English is essential for children because it is an international language that is al-ways used in various fields, both in the world of work, education, economics, and social. One method of learning for children is by playing while learning. Gamification in the field of education is an educational approach to motivate stu-dents to enjoy learning by applying the game design. The purpose of this study is to approach the learning of English, specifically for children in kindergarten schools so that children will be more interested and feel happy to continue learning. The gamification method uses a mobile phone-based application with video games. Gamification in question is an English language recognition game for children with games. The introduction of English includes three categories, namely numbers, pictures, and spelling. The result is a mobile-based application that can be used by children to play the introduction of English with the concept of gamification. With the existence of gamification, the conception of children who were initially afraid to learn English became brave and more confident. The contribution given through this paper is to motivate children's willingness to learn English through other learning methods, namely gamification. Make children feel comfortable and not afraid to learn new things, especially English.
Many images are spread in the virtual world of social media. With the many editing software that allows so there is no doubt that many forgery images. By forensic the image using Error Level Analysis to find out the compression ratio between the original image and the fake image, because the original image compression and fake images are different. In addition to knowing whether the image is genuine or fake can analyze the metadata of the image, but the possibility of metadata can be changed. In this case the authors apply Deep Learning to recognize images of manipulations through the dataset of a fake image and original images via Error Level Analysis on each image and supporting parameters for error rate analysis. The result of our experiment is that we get the best accuracy of training 92.2% and 88.46% validation by going through 100 epoch.
Traditional food is a representation of the culture and identity of certain regions and is a symbol of cultural heritage. Traditional Indonesian food must be preserved and introduced to the community, especially the easy generation as the next generation of the nation as a form of love for the culture that has been passed down from generation to generation. It aims to avoid the influence of food or foreign cuisine that enters Indonesia, which from time to time makes the preservation of traditional Indonesian food increasingly eroded. One form of an effective cultural approach is by introducing to the easy generation and also to the wider community. Therefore the use of technology is very important to maintain the preservation of traditional Indonesian food and convey it to the community, especially the easy generation. This study aims to develop a mobile application for augmented reality as a promotional medium to introduce traditional Indonesian food. Mobile augmented reality in applications built with the Unity3D program is done in different ways in presenting information to other media. This method allows users to view the media as a presentation of their information in the form of 2D and or 3D image modelling by using tracking images through a smartphone device's camera. The mobile augmented reality application that will be developed can provide an interesting and interactive information experience so that it can be fun for every user so that knowledge of traditional Indonesian food can be distributed and channelled so that the preservation of traditional Indonesian food is maintained.
Abstract-This paper is concern about using multimedia technology for virtual education with a puzzle for early childhood in Indonesia. A game is focused on the introduction of objects around the neighborhood by showing images that Generate Automatic can adjust the child's condition aggressive or not aggressive. It plays with android tab device to knowing respond of early childhood. This is due to early childhood conditions. In some cases, children have normal cognitive abilities of children with a different special character that has the capability of learning is slower. A game shows a question to a parent first. The level of games is from 0-1, 1-2, and 2-3 based on years old of early childhood. This study has the challenge to develop educational game conditions. As in the design phase, the visualization of colors, shapes, and the introduction of rules that will be applied to the system. In this paper, we present to make early childhood became more relaxed and not aggressive in these educational games.
Heritage tourism is a trip traveling in certain areas that have historical value and ancestral heritage, such as temples, museums, palaces, etc. Indonesia is a country that has diverse historical heritages that have the potential to be developed be-cause there are historical sites and are considered as tourism potential. Technolo-gy plays a vital role in the development of heritage tourism to facilitate the deliv-ery of information to tourists, one of which is a mobile application. The proposed application design is a mobile application design with a gamification approach to facilitate tourists to obtain information and travel experiences to explore exciting tourist attractions. The gamification approach is used as a unique attraction where tourists are wrongly venturing for the concept of the game in conveying infor-mation using element games. This research was conducted in 3 temples, namely Gedongsongo temple, Prambanan temple, and Borobudur temple. The prototype design test was conducted on 100 tourists who visited 3 of the temple's tourist at-tractions. The results showed 86% of users agreed with the proposed prototype design. Based on the 95% confidence scale, shows that this research was suc-cessful in designing a prototype of a heritage tourism mobile application to ex-plore temple tourism. This application design is suitable for users based on four variables: Usefulness, Ease of Use, Ease of Learning, and Satisfaction.
Abstrak-Penelitian ini menerapkan teori usability dan menggunakan metode pengukuran System Usability Scale (SUS). Uji validasi menggunakan pearson's product moment. Uji reliabilitas memakai alpha Cronbach. Berdasarkan hasil penelitian menunjukkan bahwa usability website 68.6 yang artinya pada peringkat C atau OK Cukup Bagus. Loyalitas pengunjung website untuk melakukan kunjungan lagi (revisit) mendapatkan grand mean 3.5095. Nilai tersebut terletak pada rentang 3.40 -4.20 yang menunjukkan bahwa loyalitas pengunjung untuk revisit terletak pada titik yang tinggi. Ada hubungan yang nyata namun tidak berarti antara variable kebergunaan (usability) dengan loyalitas pengunjung situs dibuktikan dengan Besaran nilai Sig. pada spearman correlation yang besarnya 0.041. dan nilai Sig. tersebut lebih kecil dari nilai taraf kepercayaan yaitu 5%nilai r_hitung yang positif yaitu 0.679 dan lebih besar dari r_tabel yaitu 1.966. Dapat disimpulkan apabila ariable usability ditingkatkan maka loyalitas akan ikut meningkat. Ditemukan hal yang menarik dalam penelitian yaitu pengunjung situs memanfaatkan situs lain dalam menelusuri berita informasi yang ada di dalam situs. the range 3.40 -4.20 which shows the visitor's loyalty to visit again placed at a high point. There is a real but not significant relationship between the sustainability of the variable (usability) and the loyalty of site visitors as evidenced by the magnitude of the Sig. in spearman the correlation is 0.041. and Sig. This is smaller than the confidence level, which is 5%, the positive value of r_count is 0.679 and is greater than r_tabel which is 1.966. Can be abbreviated approved. Increased usefulness So loyalty will increase. It was found that interesting things in the study were site visitors who used other sites to access news information on the site. Abstract-This study uses usability theory and uses the System Usability Scale (SUS) measurement method. Validation test uses the moment of Pearson's product. Test reliability using Cronbach alpha. Based on the results of the study indicate that the usefulness of the website is 68.6 which means that on rank C or OK it is quite good. The loyalty of website visitors to make another visit (revisit) gets an average value of 3,5095. This value is located in
Online transport service is currently popular in Indonesia. Not only provide ride-sharing service, but also other services such as food delivery, medicine delivery, and courier service. Ease of use and low cost make online transportation service more favored by consumers. However, this service has several disadvantages that cause inconvenience to the user until the occurrence of fraud action by the driver or the customer. Therefore identification of system deficiencies needs to be done to improve the security and convenience of customer and drivers of online transport services. This paper will analyze the problems of online transportation services applications through cases that have occurred and complaints of users of online transport applications. Through this analysis, we propose solutions to protect consumers and drivers for the security of transactions.
Community interest in tours is very high. The benefits of tourist destinations in Indonesia finally form three patterns, namely natural, cultural, and human-made. City and village tourism are very popular with the community because of the high interest of the community to capture the moments of Instagram able and viral tourism spots. One of them is village tourism. For people who are educated with life in the village, it is necessary to make it more interesting with gamification. In this stud, the aim was to change the pattern of visitors' activities, which initially only took pictures but were also invited to explore the village potential through a mobile application. Also, this study is used to improve and help preserve and introduce village tourism potential. Gamification can be an alternative to developing village tourism potential. A common occurrence in tourist villages is a lack of management innovation to add village tourism potential to visitors further. Village tourism potential that can be developed is mobile-based village education. This activity is an education that contains planting plants. The results of this application are of rice planting and fruit picking games. Each set consists of two levels. Level 1 contains educational games and level 2 games about team cohesiveness. Each game will offer a reward. The rewards that we design are based on prizes that are liked by elementary school students.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.