Pengembangan Game Edukasi Pengenalan Rambu-Rambu Lalu Lintas TK Kemala Bhayangkari 31 Salatiga
There are some problems which frequently happened at TK Kemala Bhayangkari 31 Salatiga, firstly, the number of props of traffic signs is limited so it is not proportional to the number of meetings in the existing curriculum and students must repeat the same material. Secondly, there isn’t suitable learning support media to add props to traffic signs that are still lacking.
The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user.
Based on the research conducted, it concluded that this game has 43 signs which fulfill the number of signs that must be taught to students according to the curriculum at TK Kemala Bhayangkari 31 Salatiga, 18% which is most often found on the road from the total number of traffic signs in the Minister of Transportation Regulation No. 13 years 2014.
Ahmad Zainudin, et al. (2022). Pengembangan Game Edukasi Pengenalan Rambu-Rambu Lalu Lintas TK Kemala Bhayangkari 31 Salatiga. JURNAL ILMIAH KOMPUTER GRAFIS, 15(2). https://doi.org/10.51903/pixel.v15i2.817
Ahmad Zainudin; Priyadi, Agus; Dewi Prehantini Wahyuningtyas, "Pengembangan Game Edukasi Pengenalan Rambu-Rambu Lalu Lintas TK Kemala Bhayangkari 31 Salatiga," JURNAL ILMIAH KOMPUTER GRAFIS, vol. 15, no. 2, 2022.
Ahmad Zainudin; Priyadi, Agus; Dewi Prehantini Wahyuningtyas. "Pengembangan Game Edukasi Pengenalan Rambu-Rambu Lalu Lintas TK Kemala Bhayangkari 31 Salatiga." JURNAL ILMIAH KOMPUTER GRAFIS, vol. 15, no. 2, 2022.
Ahmad Zainudin; Priyadi, Agus; Dewi Prehantini Wahyuningtyas. "Pengembangan Game Edukasi Pengenalan Rambu-Rambu Lalu Lintas TK Kemala Bhayangkari 31 Salatiga." JURNAL ILMIAH KOMPUTER GRAFIS 15, no. 2 (2022).
Ahmad Zainudin, et al. (2022) 'Pengembangan Game Edukasi Pengenalan Rambu-Rambu Lalu Lintas TK Kemala Bhayangkari 31 Salatiga', JURNAL ILMIAH KOMPUTER GRAFIS, 15(2). doi: 10.51903/pixel.v15i2.817.
Ahmad Zainudin; Priyadi, Agus; Dewi Prehantini Wahyuningtyas. Pengembangan Game Edukasi Pengenalan Rambu-Rambu Lalu Lintas TK Kemala Bhayangkari 31 Salatiga. JURNAL ILMIAH KOMPUTER GRAFIS. 2022;15(2).
Perkembangan Metode Image Quality Assessment Berbasis Deep Learning: A Systematic Literature Review terhadap Tren dan Evaluasi Performa
Nurul, Amelia; Nurul, Amelia; Nuralvianti, Regita
ANALISIS ELEMEN DESAIN DAN SEMIOTIKA VISUAL KONTEN INSTAGRAM @DISPAREKRAFPORA_GORONTALOPROV DALAM MEMBANGUN IDENTITAS PARIWISATA GORONTALO
Risti Puspita Sari Hunowu; Hunowu, Risti Puspita Sari ; Siska Udilawaty; Hinta, Mohammad Rizki Putra
Performance Comparison of SARIMA and Prophet Models for Forecasting Indonesian Banking Stock Prices
Abdullah, Syarifudin; Ida Bagus Nyoman Pascima; I Nyoman Tri Anindia Putra
Media Visual Poster Digital Untuk Kebersamaan Karyawan PT Mensa BinaSukses
Malise Elvina Benita Christianti, Malise Elvina Benita Christianti; Fitro Nur Hakim, Fitro Nur Hakim; Haryo Kusumo, Haryo Kusumo
Perancangan Video Promosi Berbasis Motion Graphic Pada Catering Salsabila Ungaran
Salsabila, Firda Vera Salsabila; Salsabila, Firda Vera ; Priyadi, Agus ; Zainudin, Ahmad
Perancangan Video Profil SD Negeri 3 Bentangan Sebagai Media Promosi dan Informasi
Hendrawan Tama, Theo; Rudjiono, Daniel; Priyadi, Agus; Hendrawan Tama, Theo; Rudjiono, Daniel; Priyadi, Agus