Development of gamification-based interactive multimedia application for object recognition in children
Keywords:
Interactive multimedia application, Gamification, Learning application development, Research and Development (R&D) methodAbstract
The ability to identify items in the environment is a crucial element of cognitive development and early education in children. Nevertheless, there are still constraints in the advancement of specialised applications for the identification of nearby items in youngsters using a gamification methodology. Furthermore, there remains a deficiency of programmes specifically tailored to children, lacking features such as user interfaces that are child-friendly and content that is age-appropriate. This study employs the Research and Development (R&D) methodology, encompassing the phases of analysis, design, development, implementation, and testing. The findings demonstrated that incorporating gamification into interactive multimedia introductions to surrounding objects in children serves as an alternative educational medium that can assist teachers in the teaching and learning process. Specifically, it aids in explaining the identification and description of objects. By employing gamification through practice questions, it effectively stimulates children, enhancing their comprehension and proficiency in recognising surrounding objects. The comprehensive test findings indicate that this application has the potential to serve as an efficient and enjoyable alternative educational medium for children.
Downloads
References
Aditama, P. W., Yanti, C. P., & Sudipa, I. G. I. (2023). TEKNOLOGI AUGMENTED REALITY (AR) PADA LONTAR PRASI BALI. PT. Sonpedia Publishing Indonesia.
Adnyana, I. N. W., Suharsono, N., & Warpala, I. W. S. (2019). Pengembangan Multimedia Interaktif Berbasis Self Regulated Learning untuk Mata Kuliah Videography dan Broadcasting di STMIK STIKOM Indonesia. Jurnal Teknologi Pembelajaran Indonesia, 7.
Aparicio, M., Costa, C. J., & Moises, R. (2021). Gamification and reputation: key determinants of e-commerce usage and repurchase intention. Heliyon, 7(3). https://doi.org/10.1016/j.heliyon.2021.e06383
Apriyansyah, H., Manurung, A. H., & Rony, Z. T. (2024). The Influence of Internal Factors and Chief-Employee Relationships on The Performance of Civil Servants in Information Technology Moderation. WSEAS Transactions on Business and Economics, 21, 143–152.
Arsana, I. N. A., & Lestari, A. S. (2021). Rancang Bangun Sistem Informasi Laporan Keuangan Pada SMP Nasional Berbasis Web. Jurnal Krisnadana, 1(1), 47–56.
Çeltek, E. (2021). 12 Gamification: Augmented Reality, Virtual Reality Games and Tourism Marketing Applications. Gamification for Tourism, 92.
Dharmalau, A., & Nurlaela, L. (2021). Perancangan media pembelajaran lagu daerah dengan animasi interaktif menggunakan Adobe Flash. JEIS: Jurnal Elektro Dan Informatika Swadharma, 1(1), 31–36.
Harianto, R. A., Rony, Z. T., Syarief, F., Wijayaningsih, R., & Santoso, B. (2022). PRODUCT INNOVATION BASED ON MARKET-ORIENTATION TO INCREASE ENVIRONMENTAL SUSTAINABILITY. Procedia Environmental Science, Engineering and Management, 9(2), 309–318.
Hasibuan, T. H. (2023). Sistem Informasi Penjualan Dalam Peningkatan Layanan Digital Berbasis Web. Jurnal Ilmiah Teknik Informatika Dan Komunikasi, 3(2), 250–257.
Hasibuan, T. H., Winarno, H., & Periyanto, P. (2024). APLIKASI PERAWATAN DAN PENGECEKAN ALAT PEMADAM API RINGAN (APAR) PADA PT. SALIM IVOMAS PRATAMA BERBASIS ANDROID DENGAN QR CODE. JEIS: Jurnal Elektro Dan Informatika Swadharma, 4(1), 81–90.
Ibrahim, M. B., Sari, F. P., Kharisma, L. P. I., Kertati, I., Artawan, P., Sudipa, I. G. I., Simanihuruk, P., Rusmayadi, G., Nursanty, E., & Lolang, E. (2023). METODE PENELITIAN BERBAGAI BIDANG KEILMUAN (Panduan & Referensi). PT. Sonpedia Publishing Indonesia.
Kurniati, I., Helmawati, H., & Syah, M. (2021). Problem Solving Method Management to Improve the Quality of PAI Learning. International Journal of Nusantara Islam, 9(1), 80–92.
Lubis, I., Wulaningrum, H., & Andriana, S. D. (2022). Augmented Reality Pengenalan Lingkungan Kampus II Universitas Harapan Medan Dengan Metode Markerless. Jurnal Krisnadana, 2(1), 233–242.
Nurlaela, L., Sopian, A., & Alfiah, F. (2023). Umrah Registration System Using Extreme Programming Method Towards Worship Tourism. International Journal of Cyber and IT Service Management, 3(1), 22–31.
Nurlaela, L., & Syadida, A. Q. (2023). PREVENTIVE DETECTION SYSTEM PADA LAPORAN FRAUD MENGGUNAKAN MODEL TIMESERIES PADA KANTOR BEA CUKAI. JEIS: Jurnal Elektro Dan Informatika Swadharma, 3(2), 63–71.
Nursumaryanti, R. C. E., Taufiqurrochman, T., & Wehalo, E. (2023). SISTEM INFORMASI PERSEDIAAN BAHAN BAKU PRODUKSI PADA PT. COFEE BLACK GALLERY JAKARTA. JRIS: Jurnal Rekayasa Informasi Swadharma, 3(1), 52–60.
Rachmad, Y. E., Tampubolon, L. P. D., Purbaratri, W., Sudipa, I. G. I., Ariana, A. A. G. B., Faried, M. I., Atmojo, D., & Kurniawan, H. (2023). Rekayasa Perangkat Lunak. PT. Sonpedia Publishing Indonesia.
Rahman, S. A., Malik, A. S., Alie, M., Maslichah, A., Kurniati, I., Farid, M., Fauzi, I. K. A., & Mulyanto, A. (2023). Training and Assistance Digitization Making Learning Media use Google Apps for Education (GAFE) for MTs Teachers throughout the District Purwakarta. ABDIMAS: Jurnal Pengabdian Masyarakat, 6(1), 3221–3226.
Rohman, M. A., & Subarkah, P. (2024). Design and Build Chatbot Application for Tourism Object Information in Bengkulu City. TECHNOVATE: Journal of Information Technology and Strategic Innovation Management, 1(1), 28–34.
Rony, Z. T. (2017). Siap fokus, siap menulis skripsi. In Tesis, Disertasi (Jurus Mudah Gunakan Metode Kualitatif Tipe Studi Kasus) (Vol. 29). Pertama). PSSDM. http://repository. ubharajaya. ac. id/9973/1/02 Siap Fokus ….
Rony, Z. T. (2019). Generation y challenges in becoming innovative leaders at organization in the 21st century. International Journal of Recent Technology and Engineering (IJRTE), 8(Issue-), 789–794.
Rony, Z. T., Lubis, F. M., & Rizkyta, A. (2019). Job shadowing as one of the effective activities in the promotion process creates quality managers. International Journal of Recent Technology and Engineering, 8(2), 388–396.
Rony, Z. T., Mangkupradja, D. R., & Pramukty, R. (2023). THE ROLE OF TRANSFORMATIONAL LEADERSHIP IN EMPLOYEE PERFORMANCE: A SYSTEMATIC LITERATURE REVIEW AT XYZ UNIVERSITY. International Journal of Accounting, Management, Economics and Social Sciences (IJAMESC), 1(4), 331–342.
Saputra, I. W. K. W., Radhitya, M. L., & Subawa, I. G. A. (2024). Ratio Analysis of Social Media Platform Instagram Using The Exploratory Method. TECHNOVATE: Journal of Information Technology and Strategic Innovation Management, 1(1), 21–27.
Sudipa, I. G. I., Aditama, P. W., & Yanti, C. P. (2022). Developing Augmented Reality Lontar Prasi Bali as an E-learning Material to Preserve Balinese Culture. Journal of Wireless Mobile Networks, Ubiquitous Computing, and Dependable Applications (JoWUA), 13(4), 169–181. https://doi.org/http://doi.org/10.58346/JOWUA.2022.I4.011
Sudipa, I. G. I., Udayana, I. P. A. E. D., Rizal, A. A., Kharisma, P. I., Indriyani, T., Asana, I. M. D. P., Ariana, A. A. G. B., & Rachman, A. (2023). METODE PENELITIAN BIDANG ILMU INFORMATIKA (Teori & Referensi Berbasis Studi Kasus). PT. Sonpedia Publishing Indonesia.
Suhanda, Y., & Kurniati, I. (2021). Rancangan sistem pembelajaran daring berbasis web. JRIS: Jurnal Rekayasa Informasi Swadharma, 1(2), 12–17.
Suryantoro, H., Dartono, D., & Saputra, D. (2022). Aplikasi Panduan Kode Error Pada Mesin Atm Wincor Nixdorf Procash 280 Part Controller Cmd Berbasis Mobile. JEIS: Jurnal Elektro Dan Informatika Swadharma, 2(2), 29–35.
Trilaksono, A. R., Winarno, H., Broto, S., Dartono, D., & Taufiqurrochman, T. (2023). PENGENALAN APLIKASI GREENFOOT UNTUK PENGEMBANGAN GAME STUDI KASUS SMK AN-NUR DEPOK. SWADIMAS: JURNAL PENGABDIAN KEPADA MASYARAKAT, 1(02), 1–5.
Wiguna, I. K. A. G., Sanusi, R., Sudipa, I. G. I., Semadi, K. N., Iswara, I. B. A. I., Udayana, I. P. A. E. D., & Aristana, M. D. W. (2023). Pengabdian Berbasis Teknologi dalam Menunjang Pengalaman dan Interaksi Pengunjung Terhadap Destinasi Wisata Melalui Aplikasi AR Gamification. Faedah: Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia, 1(3).