Educational game has potential in transferring knowledge. educational game makes it easy to deliver knowledge to students. one of the elements in the game, namely character, has a role in conveying the message. fun educational games make it so effective when it used in batik preservation. where batik is very diverse and it is not easy to learn the meaning and philosophy in it. the meaning and philosophy of batik in Indonesia deserves to be introduced to our next generation. with a learning process that is full of culture. This article discusses the potential of educational games in the learning process of preserving batik culture in Indonesia. PENDAHULUANGame edukasi merupakan media pendidikan yang banyak digunakan untuk mentransfer ilmu, dengan visualisasi yang menarik, materi yang bisa kompleks, dengan cara yang menyenangkan, sehingga masyarakat luas dengan mudah mengetahui informasi yang ingin disampaikan. Dalam beberapa artikel sebelumnya sudah ada yang membahas tentang potensi game edukasi untuk media pembelajaran dengan tema-tema yang berbeda. Untuk kali ini penulis berupaya menyampaikan informasi Potensi Game Edukasi Dalam Upaya Pelestarian Batik Indonesia dengan sumber acuan dan referensi teori-teori dari berbagai sumber. Dari hasil kuesioner yang disebar penulis (https://bit.ly/36FvGku) survei dengan 75 Responden pelajar SMP di Yogyakarta, mendapatkan hasil 96% remaja dengan usia 12-17 tahun tertarik dengan Batik. Sebanyak 66.7% mengerti tentang batik Keraton tetapi 45.3% ragu-ragu akan makna yang terkandung di dalam batik Keraton. Hanya sebesar 26.7% yang mengetahui makna batik Keraton. Sedangkan hasil wawancara penulis dengan seoarang abdi dalem bahwa pengunjung Keraton paling banyak didominasi oleh pelajar. Hal tersebut membuat sebuah permasalahan AKSA JURNAL DESAIN KOMUNIKASI VISUAL
A brand identity is a source of reputation and credibility for a company that can attract consumers uniquely. Therefore, a strong corporate branding strategy will become a competitive advantage and an essential intangible asset in the company's business processes. One way is with 2D animation, where animation, a brand can convey a message with its product, as well as the Ayoscan mobile application, which tries to display 2D animation into the mobile application in order to get Brand Positioning among users of the mobile application for public transportation payments.
Anemia is a health problem that is often found throughout the world and has an impact on the quality of human resources. Nutritional anemia will slowly inhibit the growth and development of intelligence, children will be more susceptible to disease due to decreased immune systems, this will certainly improve the condition of children as successors. Utilizing current technological developments, it is very possible to develop systems that can optimize children's health, especially during the COVID-19 pandemic. The purpose of this study was to know the effect of the application of prevention of anemia in children on mother's knowledge about anemia in children. Quasi-experimental research using pre-post test control group design. Samples were mothers who had children under five in the Puskesmas Banguntapan II, which were divided into two groups (35 intervention groups and 35 control groups). Data analysis with univariate and bivariate. The group was given an application intervention to prevent anemia in children. The control group conducted presented information in accordance with the procedures carried out from the puskesmas with leaflets. Both groups were measured before the intervention and 1 month before the intervention using a questionnaire. The results showed there was a significant increase between the intervention group compared to the control group in the level of mother's knowledge about child anemia (p=0.001). The result is applications increase the effectiveness of mothers’ knowledge about anemia in children, the use of applications is more effective than the use of leaflets in increasing knowledge about anemia.
Yogyakarta Palace which is a source of culture in Yogyakarta iscurrently a cultural education tourism destination. By making thePalace as a source of cultural civilization, which is expected theculture will not eroded by the time just like the use of batik in thepalace. But, the reality that influences the rules and regulations forthe use of batik in the palace is not well understood by the people inYogyakarta at this time. For this reason, an educational video isneeded to preserve the batik campaign in the Yogyakarta Palace.One of the media that promotes effectively in the Batik Keratonsocial campaign is video. Because of its nature, one type of videowhich is a learning video is a type of video that presents visuallistening teaching material that can be used to preparemessages/subject matter such as culture Yogyakarta Batik Keraton.
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