For adventures who like to explore the forest with diverse type of flora, such as Borneo forest, being lost and have limited supply of food and water become one of the biggest threats for survival. Therefore, it is important to know how to identify food and water that is safe for consumption. Unfortunately, the learning media for survival skills are still heavy on verbal approach, so there is a need for a more practical and visual learning media. To overcome the problem, this research was aimed to develop a survival simulation game that teach the player how to identify safe food and water in Borneo forest. The game was developed in six steps based on Luther's steps of authoring multimedia. At the end of the development process, the feasibility of the game as learning media is tested using pre-test and post-test method. Statistical analysis using paired t-test showed that the post-test result (M=77.33, SD=5.37) was significantly higher than the pre-test result (M=56.67, SD=8.24) ); t(29)=18.49, p < 0.001. This indicates that the game is feasible in teaching the knowledge to the player. In the future, this game can be an alternative and practical solution for teaching survival skill.
Surprising events can be beneficial for unwinnable persuasive games, especially since they can evoke players to reflect on their failure to win the game. Despite its presence in some titles, the usage of surprising events still lacks empirical support. This study aims to gain insight into it by comparing the effects of revealing the game’s context from the beginning to delaying it until the game ends. In addition, we also examine the interaction effects with playing duration since it is possible that longer playtime will lead to smaller effects for a game with surprising events, whereas longer playtime will result in greater effects for a game without surprising events. To do so, we conducted a 2 x 2 factorial between-subject experiment with an additional no-treatment control group. The results suggest that delaying the revelation to create a surprising event can promote the same level of donation from players, regardless of their playing time. On the other hand, longer playtime is important if players know the context from the beginning. Additional results about the effect of playing duration on donation and willingness to help were also discussed in this paper.
Anatomy learning methods are still dominated by using books, in which the material is presented in pictures and writings. The anatomy learning method using books is carried out by redrawing parts and memorizing the location and its terms. Thus, students have difficulties when they forget and want to find terms on the anatomy because it is uneasy and takes a long time. This research aims to create a system to study anatomy, especially dental anatomy, through an android-based application, and provide ease of anatomy of tooth learning using Mayer's principle of multimedia learning on application. Based on system testing and user testing results, this application can be used as a medium of information and learning about tooth anatomy. It is evidenced by black-box testing and questionnaire results.
Instagram merupakan contoh nyata membuat pemasaran menjadi semakin manarik, semakin baik dan semakin praktis. Dengan bermodalkan pengetahuan dibidang digital dan paket data internet, masyarakat sudah bisa mengakses dan juga memasarkan barang dagangan nya disana. Instagram sangat baik digunakan karena mengandalkan gambar sebagai daya tarik utama, dilengkapi dengan fasilitas menulis komentar dan juga pesan langsung. Hal ini yang akan dimanfaatkan oleh Win catering untuk mempromosikan usaha nya. Win catering merupakan salah satu usaha catering yang berada di dusun Kalisono, desa tuksono, kecamatan Sentolo, kabupaten Kulon Progo. Namun, Semenjak terjadi pandemi COVID-19, angka penjualan catering menurun. Beberapa sumber pemasukan seperti pesanan acara atau catering banyak dibatalkan. Alasan lainnya ialah, kurang strategisnya lokasi usaha Win catering yang hanya dapat dijangkau dan diketahui oleh penduduk sekitar sehingga sulit untuk dikenali oleh masyarakat luas. Selain itu, kurangnya promosi yang meluas juga menjadi salah satu permasalahan yang dihadapi oleh Win catering. Pembahasan menggunakan Pemasaran atau Marketing Mix menunjukan hasil yang positif dalam penggunaan Instagram untuk pemasaran produk. Metode yang digunakan pada pengabdian ini adalah pengumpulan data secara primer melalui wawancara bersama pemilik usaha, melakukan observasi dengan mengunjungi lokasi mitra dan pengumpulan data secara sekunder. Selain itu juga dilakukan pelatihan terhadap pemilik catering tentng cara menggunakan media sosial yang baik dan benar. Hasil dari pengabdian berupa logo yang diaplikasikan pada berbagai media dan juga media sosial untuk membantu meningkatkan penjualan.
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