和环境卫生的意义。评估结果表明,这款个人卫生教育游戏非常适合,通过问卷测试,学习菜单比例为 78%,游戏菜单比例为 77%,肯定了该系统的适用性。
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引用次数: 0
National Exam Try Out Application Design At SMP Negeri 35 Makassar 在望加锡第 35 警察学校进行全国考试应用设计测试
Pub Date : 2023-12-21 DOI: 10.56134/cje.v2i2.56
D. Angraini, Ernie C. Avila, Robbi Rahim, Supriadi Sahibu
The problem with the current system is that Try Out for the National Examination at SMP Negeri 35 Makassar is still done manually, therefore I provide a solution for designing the Try Out application, which produces an application that can help students in preparation for the National Examination. This research aims to design an effective and efficient national exam try-out application at SMP Negeri 35 Makassar, implementing the Dynamic System Development Method (DSDM) at SMP Negeri 35 Makassar. This data was obtained through literature studies and interviews. Data analysis uses PHP programming scripts and MySQL data. The results of this research show that the Try Out application is user-friendly, has an attractive appearance, and has complete features that can make things easier for students, especially in carrying out Try Outs, so that the process of processing test results is more effective and efficient, the Try Out Application is quite good, useful for users and so needed that it was declared feasible based on the tests carried out, with an average score of 86.00% from 44 respondents.
当前系统的问题是,马卡萨35区议会的国家考试试卷仍由人工完成,因此我提供了一个设计试卷应用程序的解决方案,该应用程序可以帮助学生准备国家考试。本研究旨在为望加锡35中设计一个有效和高效的国家考试测试应用程序,在望加锡35中实施动态系统开发方法(DSDM)。这些数据是通过文献研究和访谈获得的。数据分析使用 PHP 编程脚本和 MySQL 数据。研究结果表明,"试讲 "应用程序用户界面友好,外观吸引人,功能齐全,能为学生提供方便,特别是在进行 "试讲 "时,使处理测试结果的过程更加有效和高效。"试讲 "应用程序相当不错,对用户有用,因此根据测试结果宣布它是可行的,44 名受访者的平均得分为 86.00%。
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引用次数: 0
Decision Support System for Specialization Selection Based on Student Interests and Abilities Using the Weighted Product Method 使用加权乘积法根据学生兴趣和能力选择专业的决策支持系统
Pub Date : 2023-12-19 DOI: 10.56134/cje.v2i2.53
Lusiana Wulansari, Asri, Nur Azizah Muchtar
This research was developed to provide a more efficient and accurate solution in assisting the process of selecting student specializations. This research aims to help schools determine whether or not specializations are appropriate for students. The method used in this research is the Weighted Product (WP) Method. This method was chosen because it is capable of solving multi-criteria problems and providing specialization recommendations based on accurate criteria weight calculations. Next, the data that has been collected will be entered into a decision support system that has been created using the Weighted Product method. This Decision Support System will calculate the weight scores and criteria that have been determined. It is hoped that the results of this research can help schools provide specialization options that suit students' interests and abilities. The application test results and questionnaire test results are categorized as feasible based on the research success table and implementation This decision support system application shows that this application runs well through functional testing and produces the expected output.
这项研究旨在为协助学生选择专业的过程提供更高效、更准确的解决方案。本研究旨在帮助学校确定专业是否适合学生。本研究采用的方法是加权乘积法(WP)。之所以选择这种方法,是因为它能够解决多标准问题,并在准确计算标准权重的基础上提供专业建议。接下来,收集到的数据将被输入使用加权乘积法创建的决策支持系统。该决策支持系统将计算已确定的权重分数和标准。希望本研究的结果能够帮助学校提供适合学生兴趣和能力的专业选择。根据研究成功表和实施情况,应用程序测试结果和问卷测试结果被归类为可行。该决策支持系统应用程序表明,通过功能测试,该应用程序运行良好,并产生了预期的输出结果。
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引用次数: 0
Web-Based Student Payment Administration Information System Using The Waterfall Method 采用瀑布法的网络版学生缴费管理信息系统
Pub Date : 2023-12-09 DOI: 10.56134/cje.v2i2.52
Mahmud Mustapa, Erwin Gatot Amiruddin, Ezra Maharani Chaniago, Ummiati Rahmah
This research aims to develop an Information System that can assist the school admin in providing the validation process for tuition payments, speed of access, and completeness in providing information. This research aims to overcome administrative challenges that often occur in schools, such as errors in recording payments, late payments, and the difficulty of tracking payment history to save time and effort previously spent processing payments manually. The research method used is the Waterfall method. This application will make it easier for the finance department to record student tuition payments method was chosen because of its deep capabilities and describes a flow or stages that run like a waterfall from one stage to the next. This approach relies heavily on good initial planning because changes made in the early stages may be difficult or expensive to implement in later stages. Based on the results of system design and black box testing, it can run well, and user responses also provide very good responses, with 94% of respondents giving very good responses and 0% saying good and quite good. Based on these findings is hoped that it can be used more efficiently and also ensure data security and can store the results of the data that has been processed.
本研究旨在开发一个信息系统,协助学校管理部门提供学费支付的验证程序、访问速度和信息提供的完整性。本研究旨在克服学校在行政管理方面经常遇到的难题,如付款记录错误、逾期付款、难以跟踪付款历史记录等,从而节省以往手工处理付款所花费的时间和精力。采用的研究方法是瀑布法。之所以选择这种应用方法,是因为它具有深层次的功能,描述了从一个阶段到下一个阶段的流程或阶段,就像瀑布一样。这种方法在很大程度上依赖于良好的初期规划,因为早期阶段所做的更改在后期阶段可能难以实施或实施成本较高。根据系统设计和黑盒测试的结果,它可以很好地运行,用户的反应也非常好,94% 的受访者给出了非常好的答复,0% 的受访者表示好和相当好。基于这些结果,希望该系统能更有效地使用,同时确保数据安全,并能存储已处理数据的结果。
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引用次数: 0
Decision Support System for Poor Student Aid Recipients Using the Analytical Hierarchy Process (AHP) Method 利用层次分析法(AHP)为贫困学生资助对象提供决策支持系统
Pub Date : 2023-12-06 DOI: 10.56134/cje.v2i2.43
Heri Ratnawati, Akbar Iskandar, Ahmed Abdulmajeed, Haryanto, Ridha Nur Ilahi
The enforcement of mandatory education programs facilitates funding for primary and secondary schools, aligning with legal provisions designed to boost student engagement. Nevertheless, a stark reality persists, with numerous children unable to attend school, leading to dropouts and an inability to progress. A key factor contributing to this issue is the School Operational Assistance (BOS) not covering essential educational costs like uniforms, books, and shoes. The challenge lies in identifying suitable recipients for Poor Student Aid, hindered by insufficient categorized support data. Addressing this, a targeted solution involves designing a system, utilizing the Analysis Hierarchy Process (AHP) Method. Decisions regarding poor student aid approval would then be grounded in rational, objective considerations. Proactively implementing a structured decision support system is crucial in assigning significance to criteria values and weights, tailored to SD Negeri Baddoka Makassar's needs. Through AHP, the selection process becomes more transparent, measurable, and accountable. The resulting decisions have the potential to enhance the efficiency of providing assistance to those genuinely in need.
强制教育计划的实施有助于为中小学提供资金,符合旨在提高学生参与度的法律规定。然而,严峻的现实依然存在,许多儿童无法上学,导致辍学,无法取得进步。造成这一问题的一个关键因素是学校运作补助(BOS)不包括校服、书籍和鞋子等基本教育费用。由于分类支助数据不足,在确定贫困学生补助的合适受助人方面存在困难。针对这一问题,一个有针对性的解决方案是利用层次分析法(AHP)设计一个系统。这样,有关贫困生补助审批的决策就会建立在理性、客观的考虑基础之上。积极主动地实施结构化决策支持系统,对于根据马卡萨SD Negeri Baddoka的需求确定标准值和权重至关重要。通过 AHP,遴选过程变得更加透明、可衡量和负责任。由此做出的决定有可能提高向真正需要帮助的人提供援助的效率。
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引用次数: 0
The Development of TANAKA Android-based Application as an Information Media for Taka Bonerate National Park 基于TANAKA android的应用程序作为Taka Bonerate国家公园信息媒体的开发
Pub Date : 2023-06-30 DOI: 10.56134/cje.v2i1.37
Amelia Firdhausya Dewi, Selvia Deviv, Nur Syamsinar Munir
This study aims to determine the development of the TANAKA application as an Android-based information media for Taka Bonerate National Park. The quality of the application was evaluated based on the ISO 9126 quality standards. The application was built using Adobe Flash CC software. Data was collected using interview techniques, questionnaires, and documentation. The application was validated by two media experts and two content experts. The application was evaluated by 30 respondents, and the data was analyzed using descriptive statistical analysis techniques. Based on the research results, an application was developed that can be used as an offline Android-based information media for Taka Bonerate National Park. According to the ISO 9126 testing, the following results were obtained: a) functionality testing using black box testing method scored 1 with an excellent category and fulfilled the functionality aspect; b) reliability testing using white box method was free from logical errors; c) portability testing on various types of smartphones and different versions of Android ran smoothly without any issues; d) usability testing with 30 respondents resulted in a percentage of 93.33%, with 28 respondents rating it as excellent and a percentage of 6.67% or 2 respondents rating.
本研究旨在确定TANAKA应用程序作为Taka Bonerate国家公园基于android的信息媒体的发展。应用程序的质量根据ISO 9126质量标准进行评估。该应用程序是使用Adobe Flash CC软件构建的。数据收集采用访谈技术,问卷调查和文件。该应用程序由两名媒体专家和两名内容专家验证。该应用程序由30名受访者进行评估,并使用描述性统计分析技术对数据进行分析。以研究结果为基础,开发了可以作为Taka Bonerate国家公园的离线android信息媒体的应用程序。根据ISO 9126测试,得到以下结果:a)使用黑盒测试方法进行功能测试,得分为1分,类别为优秀,满足功能方面的要求;B)采用白盒法进行信度检验不存在逻辑错误;c)在不同类型的智能手机和不同版本的Android上进行可移植性测试,运行顺利,没有任何问题;D) 30名受访者的可用性测试结果为93.33%,其中28名受访者评价为优秀,6.67%或2名受访者评价为优秀。
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引用次数: 0
Application of Adobe Premiere-Based Video Learning Media to Progress Understudy Learning Results at SMP Negeri 18 Bulukumba 应用基于Adobe premiere的视频学习媒体在Bulukumba的SMP Negeri 18学习中取得进步
Pub Date : 2023-06-30 DOI: 10.56134/cje.v2i1.38
Muh. Syilfa Nooviar, N. Fahmi, Asri
This study aims to improve 18 Bulukumba learning outcomes of high school students through the use of educational videos in Adobe Premiere pro. The type of research used in this study is classroom research. The study was carried out in two cycles of data collection through experimentation, observation and recording, Actions, Plan, Do, Observe and Reflect, each of 2 parts. The collected data were then analyzed using descriptive analysis. Based on the findings of the study, it can be concluded that the Adobe Premiere Pro-based educational video environment application can improve students' learning. According to the study of Improving Student Learning Achievement in the 1st Cycle, 72.8, 14 students had a 56% success rate. then cycle II averaged 91.7, the frequency of learning completeness was 22 students with a percentage of completeness of 88%. passed the KKM standard for class VII.A/1 students of junior high school 18 Bulukumba.
本研究旨在通过使用Adobe Premiere pro中的教育视频来提高高中生Bulukumba的学习效果。本研究使用的研究类型是课堂研究。该研究通过实验、观察和记录、行动、计划、行动、观察和反思两个周期的数据收集进行,每两个部分。然后使用描述性分析对收集到的数据进行分析。根据研究结果,可以得出结论,基于Adobe Premiere pro的教育视频环境应用程序可以提高学生的学习效果。根据第一周期提高学生学习成绩的研究,72.8,14名学生的成功率为56%。第二周期平均为91.7,学习完成频率为22人,完成率为88%。通过KKM VII类标准。A/1布卢昆巴初中18名学生。
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引用次数: 0
Interactive Multimedia for Introducing Short Surahs from Juz Amma in Preschool Children: A Case Study of Datok Sulaiman Putra Islamic Preschool in Palopo City 在学龄前儿童中引入《Juz Amma》短经文的交互式多媒体:以帕洛波市拿督苏莱曼普特拉伊斯兰幼儿园为例
Pub Date : 2023-06-30 DOI: 10.56134/cje.v2i1.39
Muhammad Akram Hamzah, Andryanto Aman
This research aims to implement an interactive multimedia application using Unity software on a desktop platform, specifically designed to introduce short surahs from Juz Amma to students, with a focus on Datok Sulaiman Putra Islamic Preschool in Palopo City. This research is motivated by the need for innovative and engaging methods to enhance the learning experience of preschool students in Islamic education. The research follows the Multimedia Development Life Cycle (MDLC) and incorporates methods such as observation, interviews, and literature studies, including direct observation for data collection. The testing technique employed is Usability Testing, which aims to assess the user-friendliness and ease of use of the multimedia application. The results of this research, from the implemented application, can facilitate the process of introducing short chapters from Juz Amma, making it easier for students to read and understand them in the Qur'an. This research provides benefits in the development of interactive educational tools that can significantly contribute to the learning journey of preschool students in Islamic education.
本研究的目的是在桌面平台上使用Unity软件实现一个交互式多媒体应用程序,专门设计用于向学生介绍Juz Amma的短苏拉,重点是在帕洛波市的拿督苏莱曼普特拉伊斯兰幼儿园。本研究的动机是需要创新和有吸引力的方法来提高伊斯兰教育中学龄前学生的学习体验。本研究遵循多媒体开发生命周期(MDLC),采用观察、访谈、文献研究等方法,包括直接观察收集数据。使用的测试技术是可用性测试,旨在评估多媒体应用程序的用户友好性和易用性。本研究的结果,从实施的应用来看,可以促进从Juz Amma中引入短章节的过程,使学生更容易在古兰经中阅读和理解它们。本研究为交互式教育工具的开发提供了有益的帮助,这些工具可以显著地促进学前儿童在伊斯兰教育中的学习之旅。
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引用次数: 0
Designing an Android-Based Educational Game for Fruit Recognition in Seruni Pertiwi Preschool 基于android的Seruni Pertiwi幼儿园水果识别教育游戏设计
Pub Date : 2023-06-10 DOI: 10.56134/cje.v2i1.30
Dasril, Rinto Suppa, Andi Hasjidil
The objective of this research is to design and develop an Android-based educational game for fruit recognition in Seruni Pertiwi Preschool. The educational game application consists of a main menu, fruit menu, and tree menu. The fruit menu includes various fruit options such as bananas, papayas, apples, grapes, oranges, pineapples, watermelons, durians, rambutans, and strawberries. The research methodology employed in this thesis includes data and information collection, system design, software requirement analysis, interface design, coding, testing, and implementation. The Unity 3D engine is utilized for designing the educational game application. Based on the conducted testing, the following conclusions can be drawn: the developed educational game is free from errors based on the black-box testing results. The research findings indicate that the average validation score from user feedback, ranging from user 1 to user 10, is 4.6, which indicates a high level of agreement with the system assessment, falling under the category of "strongly agree".
本研究的目的是设计和开发一款基于android的Seruni Pertiwi幼儿园水果识别教育游戏。教育游戏应用程序由主菜单、水果菜单和树菜单组成。水果菜单包括各种水果选择,如香蕉、木瓜、苹果、葡萄、橙子、菠萝、西瓜、榴莲、红毛丹和草莓。本文采用的研究方法包括数据和信息收集、系统设计、软件需求分析、界面设计、编码、测试和实现。使用Unity 3D引擎设计教育类游戏应用程序。根据所进行的测试,可以得出以下结论:根据黑盒测试结果,所开发的教育游戏是没有错误的。研究结果表明,从用户1到用户10的用户反馈的平均验证分数为4.6,这表明与系统评估的一致程度很高,属于“非常同意”的类别。
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引用次数: 1
The Effectiveness of Distance Learning Using the NHT Type Cooperative Learning Model (Number Head Together) NHT型合作学习模式在远程学习中的有效性研究(数字头一起)
Pub Date : 2023-06-10 DOI: 10.56134/cje.v2i1.29
Ummiati Rahman, Marlinda R. Pagayang, Sutarsi Suhaeb
This study aims to (1) determine the learning process using the google meeting application in the Electronic Measuring Instruments and Measurement Systems course with the NHT type cooperative model, (2) determine the level of effectiveness of student learning outcomes using the google meeting application in the Measuring Instruments and Measurement Systems course Electronics with NHT type cooperative models. This type of research is PTK (Classroom Action Research) Participants. The subjects in this study were students majoring in Electronic Engineering Education (S1) Class 02, Faculty of Engineering, Universitas Negeri Makassar with 32 respondents. Data analysis techniques used in descriptive analysis research. The results of the study reveal that distance learning using the Google meeting application is effective and improves student learning outcomes. The pretest in cycle 1 obtained an average N gain in learning outcomes of 0.31, which means that no student reached the minimum standard of completeness (KKM), while in the posttest stage, 15 students met the minimum standard of completeness. Furthermore, classically obtained a posttest value of 46% in cycle 1 and there was an increase in cycle 2 with an average value of N learning gain of 0.70. In cycle 2, 6 students obtained pretest scores reaching KKM and 29 students achieving KKM on the posttest with a classical completeness percentage of 90%.
本研究旨在(1)以NHT型合作模式确定在《电子测量仪器与测量系统》课程中使用谷歌会议应用程序的学习过程;(2)以NHT型合作模式确定在《测量仪器与测量系统》课程《电子学》中使用谷歌会议应用程序学习成果的有效性水平。这种类型的研究是PTK(课堂行动研究)参与者。本研究以望加锡大学工程学院电子工程教育(S1) 02班学生为研究对象,共32人。描述分析研究中使用的数据分析技术。研究结果表明,远程学习使用谷歌会议应用程序是有效的,提高了学生的学习成果。第一周期前测的学习成果平均N增益为0.31,即没有学生达到最低完备性标准(KKM),而后测阶段有15名学生达到最低完备性标准。此外,在第1周期,经典的后测值为46%,在第2周期有增加,平均N学习增益为0.70。在周期2中,6名学生的前测成绩达到KKM, 29名学生的后测成绩达到KKM,经典完备率为90%。
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引用次数: 0
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Ceddi Journal of Education
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