

The remainder of the paper should be typed in 10pt Times New Roman. The title page should include the succinct title, the authors, and an abstract of around 200 words at the beginning of the manuscript. The length of manuscript should not exceed 15 pages in this format using B5- double-sided papers. The manuscript should be written in English. This article illustrates preparation of your abstract using MS-WORD. Kesimpulan dari peneliti adalah media pembelajaran game edukatif dapat digunakan. Hasil penelitian saat uji coba produk menunjukkan bahwa ahli media memperoleh nilai persentase 83% pada kategori “BAIK” dan Angket ahli materi memperoleh nilai persentase 86% pada kategori “BAIK” sedangkan angket siswa memperoleh nilai persentase 90% pada kategori “SANGAT BAIK”. Adapun langkah-langkah penelitian adalah Analysis (menganalisis kebutuhan siswa, perumusan tujuan pembelajaran, perumusan butir materi, penyusunan instrumen evaluasi), Design (menulis naskah media), Development (membuat game edukatif), Implementation (penerapan produk di SMK Nurul Amanah), Evaluation (merumuskan hasil instrumen evaluasi). Penelitian ini menggunakan model penelitian Analysis, Design, Development, Implementation, Evaluation (ADDIE). Penelitian ini bertujuan untuk mengembangkan media pembelajaran game edukatif berbasis Role Playing Game untuk membantu proses belajar di SMK Nurul Amanah. Jika media pembelajaran berupa buku cetak tidak mendukung dan tidak mampu menyampaikan informasi dengan baik maka siswa akan merasa kesulitan dalam mengikuti dan memahami materi. Saat peneliti melakukan observasi di SMK Nurul Amanah, hasil tersebut menyatakan bahwa media pembelajaran yang digunakan masih kurang karena guru masih menggunakan buku cetak.

We hope that the "BelajarBarengMahasiswa" application can help students learn and open up broad relationships for them.Materi Algoritma Pemrograman adalah materi yang tercantum pada kompetensi dasar kurikulum 13 dan wajib diberikan kepada seluruh siswa SMK kelas X jurusan Teknik Komputer Jaringan. For making simulations using figma and balsamiq is a big lesson for us because figma and balsamiq are very powerful but also very complex applications when used.
Belajar algoritma pemrograman how to#
We learned that in obtaining insight from the users, preparation is needed and we learn how to manage the information we get. We are grateful to be able to learn about the user experience class and have the opportunity to immediately implement it by making the BelajarBarengMahasiswa application.

The problems we experience are mostly in the form of difficulties in communicating as we are in this pandemic era and when using figma we need to adapt a little in its use. In short we are looking for problems that if our application can help then we seek insights from our friends about our application after getting insight, we make a sketch and a brief overview of our application using the Balsamiq application to get a review of the interface and how the BelajarBarengMahasiswa application works then after receiving a review we tried to improve using figma. What it does In short, the BelajarBarengMahasiswa application works by connecting one student to another in the learning arena and helping students to find the desired course mentor.

Inspiration Our inspiration in making this application is to help students learn and improve the quality of their education, besides that we try to make applications that help students get lots of relationships while they are studying.
