KnE EngineeringPub Date : 2024-03-07DOI: 10.18502/keg.v6i1.15363
Angga Priatna, Antinah Latif, Wahyu Suwarni
{"title":"Implementation of the Addie Model in the Development of Quartet Game in Understanding Food Security Issues for Children Aged Nine Years and Over","authors":"Angga Priatna, Antinah Latif, Wahyu Suwarni","doi":"10.18502/keg.v6i1.15363","DOIUrl":"https://doi.org/10.18502/keg.v6i1.15363","url":null,"abstract":"Food waste is an issue of food security globally that includes crop failure, losses during distribution and storage or food loss, food substitutes for rice, causing nutritional deficiency problems. As part of a modern society that tends to behave consumptively, we must understand food issues so that we are wiser in buying, consuming, and disposing of leftover food. The quartet game with the theme of food security is an educational tool for children aged nine years and over, consisting of 12 themes designed based on the ADDIE Model. This study develops a card quartet for children on the ADDIE (analysis, design development, implementation, and evaluation) model that would help students to understand the food security. Based on research and development (R&D) with the ADDIE model. The intervention study was conducted in a junior high school with 30 students as respondents. The analysis stage includes problems and content. The design stage begins with observing the product and literature and creating a layout design pattern. The development stage is the validation stage with material and media experts. The implementation phase was a trial of playing the quartet game with junior high school students. The evaluation stage is the feedback received from the respondents, and there is an increase in knowledge. Thus, the ADDIE model can be used to develop the quartet of food security issues, and it can be used as an alternative to learning food security issues for children aged 12. \u0000Keywords: food security, quartet, educational game, ADDIE Model, students","PeriodicalId":106635,"journal":{"name":"KnE Engineering","volume":"40 9","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140259174","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
KnE EngineeringPub Date : 2024-03-07DOI: 10.18502/keg.v6i1.15453
Junaedi Junaedi, Lukytta Gusti Acfira, Safri Safri, Eva Fachria
{"title":"Forming Jeneponto Regency City Branding With Jeneponto Gammara Video","authors":"Junaedi Junaedi, Lukytta Gusti Acfira, Safri Safri, Eva Fachria","doi":"10.18502/keg.v6i1.15453","DOIUrl":"https://doi.org/10.18502/keg.v6i1.15453","url":null,"abstract":"Research on Forming City Branding in Jeneponto Regency with Jeneponto Gammara Video is a mapping model and becomes a communication strategy in the study of branding strategy. This research aims to explore the tourism potential of Jeneponto Regency and then City Branding “Jeneponto Gammara” as well as becoming the iconic tagline of Jeneponto Regency. The method used is a design method oriented toward video production (audiovisual) in the form of preproduction, production, and postproduction which is then used to produce city branding-forming videos. The Jeneponto Gammara City Branding Strategy is a new strategy utilizing communication technology that synergizes with marketing tourism in building Jeneponto Regency tourism in the tourism sector. The results of this study can echo the city branding of Jeneponto Regency so that it is familiar to the eyes of the Indonesian people and the tourism potential of Jeneponto Regency is clearly mapped so that the Regency’s foreign exchange can increase from the tourism sector which will have a significant positive effect on other sectors. \u0000Keywords: communication strategy, city branding, jeneponto gammara, tourism","PeriodicalId":106635,"journal":{"name":"KnE Engineering","volume":"8 12","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140260302","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
KnE EngineeringPub Date : 2024-03-07DOI: 10.18502/keg.v6i1.15369
Sanjaya Pinem, Nova Darmanto, Anju Bherna. D. Nainggolan
{"title":"Enhancing Accreditation Processes in Polytechnic of Media Kreatif Through Cloud-based Academic Data Collection and Analysis","authors":"Sanjaya Pinem, Nova Darmanto, Anju Bherna. D. Nainggolan","doi":"10.18502/keg.v6i1.15369","DOIUrl":"https://doi.org/10.18502/keg.v6i1.15369","url":null,"abstract":"Data retention plays a crucial role in the accreditation process of an on-campus program of study. Since 2012, Polytechnic of Media Kreatif has been engaged in the implementation of accreditation procedures. However, the effectiveness of these procedures is hindered by the decentralized storage of data, resulting in disruptions throughout the data-gathering process. Consequently, stakeholders have difficulties in their efforts to evaluate and accredit study programs, as they are required to manually look through individual files and data. This research anticipates that the deployment of centralized data storage for certification purposes will alleviate the challenges previously associated with this process. The agile method was used to develop the systems. In conclusion, this study found that the applications that have been created to help with the management of accreditation-related data were supported by a well-running black-box test. It is also backed by an average usability test of 74%. \u0000Keywords: cloud storage, data management, agile method","PeriodicalId":106635,"journal":{"name":"KnE Engineering","volume":"7 11","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140260750","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
KnE EngineeringPub Date : 2024-03-07DOI: 10.18502/keg.v6i1.15413
Deddy Stevano H. Tobing
{"title":"Game Design in the Design Thinking Process For a Video Game Development Model to Support Tourism","authors":"Deddy Stevano H. Tobing","doi":"10.18502/keg.v6i1.15413","DOIUrl":"https://doi.org/10.18502/keg.v6i1.15413","url":null,"abstract":"This article discusses the influence of video games on the tourism industry. Video games have become a popular and rapidly growing form of entertainment worldwide. This article reveals how video games can promote tourism through immersive virtual experiences, explore fictional worlds with stunning landscapes, and showcase the culture and historical heritage of various regions different. Dubois and Gibbs proposed the theory that video games can influence tourists’ motivation to visit video gamerelated tourist attractions. Although video games have the potential to boost tourism, research shows that their effectiveness is still lower than that of cinema or print media. However, the development of video games with tourism themes offers opportunities for game developers and the tourism industry. By combining advanced technology and creativity, video games can provide educational experiences, promote tourist destinations, and create new value for players. The author offers a new framework that integrates design thinking with game design as a more effective approach in developing video games that support tourism. \u0000Keywords: video game, tourism, game design, design thinking","PeriodicalId":106635,"journal":{"name":"KnE Engineering","volume":"6 14","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140258340","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Design of the Nirmana Dwimatra Teaching Material Book for Students of the Polimedia Photography Department","authors":"Irpan Riana, Yuda Syah Putra, Dyama Khazim Setyadi","doi":"10.18502/keg.v6i1.15432","DOIUrl":"https://doi.org/10.18502/keg.v6i1.15432","url":null,"abstract":"Students in the Photography department will study various photography techniques and theories, such as portrait photography, landscape photography, product photography, and documentary photography. In the photography department, students will study the techniques and process of making images, which is a form of Dwimatra art. Through the Nirmana Dwimatra course, students will understand the techniques and methods for creating quality photographic works, which apply basic art concepts, such as perspective, color, shape, and so on. Apart from that, the Nirmana Dwimatra course can also help students in the photography department to develop their creativity and imagination, as well as understand how to combine techniques and concepts in the process of creating photographic works. Therefore, the Nirmana Dwimatra course is closely related to the photography department and can help students understand and practice photography well. Therefore, there is a need for effective and interesting teaching materials related to the Nirmana Dwimatra course specifically for the Jakarta Polymedia Photography Department. \u0000Keywords: textbooks, Nirmana, two dimensions, photography","PeriodicalId":106635,"journal":{"name":"KnE Engineering","volume":"47 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140259321","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
KnE EngineeringPub Date : 2024-03-07DOI: 10.18502/keg.v6i1.15423
Rachmawaty Rachmawaty, Pratiwi Kusumowardhani, Hajidah Putri Dara
{"title":"Alternative Designs of Coat for Pharmacists","authors":"Rachmawaty Rachmawaty, Pratiwi Kusumowardhani, Hajidah Putri Dara","doi":"10.18502/keg.v6i1.15423","DOIUrl":"https://doi.org/10.18502/keg.v6i1.15423","url":null,"abstract":"To date, a pharmacist’s coat cannot be distinguished from a doctor’s coat. In general, people still identify the profession of pharmacist with that of a doctor, because the color and attributes of their coats are still the same. The purpose of this research is to design a special pharmacist’s practice coat that can differentiate it from a doctor’s practice suit with new innovations and designs that are more ergonomic and equipped with the right pocket placement and more functional. A practice coat is formal attire worn by professionals in the health or medical field with white or light blue characteristics, is designed to be easy, and gives a clean and professional look. Design thinking was implemented using the Hasso Plattner model through five stages, namely empathize, define, ideate, prototype, and evaluation. The results of the research are clothing in the form of a pharmacist’s coat with inner pocket and a model that can increase the efficiency and comfort of a pharmacist’s work. \u0000Keywords: pharmacist coat, design thinking, ergonomics","PeriodicalId":106635,"journal":{"name":"KnE Engineering","volume":"12 10","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140261155","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Creating a Catalog of UMKM Setu Babakan Products for the Development of Betawi Culture to International Markets","authors":"Muhammad Halim, Nurul Akmalia, Zaenab, Laelatul Pathia, Mochammad Refo Alfarizi Waskita","doi":"10.18502/keg.v6i1.15428","DOIUrl":"https://doi.org/10.18502/keg.v6i1.15428","url":null,"abstract":"Betawi culture is a culture that is passed down through generations in Betawi society and is mostly prevalent in the capital city of Jakarta. One of the cultural products that still exist today are produced by the local Small and Medium Enterprise (SME). These products can be promoted through the medium of photography. However, in fact, these local SME products do not have the proper documentation that represents the culture. This research aims to display local SME product in Setu Babakan Betawi village in a visually attractive and informative way. So that, more people will know about the existence of these local SME products in Betawi Cultural village. The catalog will be made not only as media documentation but also as a branding medium to promote in the commercial or industrial sector. The catalog will be in the form of that contains complete list of the products sold and offered and display photos showing the product details. The catalog will be either in the form of print or digital so it could be seen by domestic or foreign tourists. The method used in this study is descriptive qualitative analysis; data were gathered through observation as well as interview with the SME owner regarding the products sold by them. \u0000Keywords: Betawi Culture, SME, catalogs, product branding, tourists","PeriodicalId":106635,"journal":{"name":"KnE Engineering","volume":"51 8","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140258841","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Artificial Intelligence (AI) Based Game Development ``Memory Game'' for Training Functions Alzheimer and Dementia Cognitive","authors":"Yuyun Khairunisa, Deni Kuswoyo, Bayu Dwi Nurwicaksono","doi":"10.18502/keg.v6i1.15368","DOIUrl":"https://doi.org/10.18502/keg.v6i1.15368","url":null,"abstract":"Smart games, especially crossword puzzles can be an effective tool in aiding cognitive and physical exercise by stimulating the brain and strengthening brain connections, which can help prevent or slow the progression of Alzheimer’s and dementia. This research aimed to develop a crossword puzzle game into a digital version in Bahasa Indonesia with Artificial Intelligence (AI) features. The benefit of this game product can be used as a cognitive therapy for Alzheimer’s and dementia sufferers. The research method used is game development using the Game Development Life Cycle (GDLC) model with stages of initiation, pre-production, implementation/development, testing, launch, and maintenance. Implementation of digital version using Unity 3D game engine with AI feature of hint generating. This research was carried out for 8 months. Game testing results were carried out by testing the functionality of game features and the results were that all features functioned well. The innovation and importance of this work was to implement the memory crossword puzzle game design into a digital version in Bahasa by implementing artificial intelligence methods for the hints feature. This work will inspire developers to do greater work on Bahasa and implement various features based on AI methods. \u0000Keywords: digital memory games, artificial intelligence, crosswords, game development","PeriodicalId":106635,"journal":{"name":"KnE Engineering","volume":"41 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140259159","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Development of Event Management System in Professional Organization of Indonesian Professional Assessors Association (IASPRO) Using User Centered Design Method","authors":"Sudirman Sudirman, Dewantoro Lase, Syafriyandi Syafriyandi, Raju Gobal","doi":"10.18502/keg.v6i1.15404","DOIUrl":"https://doi.org/10.18502/keg.v6i1.15404","url":null,"abstract":"An organization usually has events that need to be publicized to the wider community. The Indonesian Professional Assessors Association (IASPRO) only uses social media to publicize events such as seminars, workshops, or other events that are held. As a result, many organizational members or potential participants do not know that the event is being held or are even confused about registering and finding out what the participant quota for the event is. To make it easier for potential participants, a system is needed to organize event publication and registration. Therefore, an event management system is created, namely a web-based application with a User-centered Design approach. The use of the User-centered Design method aims to produce a system that suits the needs and comfort of the user. At the testing stage, the author uses the System Usability Scale method to evaluate the system interface, and black box testing to measure software functionality and ensure the software meets user needs. Test results using the System Usability Scale obtained an Acceptability range value of 81.67 with Grade A, with these results it is certain that users are satisfied with the current interface design. \u0000Keywords: system, event management, UCD, web-based,; organization","PeriodicalId":106635,"journal":{"name":"KnE Engineering","volume":"38 19","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140259341","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
KnE EngineeringPub Date : 2024-03-07DOI: 10.18502/keg.v6i1.15359
Andrian Andrian, Andriyana Andrian
{"title":"Anti-corruption Education Learning Application","authors":"Andrian Andrian, Andriyana Andrian","doi":"10.18502/keg.v6i1.15359","DOIUrl":"https://doi.org/10.18502/keg.v6i1.15359","url":null,"abstract":"Efforts to optimize anti-corruption education can be made through the development of interactive media in learning. Through these media, it is hoped that learning will become more meaningful and develop students’ potential as learners. The formulation of the problem in this research is, how to make interactive learning media for anticorruption education? The research objective to be produced is to find out the creation of interactive learning media for anti-corruption education. This study uses the waterfall method which consists of the stages of analysis, design, implementation, testing, and maintenance. The approach applied is qualitative by collecting data using literature study techniques and documentation studies \u0000Keywords: citizenship education, anti-corruption education, interactive learning media","PeriodicalId":106635,"journal":{"name":"KnE Engineering","volume":"24 10","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140259800","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}