Since the 1960s, the world has seen how Information Technology (IT) influences education. In the present era, with the massive development of the Internet, various kinds of IT-assisted learning are popping up like mushrooms in the rainy season. However, no matter how advanced IT-assisted learning has been grown, learning media is still an inseparable part of education. In this study, we specifically present how the use of certain types of learning media correlated with students’ access behaviors and, more importantly, students’ achievement. The result shows that these factors have a positive correlation. In terms of media type influence towards students’ achievement, the media that has the appearance of the lecturer gives better achievement, compared to the media that only has audio, and the media that only consists of text and images.
Universitas Sam Ratulangi sudah menggunakan teknologi informasi dalam bentuk aplikasi untuk mempermudah kegiatan civitas akademika. Aplikasi-aplikasi tersebut tergabung dalam Sistem Informasi Terpadu. Layanan helpdesk merupakan hal yang pertama dicari oleh user ketika mengalami masalah atau memerlukan informasi dan bantuan atas suatu produk atau jasa. Akan tetapi, Universitas Sam Ratulangi belum mempunyai layanan helpdesk untuk memberikan pelayanan kepada user. Karena itu dibuatlah sebuah aplikasi chatbot helpdesk yang bisa menjawab pertanyaan-pertanyaan seputar penggunaan aplikasi-aplikasi dalam Sistem Informasi Terpadu. Chatbot ini menggunakan teknologi web, algoritma bigram sebagai algoritma untuk pencocokan pola kalimat dan metode forward chaining sebagai metode penalaran ketika pertanyaan yang diberikan memerlukan kondisi-kondisi tertentu agar bisa ijawab. Metodologi pengembangan perangkat lunak yang digunakan adalah metode Prototyping dan pengujian aplikasi menggunakan metode Black Box. Penelitian ini menghasilkan aplikasi Chatbot Helpdesk yang bisa membantu user dengan menjawab pertanyaan seputar penggunaan aplikasi-aplikasi dalam Sistem Informasi Terpadu Universitas Sam Ratulangi.
Abstrak – Setiap tahun Universitas Sam Ratulangi menerima mahasiswa baru, namun masih banyak hal yang belum diketahui oleh mahasiswa baru tentang kehidupan dalam kampus, seperti objek tempat, lokasi dan sarana-sarana dalam kampus yaitu lokasi jalan alternatif dalam kampus, gedung rektorat, gedung auditorium, gedung fakultas-fakultas, gedung pusat teknologi dan informasi, gedung pasca sarjana, gedung poliklinik serta sarana yang terkait pengurusan administrasi seperti bank yang beroperasi dalam kampus. Banyak juga yang belum mengetahui program kerja dari setiap tempat yang beroperasi dalam kampus Universitas Sam Ratulangi.Dalam game offline adalah sebuah aplikasi permainan yang tidak menggunakan koneksi internet. Game offline umumnya berupa file yang telah terinstal pada suatu sistem operasi. Game yang terinstal itu bisa dijalankan atau dimainkan walaupun perangkat yang digunakan tidak sedang terhubung dengan internet. Karena itu, game yang dimainkan tidak menggunakan koneksi internet yang disebut game offline.Unity 3D merupakan software open source pembuatan game 3D yang sangat banyak dikagumi oleh para game developer karena kelengkapan menu dan fungsinya yang mampu membuat game PC maupun game Mobile. dari game 2D maupun 3D semua bisa dibuat dalam unity 3D.Berdasarkan uruian diatas peneliti tertarik untuk membuat “Rancang Bangun Game Adventure of UNSRAT Menggunakan Game Engine Unity”. Dalam game ini memperkenalkan objek dan tempat-tempat yang ada di Universitas Sam Ratulangi sebagai lokasi dengan konsep game simulasi. Isi dari game ini untuk menyampaikan informasi edukasi dalam kehidupan kampus di Universitas Sam Ratulangi. Kata kunci: Game, Unity 3D, Extreme ProgrammingEvery year Sam Ratulangi University accepts new students, but there are still many things that new students do not know about campus life, such as place, locations and campus facilities such as alternative road location within campus, rectorate building, auditorium building, faculty building, technology and information center building, post-graduate building, polyclinic building as well as facilities related to administrative arrangements such as banks operating on campus. Many also do not know the work program of every place that operates in the campus of Sam Ratulangi University.Game offline is a game app that does not use internet connection. Offline games are generally files that have been installed on an operating system. Installed games can be run or played even if the device is not connected to the internet. Therefore, games that are played do not use an internet connection called offline games.Unity 3D is an open source 3D game creation software that is very much admired by game developers because the completeness of the menu and its function is able to make PC games or Mobile games. From 2D or 3D games can all be created in unity 3D.Based on the above explorations researchers are interested to make "Design of Adventure Game of UNSRAT Using Game Engine Unity". In this game introduces objects and places that exist in Sam Ratulangi University as a location with the concept of simulation games. The content of this game is to convey educational information in campus life at the University of Sam Ratulangi.Keywords: Game, Unity 3D, Extreme Programming
The advancement of Information Technology alters various aspects of human life, including learning. In the present era, on-line learning facilities are provided by institutions, ranging from formal higher education to open course-ware providers. On-line learning or e-learning is mostly achieved through stored media that widely available. These media take forms in various formats such as text and images, slide that equipped with narration from the lecturer, or a video where the lecturer appears inside the frames. We conducted a research about how students would response to the available learning media. The research was conducted with repetitive measures. Each measurement was a module that divided into three parts, where each part was presented to the student as one out of three media listed above. Hence we had three media types for each module. Each module took one week, and at the next week we gather their responses through evaluation forms. All modules were completed in six consecutive weeks. After all modules were completed, we analyze their responses and found that our samples responded best to the video with the appearance of the instructor/lecturer, then the slide with audio, and finally text and images.
Advancements in Information Technology have lead the world to new ways of life including in the education field. Nowadays we have various types of computer and Internet-assisted learning. With the booming of blended learning, here comes the flipped classroom environment, where students are expected to learn even before the conventional class meetings started. In this study, we address the question of how students behave toward various learning materials packaged in 3 types of media: text and images, slide shows with audio narration, and slide shows with the appearance of the lecturer. Based on our samples the findings are surprising: some students never made access before the class; and on the other hand, the text-and-image-based learning materials have the highest number of pre-classroom access.
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