
PERPUSTAKAAN STPN
Pengarang | AZMI RIZALDI |
Penerbit | BPN RI STPN |
Tempat Terbit | Yogyakarta |
Tahun Terbit | 2016 |
Bahasa | Indonesia |
ISBN/ISSN | - |
Kolasi | xiv,122 hlm.: ilus.; 29,5 cm |
Subjek | Aplikasi Game Pertanahan |
Media | Skripsi |
Abstrak | |
This research aims to: 1) determine how to design and build a land gaming application, 2) to know whether the game can change public perception about the first land registration process and increase public knowledge about the land services or not. Research method that used is Research and Development with prototyping development method. Experimental method for application testing uses pre-test post-test control group design. Prototyping stages consist of needs analysis (users and devices), design (designing user interface graphic, choosing audio, and writing programming language), internal test by experts, external test by the common people, and application evaluation. Pre-test post-test control group design experiment involves 60 respondents (30 people to test the validity and reliability of the questionnaire, 30 people to test the homogeneity and t test partial) were selected at random by the "purposive sampling method" , The stages of the experiment are: 1) test the validity (Pearson correlation) and test reliability (Cronbach alpha) for measuring tool (questionnaire), 2) homogeneity test pre-test (one way ANOVA), and 3) the t test partial post-test (multiple linear regression, one-tailed, significance level 0.05) to test the effect of independent variables on the dependent variable by respondents were divided into 2 groups: control and experimental. The result of this research is a land gaming application that has been tested both internal test (experts) and external test (common people). According to experts, this application has been qualified as a good gaming application. As for the common people, the effect of this application are: 1) the perception of the registration of the land first. It is known from experimental group number of correct answers on questions 2, 3, 4, and 5 post-test more than the correct answer of control group, 2) can improve general knowledge about the land services in Indonesia. It is inferred from the average value of the experiment respondents scored 7,6, higher than the control group of respondents who earn an average value of 5,467. The average value of the respondents in the experimental group was 2,133 higher than the control group, in other words giving treatment improve the game as much as 39% of respondents knowledge. The application hopefully gives real contributions to National Land Agency. There are many ways to actualize it. The ways are: 1) placing download link of application in National Land Agency website, 2) uploading the application to android and iOS market, 3) using application in land counseling by land office, and 4) placing game corner in land office lobby or game integration with KiosK. Keywords: Gaming Application, educational media, land services |
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Lokasi | Ruang Referensi | ||||||
Eksemplar | 1 | ||||||
![]() Pencarian koleksi menggunakan RFID akan membantu mempercepat menemukan koleksi di rak buku. Gunakan fitur ini jika mengalami kesulitan dalam menemukan koleksi di rak buku. Untuk menggunakan fitur ini silahkan klik salah satu Tombol Pesan diatas kemudian hubungi Petugas Pelayanan Sirkulasi dengan menyebutkan Judul Bukunya. |