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Journal articles on the topic 'Android games'

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1

Kim, Nam-su, Seong-ho Kim, Min-su Pack, and Seong-je Cho. "Detecting Android Emulators for Mobile Games." Journal of Software Assessment and Valuation 17, no. 1 (June 30, 2021): 41–50. http://dx.doi.org/10.29056/jsav.2021.06.06.

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Saragih, Doni Indra Sazaly, Risko Liza, and TM Diansyah. "RANCANG BANGUN SISTEM E-SPORT CYBERCAFE FINDER MENGGUNAKAN METODE LBS (LOCATION BASED SERVICE) BERBASIS ANDROID." JURNAL TEKNOLOGI INFORMASI 2, no. 2 (February 1, 2019): 158. http://dx.doi.org/10.36294/jurti.v2i2.431.

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Abstract - The android mobile mapping application is very popular nowadays because it really helps people for daily activities, especially helping gamers especially to find the location of the nearest cybercafe that has qualified specifications to play eSport games, the rapid world of eSport gaming which has more international tournaments. more and more people are focusing on becoming an esport gaming athlete, every esport game requires high computer specifications in order to play it smoothly and without hindrance, this is where the role of cybercafe is, cybercafe provides high-specification computer facilities which are capable of accommodating various eSport games like Dota -2, CS:GO, PUBG, Fortnite, and others. And this application is a liaison between gamers and cybercafe locations located, this application uses the very relevant LBS method used in an application based on the mapping concept, this application is created using an android studio which is thought to be qualified to make an application that is user friendly and easy to use, besides this application also requires an internet connection because it is connected directly to google maps, navigation is very important in the operation of this application. KeyWords - cybercafe, maps, location based service, android mobile, android studio.
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Herzamzam, Dyah Anungrat. "THE EFFECTIVENESS OF EDUCATIONAL GAMES IN MATH LEARNING IN ELEMENTARY SCHOOL." DWIJA CENDEKIA: Jurnal Riset Pedagogik 2, no. 2 (December 31, 2018): 21. http://dx.doi.org/10.20961/jdc.v2i2.26274.

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<p><em>The purpose of this research is to know the effectiveness of: (1) android-based educational games and (2) without the games in learning mathematics.This type of research is experimental with Pretest-Posttest design Randomized Control Group Design. In the process of experimentation conducted observations on two groups of learning i.e. experimental group one which was given treatment with android-based educational games in math, learning and a control group with no game. The population of the research was all learners class II SD PB Sudirman Jakarta with samples of learners classes IIA, IIB, and IIC. Research instrument was a matter of addition and subtraction tests that have been tested with Alpha 0.826. Data analysis techniques using Anava followed by Scheffe test. </em><em>The results showed that: (1) there is a significant difference in effectiveness between learning mathematics using android-based educational games and without a game in learning addition and subtraction class II SD PB Sudirman Jakarta Timur ( FH = 6.211 &gt; Ft (0.05) = 3.02); (2) there is a significant difference in the effectiveness of media math learning using android-based educational games and learning in games without fractions, (sig (p) = 0.005 &lt; 0.05); This shows that the educational learning games mathematics better and effective than without games.</em></p>
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Suryani, Ela, and Kartika Yuni Purwanti. "Pengenalan Game Edukasi Android Sebagai Penunjang Perkembangan Kognitif Anak." Aksiologiya: Jurnal Pengabdian Kepada Masyarakat 3, no. 2 (June 4, 2019): 148. http://dx.doi.org/10.30651/aks.v3i2.1486.

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Community service activities performed in PKK Payungan Village, Kaliwungu District Semarang Regency help to parents understand educational games android decent child consumed. Educational games to support cognitive development of children so that parents must understand the various types of educational game applications, how to choose the right educational game, and how to install on the phone The implementation method used was presentation, demonstration, practice, brainstorming, and sharing about educational game to PKK Payungan Village. This activity is done through three stages: 1) socialization, 2) mentoring, 3) monitoring and evaluation.The results of the implementation of this activity was : 1) understanding educational games android as supporting the cognitive development of children in very good category. This is indicated by the percentage of achievement indicators of educational games (96%), choosing educational games (89%), installing educational games (93%), and implementing educational games (86%); 2) get positive response seen from indicator attendance reaches 93% of target and enthusiastic participant during activity from beginning to end of activity. The final goal of the introduction of educational games was IT literacy parent so as to be able to monitor their children in using mobile phones especially when playing games.
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Abidin, Muhammad Zainal, and Tri Listyorini. "Game Edukatif Membaca Al-Qur’an (Ilmu Tajwid) Berbasis Android." SINTECH (Science and Information Technology) Journal 1, no. 1 (January 26, 2018): 1–6. http://dx.doi.org/10.31598/sintechjournal.v1i1.153.

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Tajweed is one of the material in reading the Holy Qur'an. As well as learning Indonesian, learning to read the Holy Qur'an should know Tajweed. The development of children now, much to exclude learning due to many games on the phone. This becomes our chance to make educative games. Packaging games to read the Qur'an in this case Tajweed become more interactive since the children are not only play but also get the material. Using the prototype method, this educational game reading alquran is packed into a valuable educational game. The results of this study is educational games on how to read alquran (Tajweed) which can be used by all smartphone which uses android platform
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Debnath, Oliva, Saptarshi Debnath, Diptashree Paul, Aneesh Kar, and Mousumi Paul. "GAMES ON ANDRIOD APP IS SUPPORTING THE STUDENT'S ENGLISH LANGUAGE." International Journal of English Learning & Teaching Skills 3, no. 1 (October 1, 2020): 1703–16. http://dx.doi.org/10.15864/ijelts.3105.

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English is one of the most difficult subjects, especially since this subject are presented in every semester in the school whether it is junior or in high school. In addition, this lesson is also considered boring, one of the factors causing it is the process of learning in the classroom that still uses conventional methods of lectures and media, it is better if this lesson is presented in a new form, which is more interesting and raises the passion of learning towards students. One of the emerging technologies today is the android app, almost every student has android with a quota of data package of course, and it allows students to be able to access it anywhere and anytime. One of the applications that exist on android is a language game, or a form of game that directs students in learning English. Teachers can take the advantage of this game's application to intersperse the learning process in the classroom. In addition, the game's application on android is accessible to students anytime and anywhere, so students can learn not only in the classroom but also in outside the classroom, at home, anywhere. In addition to appealing, game applications on android is a form of mobile-based learning implementation that can increase interest and student learning achievements, because indirectly students will be trained through the game they always play in this android app.
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Sukanto, Petrus Sokibi, and I. Ketut Widhi Adnyana. "GAME EDUKASI RPG SEAL BREAKER MENGGUNAKAN RPG MAKER MV BERBASIS ANDROID." Jurnal Bahasa Rupa 2, no. 1 (October 28, 2018): 68–79. http://dx.doi.org/10.31598/bahasarupa.v2i1.240.

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Finding insights into the questions for learning exercises is not only found in schools but outside the school environment such as reading books in the library or by utilizing the sophistication of Smartphones. The majority of children are very willing to play games, based on data from Appbrain (2015) shows that the number of games on Google Play are Action Games totaling 17,853, Casual Games 51,458, Puzzle Games 59,283, Game Education only 14,180. By playing an educational game, children can easily remember and discuss problems. The method used is a system approach with Object Oriented that uses AOO (Object Oriented Analysis) and DOO (Object Oriented Design) which are visualized with UML (Unified Modeling Language) and the results obtained from this study are games that are able to combine RPG games by discussing the questions of the junior high school national exams.
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Erfan, Muhammad, and Mohammad Archi Maulyda. "Meningkatkan Pemahaman Konsep Bangun Ruang Mahasiswa Calon Guru Sekolah Dasar Menggunakan Game Android." PALAPA 8, no. 2 (November 21, 2020): 418–27. http://dx.doi.org/10.36088/palapa.v8i2.925.

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This study aims to improve the conceptual understanding of prospective elementary school teacher students on the concept of geometrical space which includes the relationship between lines and planes as well as lines and lines in geometrical space using Android games. The Android game used was XSection. This research is a quasi-experimental study with a pretest-posttest control group design. The sample in this study was taken using a cluster random sampling technique and obtained class 3C as an experimental class, namely the class that learns using Android-based educational games and 3D class as the control class, namely the class that learns without using Android-based educational games. Data regarding conceptual understanding were obtained by the multiple-choice tests and data were analyzed using independent sample t-test and normalized gain test. The results showed that the experimental class showed a significant increase in understanding the concept of geometrical space compared to the control class. The post-test average score of students' conceptual understanding in the experimental class was higher than the control class so that the Android-based education game was effective in improving students' understanding of the concept of geometrical space for prospective elementary school teachers.
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杨, 曼. "Development of IMMORTAL Games Based on Android Platform." Computer Science and Application 08, no. 04 (2018): 559–64. http://dx.doi.org/10.12677/csa.2018.84063.

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Marpaung, Franky Hadinata, Rhio Sutoyo, Daniel Daniel, Yonas Yonas, and Vedro Vedro. "Pegembangan Game dengan Menggunakan Teknologi Voice Recognition Berbasis Android." ComTech: Computer, Mathematics and Engineering Applications 5, no. 1 (June 30, 2014): 191. http://dx.doi.org/10.21512/comtech.v5i1.2608.

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The purpose of this research is to create a new kind of game by using technology that rarely used in current games. It is developed as an entertainment media and also a social media in which the users can play the games together via multiplayer mode. This research uses Scrum development method since it supports small scaled developer and it supports software increment along the development. Using this game application, the users can play and watch interesting animations by controlling it with their voice, listen the character imitating the users’ voice, play various mini games both in single player or multiplayer mode via Bluetooth connection. The conclusion is that game application of My Name is Dug use voice recognition and inter-devices connection as its main features. It also has various mini games that support both single player and multiplayer.
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Fathoni Rodli, Achmad, Endry Boeriswati, M. Adhi Prasnowo, Djauhari Pamungkas, and Renny Nirwanasari. "Android-based games to detect history of radicalism." Journal of Physics: Conference Series 1175 (March 2019): 012026. http://dx.doi.org/10.1088/1742-6596/1175/1/012026.

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Madhukar Mithari, Priti. "Android Effect Based Serious Games for Stroke Rehabilitation." International Journal of Engineering Trends and Technology 65, no. 4 (November 25, 2018): 176–78. http://dx.doi.org/10.14445/22315381/ijett-v65p231.

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Parlika, Rizky, Luthfiyatul ‘Azizah, Anggoro Cahyo Nugroho, Devi Anugrah Putri, and Stevanus Frangky Handono. "GAME LEARNING FISIKA “ASAH OTAK” BERBASIS ANDROID DENGAN APP INVENTOR 2." e-NARODROID 4, no. 2 (September 28, 2018): 25–34. http://dx.doi.org/10.31090/narodroid.v4i2.731.

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Abstract : Serious game is one of the kind that made not only for entertaiment but also has other functions such as learning or education, training, advertising, simulation, health and others. Nowadays many games are already used as a learning or education. Educational games are usually applied based on age stages or its genre. Educational games can help to train The thinking ability and the logic skill for it players. The learning methods that using games are expected to be more interesting and understandable for it players. This paper is discussed about an educational game concept as a learning media for high school students specialized for physics subject. This game is an android-based game that expected to be directly implemented into their smartphones and can be played anywhere. This Physics Learning Game is made used App Inventor 2 (AI2). Keywords: Serious Games, android, educational Games, App Inventor 2, Physics
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Kurniawan, Muhammad Hafiz. "Analyzing Genre of Character-Describing Cards in ‘Clash Royale’ Android Game." NOTION: Journal of Linguistics, Literature, and Culture 2, no. 2 (November 30, 2020): 104. http://dx.doi.org/10.12928/notion.v2i2.3162.

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Playing games is the most enjoyable activity for some teenagers. However, playing games nowadays can be considered both a wasting time activity because by playing games some of teenagers spend much time playing it and an addicting activity making the players anti-social persons because they tend to isolate them from their surroundings while playing. However, some android games can offer the good example as the learning materials for Discourse Analysis course. One of those is the game from Supercell ‘Clash Royale’ which is considered the famous games which most game players have ever played. The unique way of describing the game characters through the cards is the object of this analysis. The method of collecting the data of these games is by capturing the pictures of the Clash Royale games and other similar games using the screenshot feature which is available in smartphone. After capturing the pictures, they are transcribed into text and analyze them by comparing the way in describing the characters in the cards. The pictures are used to compare the structure of cards which are used to describe the game characters. The use of bending and blending genre which appear in describing the characters is used to arouse the humorous feeling among the game players without breaking the conventional structure of the genre.
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Retnowati, Nurcahyani Dewi, and Yanti Alif Al-Afiah. "GAME MOBILE ANDROID PEMBELAJARAN NILAI-NILAI PANCASILA." Prosiding Seminar Nasional Ahlimedia 1, no. 1 (April 20, 2021): 98–108. http://dx.doi.org/10.47387/sena.v1i1.43.

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Knowing and understanding Pancasila as the basic of the state is mandatory for all Indonesian people, especially for children in the life of nation and state in order to maintain unity and unity of the Republic of Indonesia. Pancasila learning can be applied through games that will introduce and provide understanding for elementary school. Introduction and understanding of Pancasila values for elementary school in the form of android-based educational game using game maker studio software that support in making educational game. The results of the study show that the Educational Game has become a new alternative in learning as well as playing media. The results of testing on the android platform indicate that this game can be installed on several android platforms ranging from KitKat, Lollipop, Marshmallow, and Oreo. In using the game also shows good performance on each button. This game has been through several stages of design and testing and the results of questionnaires from 50 respondents indicate the level of feasibility of Educational Games to be used with a percentage of 86.28% which means that most users consider this game interesting and can play and understand Education Games.
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Agus Fathoni Prasetyo and Dinna Shofia. "PENGARUH GAME ONLINE ANDROID TERHADAP PRESTASI BELAJAR SISWA KELAS IV MI ISLAMIYAH KEBOMLATI KECAMATAN PLUMPANG KABUPATEN TUBAN TAHUN PELAJARAN 2017-2018." PREMIERE : Journal of Islamic Elementary Education 1, no. 1 (November 26, 2019): 49–65. http://dx.doi.org/10.51675/jp.v1i1.48.

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Progress in the field of communication technology in the current era of globalization is producing sophisticated media so as to facilitate the needs needed quickly. In the past few years the android online game play on smartphones has been very interested in most circles, especially students. The positive impact of online games is that the more difficult a game is, the more high levels of concentration are needed to improve hand and eye coordination, while the negative impact of this android online game is that students often forget about other activities and forget their assignments as students. This research was conducted with a quantitative approach. The form of this research is correlational. The subjects in this study were fourth grade students of MI Islamiyah Kebomlati, Plumpang Subdistrict, Tuban District, 2017/2018 Academic Year, with 18 students consisting of 8 male students and 10 female students. The use of android online games for grade IV MI Islamiyah Kebomlati students in Plumpang sub-district of Tuban in the 2017/2018 academic year is sufficient or moderate. Because the average value of 25.5. The effect of android online games on the learning achievement of fourth grade MI Islamiyah Kebomlati Districts Plumpang District of Tuban in the academic year 2017/2018 based on the results of research on interpretation using the t-table value r2 determinaation coefficient, it turns out that the t-count () is smaller than t-table, at the significance level of 5% (2,120). Thus there is an insignificant coefficient of determination between android online games and the learning achievement of fourth grade students of MI Islamiyah Kebomlati, Plumpang Subdistrict, Tuban Regency in the academic year 2017/2018. This shows that the android online game has no effect on student achievement IV MI Islamiyah Kebomlati Plumpang District of Tuban in the 2017/2018 academic year.
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Krisdiawan, Rio Andriyat, Ramdoni Ramdoni, and Aji Permana. "RANCANG BANGUN GAME TREASURE OF LABYRINTH DENGAN ALGORITMA BACKTRACKING BERBASIS ANDROID." NUANSA INFORMATIKA 14, no. 1 (January 16, 2020): 46. http://dx.doi.org/10.25134/nuansa.v14i1.2442.

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Games are one of the entertainment media which is the choice of almost everyone to get rid of boredom or just fill in spare time, there are also games used as hobbies and moreover games are now used as electronic sports (e-sports). Currently the game has many types of games, one of which is a type of puzzle game (puzzle). One puzzle game is a maze game. The labyrinth is a puzzle that has a complex branching form and has many dead ends. At the moment there are many labyrinth type games, but rarely are labyrinth games equipped with characters, enemies and a dynamic maze that can change if the game is repeated. To create a labyrinth game that has a dynamic labyrinth arena requires a labyrinth generator or can be called a labyrinth generator by utilizing the backtracking algorithm. This algorithm is powerful enough to be used in some problem solving and also to provide artificial intelligence in the game. The software methodology used in making games is the GDLC (Game Development Life Cycle). GDLC is a game development model that adopts an iterative approach consisting of 6 development phases, starting from the innitiation, pre-production, production, testing, beta and realese phases. for the generation of the labyrinth arena using the Backtracking algorithm while for testing this game uses the UAT (User Acceptment Test). The results of this study in the form of an adventure game based on a maze puzzle that is applied to mobile android. This game is played to train players in problem solving and entertainment facilities.Keywords: Puzzle Game, GDLC (Game Development Life Cycle), Backtracking Algorithm, Android
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Muhajarah, Kurnia, and Farida Rachmawati. "Game Edukasi berbasis Android: Urgensi Penggunaan, Pengembangan dan Penguji Kelayakan." Justek : Jurnal Sains dan Teknologi 2, no. 2 (November 30, 2019): 29. http://dx.doi.org/10.31764/justek.v2i2.3733.

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Abstract: The development of information technology today has been able to package the conditions and realities of learning to be more attractive. Educational games are games or fun activities that contain educational content and their use, which is a necessity. This research is a library research. The data was extracted and analyzed in depth using the qualitative theory of Bogdan and Cresswell. The results showed that the ability to absorb each student in learning was strongly influenced by the learning experience, mode, modality and learning style.There are differences regarding this matter, it can be accommodated by the use of educational games as learning media. The use of educational games does not conflict with behaviorism and cognitivism theories. On the other hand, the use of android-based educational games serves to make it easier forstudents to operate and use them. However, because of its simplicity, the use of educational games must be tested first through strict instruments by experts to be able to meet the marketing standards, test content and maximize its use.Abstrak: Perkembangan teknologi informasi dewasa ini telah mampu mengemas kondisi dan realitas pembelajaran menjadi lebih menarik. Game edukasi merupakan permainan atau aktivitas menyenangkan yang memuat konten pendidikan dan penggunaanya, merupakan sebuah keniscayaan Penelitian ini merupakan penelitian kepustakaan. Data digali dan dianalisis secara mendalam menggunakanteori kualitatifnya Bogdan dan Cresswell. Hasil penelitian menunjukkan bahwa kemampuan daya serap masing-masing peserta didik dalam pembelajaran sangat dipengaruhi oleh pengalaman belajar, modus, modalitas dan gaya belajarnya.Adanya perbedaan mengenai akan hal ini, bisa diakomodir dengan penggunaan game edukasi sebagai media pembelajaran. Penggunaan game edukasi ini tidak bertentangan dengan teori behaviorime dan kogntivisme. Di lain sisi, penggunaan game edukasi berbasis android, berfungsi untuk memudahkan peserta didik dalam pengoperasian dan penggunaannya. Namun demikian, karena kemudahannya, penggunaan game edukasi harus diujilayakkan dahulu melalui instrumen yang ketat oleh para ahli untuk dapat memenuhi standar edar, uji konten dan memaksimalisasi pemanfaatannya.
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Asri, Faruq, Audia Rizqa, and Mira Maisura. "IMPLEMENTASI DAN ANALISIS CLOUD GAMING SKYEGRID PADA PERANGKAT ANDROID." Cyberspace: Jurnal Pendidikan Teknologi Informasi 4, no. 1 (July 1, 2020): 59. http://dx.doi.org/10.22373/cj.v4i1.7092.

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Cloud computing is the transformation of information and communication technology from client or server-based computers. Cloud computing technology benefits users no longer need to invest heavily in software or maintenance software applications. So by developing the Cloud, there is a Cloud gaming which is a process to install a remote interactive game in the cloud and issued in the form of video to the user's device via the internet. In this journal, we need a cloud gaming application called Skyegrid. This study aims to implement cloud-based mobile gaming cloud implementation using an open-source server (Skyegrid) to find out Resources, Service Quality and Experience Quality in this study. In this study Skyegrid is used to discuss some popular games, namely games called Rainbow Six Siege and Monster Hunter World. The result of this study is that Skyegrid's cloud gaming mobile system is able to implement PC games that can be run on Android smartphones and reduce the use of CPU and RAM resources, and use low cost using skyegrid cloud gaming using personal computers that require greater costs.
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Arifin, Ardian, Ferry Marlianto, and Aris Budiman. "PENGEMBANGAN GAME EDUKASI PAKAIAN TRADISIONAL INDONESIA BERBASIS ANDROID." Journal Of Computer Networks, Architecture and High Performance Computing 1, no. 2 (May 23, 2019): 10–15. http://dx.doi.org/10.47709/cnapc.v1i2.99.

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Culture in Indonesia has a lot of diversity. Indonesia which has many provinces also has many cultures. One of the cultures that exist in Indonesia is raditional clothing. Traditional clothing, a characteristic of adat and culture in each region and also used in each traditional ceremony. Along with the development of the times, the concern for the preservation of national culture, especially traditional clothing, was very minimal. For example, the lack of recognition and socialization of Indonesian culture in the community is one of the important factors why people's interest is lacking in traditonal clothing. This study aims to develop the development of an Android-based educational game on traditional Indonesian clothing. The method used in this study uses Research and Development methods. The results of this study were developed an educational game "Introduction to Traditional Clothing in Indonesia" on the Android platform that provides information to users about any traditional musical instruments in Indonesia. Educational games are expected to help in the introduction of existing cultures and can be used as a way to provide insight to children. From the results of testing carried out with the black box method, it can be concluded that this application can function well. And can provide users of Android smartphone games that are educational.Keywords: Educational Games, Traditional Clothing, Android Smartphones
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Hasanah, Fitria Nur, Cindy Taurusta, Rahmania Sri Untari, Dini Nurul Hidayah, and Rindiani Rindiani. "Gim edukasi berbasis android sebagai optimasi pembelajaran daring di masa pandemi Covid 19." JINoP (Jurnal Inovasi Pembelajaran) 7, no. 1 (May 22, 2021): 55–67. http://dx.doi.org/10.22219/jinop.v7i1.15176.

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The innovation in Information and Communication Technology (ICT)-based learning media is a critical learning alternative during the Covid-19 pandemic. One of the ICT-based learning media is android-based educational games. This research aims to develop android-based educational games on object-oriented programming (OOP) courses for Information Technology Education (ITE) students and to find out the feasibility of this product in online learning optimization. This research employed Research and Development (R&D) with Analysis, Design, Develop, Implement, Evaluate (ADDIE) development model. Participants of this research were the fifth-semester ITE students. Questionnaires validated by learning material and media experts were tested on limited groups before being distributed to the participants. Results show that the feasibility level on the material content aspect is 93.2%, and the language aspect is 93.3%, referring to very feasible criteria. The feasibility level on the content quality is 90%, the design and audio aspects are 95%, and interaction and feedback are 93.75%, referring to very feasible criteria. The trial results of the limited group are 96% with very feasible criteria. These findings indicate that android-based educational games are feasible and can be implemented in the learning process.
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Afrianto, Irawan, and Rifan Muhammad Furqon. "The Herbalist Game Edukasi Pengobatan Herbal Berbasis Android." JURNAL SISTEM INFORMASI BISNIS 8, no. 2 (October 24, 2018): 141. http://dx.doi.org/10.21456/vol8iss2pp141-148.

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Herbal treatment is a method of treatment using natural ingredients that are all around us. Introducing herbal medicines and treatments can be performed using educational games. The purpose of this research is to develop educational games that can teach users to be able to know the ingredients of herbs and how to process it into a drug to cure a disease. The method used in the development of this educational game is multimedia development life cycle (MDLC). The MDLC method is used to develop this educational game, starting with the concept definition stage, the design phase, followed by the collecting material stage, followed by the assembly stage, testing, and ending with the distribution stage. This educational game is a type of simulation that visualizes the form of herbal ingredients, and how to manufacture herbal medicine derived from these materials to cure a disease. Games using mobile devices have advantages that learning can be done anywhere and anytime, so the android platform is chosen as the media development of this educational game. Educational game testing is done using the alpha method to determine the functionality of the application, and beta test to the user. Alpha testing shows that every functionality in this educational game has gone well. While beta testing conducted with questionnaires shows that this educational game is enough to help users add knowledge about herbal ingredients and how to make herbal remedies through images, animation and how to play. In addition, the interface of this game is quite interesting and easy to use.
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Afrianto, Irawan, and Rifan Muhammad Furqon. "The Herbalist Game Edukasi Pengobatan Herbal Berbasis Android." JURNAL SISTEM INFORMASI BISNIS 8, no. 2 (October 24, 2018): 27. http://dx.doi.org/10.21456/vol8iss2pp27-34.

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Herbal treatment is a method of treatment using natural ingredients that are all around us. Introducing herbal medicines and treatments can be performed using educational games. The purpose of this research is to develop educational games that can teach users to be able to know the ingredients of herbs and how to process it into a drug to cure a disease. The method used in the development of this educational game is multimedia development life cycle (MDLC). The MDLC method is used to develop this educational game, starting with the concept definition stage, the design phase, followed by the collecting material stage, followed by the assembly stage, testing, and ending with the distribution stage. This educational game is a type of simulation that visualizes the form of herbal ingredients, and how to manufacture herbal medicine derived from these materials to cure a disease. Games using mobile devices have advantages that learning can be done anywhere and anytime, so the android platform is chosen as the media development of this educational game. Educational game testing is done using the alpha method to determine the functionality of the application, and beta test to the user. Alpha testing shows that every functionality in this educational game has gone well. While beta testing conducted with questionnaires shows that this educational game is enough to help users add knowledge about herbal ingredients and how to make herbal remedies through images, animation and how to play. In addition, the interface of this game is quite interesting and easy to use.
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Hasan, Mhd Arief, Nurliana Nasution, and David Setiawan. "Game Bola Tangkis Berbasis Android Menggunakan App Inventor." Digital Zone: Jurnal Teknologi Informasi dan Komunikasi 8, no. 2 (November 16, 2017): 160–69. http://dx.doi.org/10.31849/digitalzone.v8i2.641.

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Abstrak- Berkembangnya teknologi yang berbasis mobile sekarang ini sudah sangat maju dan sering dipakai untuk dunia Information Technology (IT), bisnis, pendidikan dan media pembelajaran. Teknologi handphone yang saat ini berkembang pesat salah satunya adalah sistem operasi Android mobile (Android OS). Android adalah sistem operasi berbasis Linux yang dirancang untuk perangkat mobile layar sentuh yang memungkinkan perangkat lunak bebas dimodifikasi dan didistribusikan oleh pembuat perangkat, operator nirkabel dan pengembang aplikasi. Salah satu editor dalam pemrograman android adalah APP Inventor .App Inventor merupakan aplikasi web sumber terbuka yang awalnya dikembangkan oleh Google, dan saat ini dikelola oleh Massachusetts Institute of Technology (MIT). App Inventor memungkinkan pengguna baru untuk memprogram komputer untuk menciptakan aplikasi perangkat lunak bagi sistem operasi Android. Dengan adanya kemudahan dalam pembuatan program yang disediakan oleh App Inventor yang tidak diharuskan lagi untuk menuliskan koding. Semua fasilitas itu bisa digunakan dengan menggunakan klik drag menggunakan blog diagram. Maka peneliti mengambil kasus game bola tangkis dalam penelitian ini. Kata kunci : Game Bola Tangkis, Android, App Inventor Abstract- The development of mobile-based technology is now very advanced and often used for the world of Information Technology (IT), business, education and learning media. Mobile technology is currently growing rapidly one of them is the Android mobile operating system (Android OS). Android is a Linux-based operating system designed for touch-screen mobile devices that allows free software to be modified and distributed by device makers, wireless carriers and app developers. One of the editors in android programming is APP Inventor. Appper Inventor is an open source web application originally developed by Google, and is currently managed by the Massachusetts Institute of Technology (MIT). App Inventor allows new users to program computers to create software applications for the Android operating system. With the ease of making the program provided by App Inventor that no longer required to write coding. All facilities that can be used by using click drag using blog diagram. So researchers took the case of badminton games in this study. Keywords : Badminton Games, Android, App Inventor.
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Mulyana, Agus, and Nasrudin Nasrudin. "Games Puzzle Hijaiyah Elektronik Interaktif Berbasis Mikrokontroler DT-AVR Maxiduino." Scientific Journal of Informatics 1, no. 1 (May 31, 2015): 95–105. http://dx.doi.org/10.15294/sji.v1i1.3644.

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Puzzle hijaiyah Elektronik Interaktif adalah games edukasi kombinasi dari piranti lunak dan perangkat keras untuk membantu sarana pembelajaran anak-anak usia dini dalam pengenalan huruf-huruf hijaiyah Al-Quran. Pada saat penyusunan puzzle memiliki indikator berupa suara dan gambar animasi bergerak ketika penyusunan puzzle benar yang ditampilkan pada layar smartphone android. Pembuatan puzzle hijaiyah elektronik ini memanfaatkan alat-alat elektronik antara lain untuk membaca perubahan high atau low menggunakan sensor cahaya photodioda, untuk mengontrol menyala LED menggunakan IC demultiplexer, gerbang OR digunakan untuk menggabungkan keluaran dari setiap sensor dan memanfaatkan keluaran logika low, mikrokontroler DT-AVR Maxiduino sebagai pengontrol kerja komponen lain dan pengolah data yang diterima dari setiap sensor, Basic4Android sebagai editor pembuatan interface pada smartphone android yang digunakan untuk mengolah data yang dikirim dari mikrokontroler, bluetooth HC-06 sebagai alat komunikasi antara mikrokontroler dengan smartphone android. Pengujian alat ini berfungsi 100% dalam pengiriman dan penerimaan data melalui komunikasi bluetooth, alat ini berhasil dan dapat digunakan. Diharapkan dengan adanya alat ini dapat membuat anak-anak lebih tertarik lagi untuk belajar sehingga untuk belajar Al- quran dapat lebih menarik lagi dan dapat meningkatkan kemampuan berpikir dan membuat anak belajar berkonsentrasi.
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Sharma, Ritu. "Android Application Development." International Journal for Research in Applied Science and Engineering Technology 9, no. VI (June 30, 2021): 3188–92. http://dx.doi.org/10.22214/ijraset.2021.35425.

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Technology is being used and improved by human beings over a long period of time now and Smartphones is one of them. Smart Phones contain touch screen, built in keyboard, high resolution camera, front side camera for video conferencing, etc. They are used for making and receiving calls, sending and receiving messages, accessing the Internet, digital media, incorporating audio/video recording etc. Different smart phones have different operating systems and mobile applications are developed for each operating system in smart phones, tablet or mobile phones, in order to serve the needs of the user. These apps are either preinstalled or downloadable from online app market that can do almost everything. Apps make a mobile be like a portable computer having multi core processors, gigabytes of memory and a real operating system. Originally mobile apps were made available for only calling, messaging and informational purposes like calendar, weather forecast, e- mail, etc. With improvement in technology and increase in user demands, developers started making apps for other purposes like games, banking, video chats etc. Some apps are also used to present data in the same format as on a computer website and also allow you to download content that you can use when there is no Internet. There are many apps available in market today for different Operating Systems in which Android is having the maximum market share these days.
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Hamzah, Mohd Pouzi bin, and Muhammad Faris Izzat bin Ahmad Khairil. "Game Based Learning on Android Platform: Cognitive Remediation Therapy Games." International Journal of Computer Theory and Engineering 9, no. 3 (2017): 179–84. http://dx.doi.org/10.7763/ijcte.2017.v9.1134.

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Salman, Afan Galih, Natalia Chandra, and Norman Norman. "Game Edukasi Pengenalan Kebudayaan Indonesia Berbasis Android." ComTech: Computer, Mathematics and Engineering Applications 4, no. 2 (December 1, 2013): 1138. http://dx.doi.org/10.21512/comtech.v4i2.2581.

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Game now is not just an entertainment but merely serves as a educational tool or the so-called educational games. We develop an educational game application on Android platform which provides information about Indonesian culture. The methodology used is the analysis method of information gathering, system design, implementation, and testing. Information about Indonesian culture is displayed in form of Android-based educational game application. Users will be expected to get a lot of information regarding the Indonesian culture.
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Hidayat, Dicky, and Siti Hajar Komariah. "Pengukuran Tingkat Pengenalan Pengguna Games Terhadap Muatan Budaya Indonesia Pada Mobile Game Berbasis Android (Studi Kasus: Dakon, Karapan Sapi Dan Temple Rush Prambanan)." Jurnal Rekayasa Sistem & Industri (JRSI) 4, no. 01 (September 28, 2017): 31. http://dx.doi.org/10.25124/jrsi.v4i01.254.

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Era informasi global menjadikan budaya asing dengan mudahnya masuk dan mempengaruhi kebiasaan dan kehidupan masyarakat Indonesia khususnya generasi muda. Salah satu media yang banyak datang dan mempengaruhi budaya anak muda adalah media game berbasis android. Untuk mencegah dan mengimbangi gencarnya penetrasi budaya asing melalui mobile game ini, para developer game lokal membuat dan mengembangkan mobile games berbasis android yang di dalamnya sarat muatan budaya asli Indonesia, diantaranya game Dakon, Temple Rush: Prambanan, dan Karapan Sapi. Identitas budaya Indonesia sudah dihadirkan dalam elemen tekstual berupa narasi atau gameplay dan elemen non-tekxtual berupa karakter, background, suara, dan animasi. Para pembuat dan pengembang game bermuatan budaya Indonesia ini berharap pengguna games dapat mengenal dan mengetahui budaya lokal Indonesia yang terkandung di dalam game tersebut. Untuk mengetahui tingkat pengenalan para pengguna game tersebut terhadap budaya Indonesia yang ada dalam games, perlu dilakukan pengukuran. Tingkat pengenalan atau pengetahuan seseorang terhadap suatu objek dapat diukur dengan menggunakan metode kuantitatif. Pengukuran dilakukan dengan memberikan sejumlah pertanyaan dalam bentuk angket tentang objek pengetahuan yang akan diukur. Penilaian dilakukan dengan cara membandingkan jumlah skor jawaban dengan skor yang diharapkan (tertinggi). Pengukuran dalam penelitian ini dilakukan dengan menyebarkan angket kepada 30 responden penggunan game Dakon, Temple Rush Prambanan, dan Karapan Sapi untuk mengetahui tingkat pengetahuan mereka terhadap muatan budaya asli Indonesia yang ada di dalamnya. Hasil dari pengukuran menunjukkan tingkat pengenalan atau pengetahuan para pengguna game terhadap muatan budaya Indonesia pada ketiga mobile games berbasis android tersebut (Dakon, Temple Rush: Prambanan, dan Karapan Sapi) adalah sebesar 75,17% atau berada dalam kategori cukup.
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Nurul Izza, Ayu Adista, Alifia Azzahra, and Shella Maharani. "DESAIN APLIKASI ALQURAN BERBASIS ANDROID �SAHABAT NUSA�." Al-Fikri: Jurnal Studi dan Penelitian Pendidikan Islam 3, no. 2 (August 29, 2020): 13. http://dx.doi.org/10.30659/jspi.v3i2.10016.

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The development of technology at this time has developed rapidly. Several Android-based applications have been created and used in various fields. One of them is in the field of learning through gadgets. Android applications for learning quite a lot make it easier to carry out various activities to support productivity. It cannot be denied that gaming is one of the big industries today. Games can be an alternative entertainment to fill spare time and be a very fun activity for children. Various kinds of games currently being developed are based on Desktop / PC (Windows, Linux, Mac, etc.), Mobile (Symbian, Java, Android, iOS), and Web-based (HTML5, Flash). One type that is developing currently is RPG (Role Playing Game) because besides being popular and much in demand by game players, RPG is a type of game that is simple and fun to play. This RPG game contains various features and has an interesting game play. When one examines the necessity to learn the Alquran with technological developments, as well as its popular features, an idea is born to create a new learning innovation that can make it easier for children to learn and understand the Qur'an. This game was created using the RPG Maker VX Ace Game engine with the Ruby programming language because of its simplicity and high level of flexibility. This RPG Maker VX Ace game engine adopts an event script system, where events are specified in the map.�Keywords: Alquran, Aplication, Android
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Damayanti, Almira Eka, and Heru Kuswanto. "The effect of the use of indigenous knowledge-based Physics comics of Android-based marbles games on verbal representation and critical thinking abilities in Physics teaching." Journal of Technology and Science Education 11, no. 2 (September 21, 2021): 581. http://dx.doi.org/10.3926/jotse.1142.

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This research aims to reveal the effectiveness of the use of an indigenous knowledge-based physics comic of Android-based marbles games on verbal representation and critical thinking abilities. It is a quasi-experiment applying the pretest-posttest control group design. The research sample consists of two classes: the control and experimental classes, each of which consists of 35 students established using the cluster random sampling technique. The effectiveness of the indigenous knowledge-based physics comic of marbles games was analyzed using the quantitative method applying the effect size analysis. The result of the effect size analysis obtained from Cohen’s f in verbal representation ability is 0.11 interpreted as medium effect size and critical thinking ability is 0.43 interpreted as large effect size. This shows that the developed indigenous knowledge-based physics comic of Android-based marbles games in physics teaching gives effects to verbal representation and critical thinking abilities of the students. In other words, the developed comic is effective in improving verbal representation and critical thinking abilities.
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Viet, Doan Quang, and Chang Yeol Choi. "An Efficient Interruption Handling for 3D Games based on Android Platform." International Journal of Contents 8, no. 4 (December 28, 2012): 42–49. http://dx.doi.org/10.5392/ijoc.2012.8.4.042.

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Kandriasari, A., N. Riska, and Y. Yulianti. "Developing Android Educational Games Application for Enhancing Children’s Healthy Food Skill." KnE Social Sciences 3, no. 12 (March 25, 2019): 102. http://dx.doi.org/10.18502/kss.v3i12.4077.

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Anitha, E. "Applications of Automata in Electronic Machines and Android Games (Finite Automata)." International Journal of Computing Algorithm 3, no. 1 (June 13, 2014): 40–43. http://dx.doi.org/10.20894/ijcoa.101.003.001.010.

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Setiyadi, Didik, Mutia Khoirunnisa, and Syahbaniar Rofiah. "Pembelajaran Interaktif Dasar Pengelompokan Hewan Dengan Metode Computer Based Intruction." PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic 7, no. 1 (March 19, 2019): 13–22. http://dx.doi.org/10.33558/piksel.v7i1.1665.

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Abstract Children are more interested in playing mobile games than reading books. Therefore mobile devices can be utilized in the learning process and learning tools in the interactive learning applications based on Android mobile devices. Computer-based learning or often called Computer Based Instruction, provides a clearer and more understandable understanding of the material with a variety of appropriate simulations. In this study, an interactive learning application was designed by applying the Computer Based Instruction method, also this application can be used to learn the types of animals based on the basics of grouping with a combination of graphics, text, sound, video and animation. This interactive learning app also provides some interactive games. This interactive Android-based learning applications could help children in learning basic animals grouping materials. Keywords: Computer Based Instruction, Interactive Learning, Basic Animal Grouping, Adobe Flash CS6, Android. Abstrak Remaja saat ini lebih tertarik bermain mobile game dari pada membaca buku pelajaran. Untuk itu, perangkat mobile dapat dimanfaatkan dalam proses belajar anak salah satunya adalah dengan menyediakan sarana belajar berupa aplikasi pembelajaran interaktif berbasis Android pada perangkat mobile. Pembelajaran berbasis komputer atau yang sering disebut Computer Based Instruction, memberikan pengertian materi yang lebih jelas dan mudah dipahami dengan berbagai macam simulasi yang sesuai. Dalam penelitian ini, peneliti merancang aplikasi pembelajaran interaktif dengan menerapkan metode Computer Based Instruction dimana aplikasi ini dapat di gunakan untuk mempelajari jenis-jenis hewan berdasarkan dasar-dasar pengelompokannya dengan kombinasi grafik, teks, suara, video, dan animasi. Aplikasi pembelajaran interaktif ini juga menyediakan beberapa permainan interaktif. Dengan adanya aplikasi pembelajaran interaktif berbasis Android ini, diharapkan dapat membantu anak dalam mempelajari materi dasar- dasar pengelompokan hewan. Kata kunci: Computer Based Instruction, Pembelajaran Interaktif, Dasar Pengelompokan Hewan, Adobe Flash CS6, Android.
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Mahiroh, Anis, and Atik Wintarti. "Pengembangan Aplikasi Game Berbasis Android Sebagai Media Pembelajaran Pada Materi Aritmatika Sosial." MATHEdunesa 9, no. 1 (January 31, 2020): 24–29. http://dx.doi.org/10.26740/mathedunesa.v9n1.p24-29.

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The development of technology that get more advance, such as Android-based smartphones, often makes students prefer to play games than to study. One way to overcome is by utilizing Android-based smartphone as a learning media. This research develop an Android-based learning media on Financial Mathematic that the result reviewed in terms of validity, practically, and effectiveness. The instruments in this research were media validity sheet, material validity sheet, student questionnaire, observation sheet, and the students’ scoresheet. The trial for the learning media were conducted limited to 15 eight graders of SMP Negeri 1 Wonoayu.Based on the research, the average value of total validity was 3,59 (media expert) and 3,58 (material expert) of 4, so that it could be categorized as a valid Android-based learning media. It was practical because the percentage value of student questionnaire was 83,25% and the average value of the observation sheet was 90,67%. Based on the student’s scoresheet, 86,67% student’s score ≥76 (Standar Minimum Score) so that conclud the Android-based learning media was effective.Keywords: development, Android game, learning media, Financial Mathematic
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Fibonacci, Anita, Zidni Azizati, and Tomi Wahyudi. "DEVELOPMENT OF EDUCATION FOR SUSTAINABLE DEVELOPMENT (ESD) BASED CHEMSDRO MOBILE BASED LEARNING FOR INDONESIAN JUNIOR HIGH SCHOOL: RATE OF REACTION." JTK (Jurnal Tadris Kimiya) 5, no. 1 (June 30, 2020): 26–34. http://dx.doi.org/10.15575/jtk.v5i1.5908.

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ICT learning media mostly emphasize students content and motivation. The emphasis on protecting the environment as a form of development of sustainable living awareness is often considered not significant. Accordingly, many youth students begin to lose development of sustainable living awareness. This study aimed to produce and evaluate a learning media based on games in Android mobile learning- Chemsdro (Chemistry in Android) oriented to Education for Sustainable Development (ESD) on the topic rate of reaction. Characteristic of Chemsdro Learning Media was the topic of rate of reaction created in the form of games that embedded in android mobile phones with game characters who have a mission to protect the environment. This learning tool was designed to give motivation for students to care about the environment. This research was Research and Development model, it was adopted the steps from Thiagarajaan including define, design, develop, and dissemination steps. The subjects of this study were students grade XI of SMA 1 Kendal. The product validation showed that the Chemsdro learning media was a very appropriate category to use with the Aiken V coefficient of 0.9. Student assessment of Chemsdro learning media also showed a good category.
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Andriyat Krisdiawan, Rio, and Darsanto. "PENERAPAN MODEL PENGEMBANGAN GAMEGDLC (GAME DEVELOPMENT LIFE CYCLE )DALAM MEMBANGUN GAME PLATFORM BERBASIS MOBILE." TEKNOKOM 2, no. 1 (March 27, 2019): 31–40. http://dx.doi.org/10.31943/teknokom.v2i1.33.

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Permainan atau yang sering disebut games merupakan salah satu aktivitas yang sering dilakukan olehkebanyakan orang dalam mencari hiburan dan kesenangan. Perkembangan games dari masa kemasa semakinberagam jenis dan aktivitasnya. Mulai dari games tradisonal yang dilakukan secara konvensional sampaidengan games yang dilakukan dengan teknologi.Dilihat dari perkembangan teknologi, games bukan lagisebagai aktivitas yang sulit untuk dimainkan, games dapat dimainkan dimana saja melalui perangkatteknologi apapun.Perkembangan games selain dari teknologi, juga sangat berkembang dari segi jenis/genredari games itu sendiri, yang menyesuaikan dengan kebutuhan pengguna/player. Berbagai genre game punmuncul, seperti genre action, adventure, RPG, simulasi, strategi dan lainnya.Pada penelitian kali ini penelitiberfokus kepada subgenre games action yaitu platform games. Beberapa platform games yang terkenal yaituMario bros, Jumping Flash, Donkey Kong. Games yang ringan tetapi memiliki unsur kesenangan danmenantang bagi yang memainkannya. Peneliti merasa tertarik dalam meneliti bagaimana membangun sebuahgame platform dengan teknik pengembangan game GDLC (Game Development Life Cycle), dengan modelperancangan game menggunakan model UML(Unifield Modeling Language). Game yang akandikembangkan yaitu game platform yang merupakan subgenre dari genre actiongames yang dapat dijalankanpada perangkat mobile phone berbasis android.
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Windarto, Yudi Eko, Agung Budi Prasetijo, and Naufal Luthfi. "Perancangan Game Tradisional Indonesia Panjat Pinang Berbasis Android Dengan Menggunakan Unity." Jurnal SAINTEKOM 9, no. 2 (October 12, 2019): 143. http://dx.doi.org/10.33020/saintekom.v9i2.92.

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Nowadays, with the enourmous development of technology, it’s safe to say that Indonesian people are being too dependent on their electronic device or gadget. Many children now prefer to play with their gadget instead of playing traditional games outside with their friends. In Indonesia, there are many kinds of traditional games. For example, is Panjat Pinang. Panjat Pinang is a traditional game that Indonesian people usually played on the Commemorate of Independence Day of Indonesia. But, this traditional game usually can only be played by adults. The purpose of making this game is to provide a game that looks like Panjat Pinang that can be played by children and adults. This final project is made with the game concept that can run on Android smartphone. This application will be developed using Unity. With this game, Indonesian people still can get to know a kind of traditional game, Panjat Pinang.
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Irsyad, Hafiz, Akhsani Taqwiym, and Novan Wijaya. "SMART TOURISM INFORMATION AND MANAGEMENT (SARITEM) KOTA PALEMBANG BERBASIS ANDROID." Computatio : Journal of Computer Science and Information Systems 2, no. 1 (May 22, 2018): 23. http://dx.doi.org/10.24912/computatio.v2i1.1325.

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AbstrakPariwisata adalah fenomena sosial, budaya dan ekonomi yang memerlukan pergerakan orang ke negara-negara atau tempat-tempat di luar lingkungan mereka untuk pribadi atau bisnis/tujuan-tujuan profesional. Pariwisata cerdas (Smart Tourism) dapat dilihat sebagai perkembangan logis dari pariwisata tradisional kearah e-pariwisata di bahwa dasar untuk inovasi dan orientasi teknologi industri dan wisatawan menjadi fokus dengan adopsi luas informasi dan komunikasi teknologi (ICT) di bidang pariwisata. Tujuan informasi wisata pintar (smart tourism informasi) sebagai tujuan wisata yang inovatif, dibangun di atas infrastruktur teknologi state-of-the-art menjamin pembangunan berkelanjutan dari kawasan wisata, diakses oleh semua orang, yang memfasilitasi interaksi pengunjung dengan dan integrasi ke dalam lingkungan nya, meningkatkan kualitas pengalaman di tempat tujuan, dan meningkatkan kualitas hidup penduduk. Dengan berkembang teknologi smartphone, memungkinkan untuk seseorang dalam mengakses sebuah informasi dimanapun dan kapanpun. Kota Palembang merupakan kota yang sering melakukan kegiatan wisata atau event-event yang bersifat nasional maupun internasional (ASIAN GAMES 2018). Dengan adanya wisata atau event diharapkan menambah devisa bagi kota Palembang. Maka dibutuhkan sebuah aplikasi yang bisa membantu para wisatawan baik dari dalam dan luar negeri dalam mengkases informasi mengenai kota Palembang. Kata Kunci – Smart Tourism, ASIAN GAMES, Smartphone
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Hasyim, Noor, and Ati Bahiyati Utami Putri. "Upaya Melestarikan Permainan Tradisional Engklek melalui Teknologi Digital Interaktif." JURNAL RUPA 2, no. 2 (August 2, 2018): 122. http://dx.doi.org/10.25124/rupa.v2i2.1011.

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Traditional games which involved fine motor skill are becoming obsolete nowadays, one of them is engklek. In addition to technological developments, the increasingly diminishing playgrounds and the growing individuality of the urban community has made traditional games much more forgotten. The preservation of engklek needs to be done through a contemporary approach involving recent technologies, one of them is using video games. Video games has potential to grow children's curiosity towards some knowledge that become increasingly rare. The aim of digitization of englek is to introduce traditional games in order to preserve the culture of traditional game for Indonesian children, especially for those whom live in urban areas today. The final result of this design process is an Android game application called PERON Engklek that would introduce traditional games through digital technology for children nowadays. By doing so, it would motivate them to play with their friends.
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Agustini, Maria, Yufiarti Yufiarti, and Wuryani Wuryani. "Development of Learning Media based on Android Games for Children with Attention Deficit Hyperactivity Disorder." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 06 (April 17, 2020): 205. http://dx.doi.org/10.3991/ijim.v14i06.13401.

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<p class="0abstract">This is a learning media with the scope of ADHD (Attention Deficit Hyperactivity Disorder) for children of age 7 – 8 years. The study aims is to education learning media for children with ADHD with existing games. The Dick and Carey instructional model that has been used is a model of development engaging steps of procedural approaches. The achieved results are going to be used to design a teaching and learning media through the Bible Warrior Adventure Games. This research brings out teaching material products that can be accessed by Android application. By using this learning media, the Sunday School Children with ADHD will be able to learn Christian education easily through Android. The results of the field trial found the fact that after testing the use of instructional media was able to facilitate and increase the knowledge and competence of children with special needs ADHD and can create effective learning, and motivate students in learning.</p>
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Ayuningrum, Desy, and Nur Afif. "Aplikasi Berbasis Android Dalam Meningkatkan Kognitif Anak Usia Dini." Alim | Journal of Islamic Education 3, no. 2 (June 23, 2021): 169–84. http://dx.doi.org/10.51275/alim.v3i2.216.

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Early childhood cognitive formation is formed more quickly in the first four years of life in the golden age. The phenomenon of android-based application media in the digital age has been widely used as a means to optimize children’s cognitive development by some parents. The purpose of this study was to determine the role of android based application media in improving cognitive development in children. The method used in observasion is qualitative. As for the data collection techniques in the study are interview and observasions to five parens of android-based application usersas a means of stimulation to optimize children’s development in lampung. The result of the study illustrate that there is an increase in cognitive development in children. This it can be concluded that the android-based application media in the form of educational games and youtube kids can be used as a means to optimize cognitive development in early childhood.
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Setiawan, Andhi, Rinta Kridalukmana, and Ike Pertiwi Windasari. "Pengembangan Permainan Edukatif Pahlawan Nasional Berbasis Android." Jurnal Teknologi dan Sistem Komputer 3, no. 3 (August 20, 2015): 393. http://dx.doi.org/10.14710/jtsiskom.3.3.2015.393-398.

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With over time the smartphone is increasingly recognized by the public, it is contrary to the interest in learning about the history of Indonesia, especially the National Hero. Because of it, the idea to combine these two, which combines the sophistication of a smartphone with a history of national hero. Lack of instructional media on a national hero also be one of the factors that led to the creation of this application, not only can be an alternative medium of learning from the lessons of history, this application can also be one of the games that can entertain users. This application intended to provide additional knowledge about the national hero aside from the lessons taught in schools or other educational institutions, the media smartphone is well known by the public is expected that these applications can easily be accepted and may be useful for users who play this application.
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Moch. Kholil, Rafika Akhsani, and Kristinanti Charisma. "Pengembangan Game Edukasi Pilah Sampah berbasis Android 2 Dimensi." JAMI: Jurnal Ahli Muda Indonesia 1, no. 1 (May 15, 2020): 13–24. http://dx.doi.org/10.46510/jami.v1i1.9.

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Abstrak Objektif. Game edukasi merupakan bentuk permainan yang dikemas untuk merangsang daya pikir manusia. Game edukasi dapat dijadikan salah cara untuk menarik perhatian dari seseorang supaya mau belajar tentang suatu hal dengan cara yang tidak membosankan atau belajar dengan cara yang menyenangkan. Sampah merupakan hasil sisa dari kegiatan manusia. Saat ini, banyak sampah yang berserakan terlihat disepanjang bantaran sungai. Hal ini menjadi salah satu masalah yang sangat berbahaya. Penanggulangan terhadap masalah sampah sudah sering dilakukan oleh pihak pemerintah maupun warga. Namun demikian, banyak juga warga yang belum bisa merubah kebiasaan membuang sampah di sembarang tempat. Penelitian ini bertujuan untuk merancang sebuah permainan yang diharapkan dapat membantu meningkatkan kesadaran masyarakat terkait pengelolaan sampah. Material and Metode. Pengembangan game menggunakan metode Game Development Life Cycle. Dalam metode GDLC terdapat 5 tahapan yaitu mulai dari prototype, pre-production, production, beta, sampai dengan live. Hasil. Pengembangan game menghasilkan jenis game edukasi tentang pilah sampah. Hasil dari penelitian ini menunjukkan bahwa game edukasi pilah sampah yang telah diujikan kepada 50 responden meghasilkan nilai rata-rata tingkat kesenangan dalam bermain game sebesar 70%. Kesimpulan. Dengan mengacu pada metode Game Development Life Cycle (GDLC) dalam pengembangan game edukasi menjadi lebih terstruktur dari setiap tahapan yang dikerjakan. Abstrak Objective. Educational game is a form of game that is equipped to think of human power. Educational games can be used as a way to attract the attention of someone who wants to learn about something in a way that cannot be done or learn in a fun way. Garbage is a residual product of human activities. At present, a lot of littering garbage can be seen along the riverbanks. This has become one of the most dangerous problems. Prevention of waste problems has often been done by the government or citizens. However, there are also many citizens who have not been able to change the habit of littering in any place. This research discusses game planning which is expected to help increase public awareness regarding waste management.. Materials and Methods. Game development uses the Game Development Life Cycle method. In the GDLC method there are 5 stages, starting from prototype, pre-production, production, beta, to live. Results. Game development generates types of educational games about waste sorting. The results of this study indicate that the educational waste sorting game that has been tested on 50 respondents produced an average value of pleasure in playing a game of 70%.. Conclusion. By referring to the Game Development Life Cycle (GDLC) method in the development of educational games, it becomes more structured from each stage undertaken..
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46

Nurdin, Rizki Azhar, Dahlan Abdullah, Cut Ita Erliana, Odi Nurdiawan, Arif Rinaldi Dikananda, Ade Rizki Rinaldi, et al. "The Implementation of Backtracking Algorithm on Crossword Puzzle Games Based on Android." Journal of Physics: Conference Series 1363 (November 2019): 012075. http://dx.doi.org/10.1088/1742-6596/1363/1/012075.

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47

Bae, Jae-Hwan, and Yun-Hee Byeon. "Design and Analysis of Infant Creative Learning Games Based Smart Android Platform." Journal of Next-generation Convergence Information Services Technology 5, no. 2 (December 31, 2016): 77–86. http://dx.doi.org/10.29056/jncist.2016.12.03.

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48

Rahayu, Chika, Ratu Ilma Indra Putri, Zulkardi Zulkardi, and Yusuf Hartono. "GAMES PEMBELAJARAN BERBASIS ANDROID UNTUK MENDUKUNG CURIOSITY ANAK DALAM MENGENALKAN MATEMATIKA AWAL." AKSIOMA: Jurnal Program Studi Pendidikan Matematika 10, no. 1 (April 9, 2021): 1. http://dx.doi.org/10.24127/ajpm.v10i1.3546.

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49

Nugroho, Agus Cahyo. "Pengembangan Game Molemash di Android Menggunakan Metode Rapid Application Development." Journal of Applied Computer Science and Technology 1, no. 1 (June 30, 2020): 1–6. http://dx.doi.org/10.52158/jacost.v1i1.6.

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As we know the game is one of the interesting applications found in gadgets. Many people who play games use their gadgets. The fans of this game come from various age segments. Although the majority is dominated by children and adolescents. Molemash is one of the popular games since time immemorial. This Molemash game is played by touching certain characters that appear on the gadget's screen. The aim of developing this Molemash game is as a media to entertain children during the Covid-19 pandemic. Another goal is to introduce programming to today's parents. The development method used is Rapid Application Development (RAD). One application that supports the RAD method is MIT App Inventor 2. MIT App Inventor 2 is one of the tools that supports the RAD method because it implements block programming so that it allows efficiency in terms of program lines that must be written. One block at MIT App Inventor 2 represents dozens or even hundreds of program lines. Users only need to arrange the blocks according to the desired logic flow. Therefore MIT App Inventor 2 is suitable for rapid software development. The result of developing this Molemash game is that children get alternative entertainment during the Covid-19 pandemic. Whereas in terms of parents get new knowledge related to game development on Android.
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Khoiriyah, Laila Hafidhotul. "Well – Lit : Penciptaan Game Mix-Genre Adventure Puzzle 2D." Journal of Animation & Games Studies 2, no. 1 (January 18, 2017): 69. http://dx.doi.org/10.24821/jags.v2i1.1414.

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Smartphone is currently a trend that is prevalent throughout the world because there are featur and attractive interfaces are offered, such as the operating system Android. Excess own Android operating system that provides an open platform or commonly referred to as open source for developers to create their own variety of millions of applications that will be used for a wide range of mobile devices. This has led to the development of applications based on the Android mobile phone game very quickly. One popular type of game is a platformer. There are so many bestselling platformer game even a legend like the game Super Mario Bros. Unfortunately not many original platformer game made in Indonesia in the market Android because resource needs that many games. Android game apps market in Indonesia is dominated by the kind of casual game.Keywords: Well-Lit, game, platformer, fantasy. AbstrakSmartphone saat ini menjadi trend yang mewabah di seluruh dunia karna terdapat featur dan interface menarik yang ditawarkan, seperti sistem oprasi Android. Kelebihan sistem oprasi Android sendiri yaitu menyediakan platform terbuka atau yang biasa disebut sebagai open source, bagi para pengembang untuk menciptakan berbagai jutaan aplikasi mereka sendiri yang nantinya akan dipergunakan untuk berbagai macam mobile device. Hal inilah yang menyebabkan perkembangan aplikasi game mobile phone berbasis Android sangat cepat. Salah satu jenis game yang populer adalah platformer. Ada banyak sekali game platformer yang sangat laris bahkan melegenda seperti game Super Mario Bros. Sayangnya belum banyak game platformer original buatan Indonesia yang beredar di pasar aplikasi Android dikarenakan kebutuhan resource game yang banyak. Pasar aplikasi game Android di Indonesia didominasi oleh game jenis casual.Kata kunci: Well-Lit, game, platformer, fantasy.
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