Judul: Literasik: Android-based Indonesian Language Educational Game for College Students
Abstrak: Penulisan perlu memperhatikan tata bahasa dan aturan yang berlaku seperti Ejaan Bahasa Indonesia yang Disempurnakan (EYD V). Kesalahan penulisan masih sering terjadi bahkan oleh mahasiswa di perguruan tinggi. Penelitian ini bertujuan untuk mengembangkan sebuah permainan bernama Literasik sebagai sarana edukasi penggunaan Bahasa Indonesia yang sesuai dengan pedoman penulisan. Implementasi menggunakan bahasa pemrograman C# dan game engine Unity untuk platform Android dengan metode Game Development Life Cycle (GDLC). Pemain dapat melatih pemahaman ketentuan penulisan dengan mencari kesalahan pada penulisan kata, pemakaian huruf kapital, dan penggunaan tanda baca yang sudah dimunculkan pada artikel. Dari pengujian dan survei, ditemukan rata-rata nilai engagement Literasik adalah 80,45 dengan nilai per faktor: aesthetics (80,0), endurability (84,5), felt involvement (84,5), focused attention (71,7), novelty (79,7), dan perceived usability (82,3). Hasil tersebut menunjukkan bahwa engagement Literasik berada pada kategori baik hingga sangat baik., Writing needs to heed grammar rules and guidelines such as Ejaan Bahasa Indonesia yang Disempurnakan (EYD V). Mistakes in writing still often occur even by college students. This research aims to develop an educational game called Literasik as a means of educating the use of Indonesian language in accordance with the writing guidelines by asking the user to find mistakes in word spelling, capitalization, and punctuation. The implementation uses the C# programming language and the Unity game engine for the Android platform following the Game Development Life Cycle (GDLC) method. Players can train their understanding of writing guidelines by looking for errors that have been generated in the article. From the testing and survey, it was found that the average engagement value of Literasik is 80,45 comprising the following factors: aesthetics (80,0), endurability (84,5), felt involvement (84,5), focused attention (71,7), novelty (79,7), and perceived usability (82,3). Those results shows that Literasik engagement is in the category of good to very good.
Keyword: Android, educational game, EYD V, game development life cycle, Indonesian language error

Judul: Pengembangan Guidelines Evaluasi Usability Permainan Mobile Edukasi Indonesia
Abstrak: Mobile games dan permainan komputer saat ini telah menjadi salah satu unsur yang mempengaruhi cara berpikir anak. Permainan edukasi mobile menjadi salah satu media pembelajaran bagi anak karena mempunyai unsur-unsur pendidikan yang dapat meningkatkan kreativitas serta mendukung pengembangan berpikir kritis pada anak. Sebagian besar pemain games lebih memilih memainkan permainan yang hanya bersifat sebagai sarana hiburan saja. Membuat sebuah permainan edukasi dibutuhkan sebuah acuan atau model sebagai tolok ukur dalam menentukan fungsi-fungsi utama dalam sebuah permainan. Penelitian ini melakukan pengembangan guidelines evaluasi usability untuk permainan edukasi berbasis playability heuristic dan mobile game based learning (mGBL) yang selanjutnya dievaluasikan pada 9 permainan edukasi terpilih. Dari hasil penelitian, teridentifikasi poin-poin evaluasi dari penguji terpilih yang memiliki persentase game usability heuristic sebesar 67%, mobility heuristic sebesar 81%, gameplay heuristic sebesar 41%, dan learning content sebesar 92%. Hasil evaluasi user memiliki persentase game usability heuristic sebesar 80%, mobility heuristic sebesar 81%, gameplay heuristic sebesar 53%, dan learning content sebesar 94%. Perbedaan poin-poin evaluasi yang didapat dipengaruhi oleh perbedaan usia dari kedua kelompok evaluator.
Keyword: evaluasi usability, pengembangan guidelines, permainan edukasi, permainan mobile

Judul: Buprenorphine and Fischer-344 Rats Post-operative Stress Levels: Impact on Serum Corticosterone Levels.
Abstrak: The use of laboratory animals in experiment often requires surgical operations. Post-operative condition often associated with pain and stress. Preemptive analgesia and post operative treatment with buprenorphine can reduce post operative pain and stress and prevent prolonged pain. Therefore, the aim of the present study was to test the hypothesis that pre operative treatment of buprenorphine reduces stress and suppresses the pre-operative serum corticosterone levels in Fischer 344 rats. A total of 14 adult male Fischer 344 (F344/Sca) rats permanently catheterized in artery carotis communis were used. During 94 hour post-operatively the blood sample was collected at specific time point using Accusampler®, an automated blood sampling. Corticosterone levels were quantified with ELISA method using sheep polyclonal antibody to corticosterone. Buprenorphine is effective as pre-emptive analgesia in F344 strain. However the dose is higher than what has been reported in Sprague Dawley strain. Buprenorphine 1.0 mg/kg significantly suppressed serum corticosterone levels immediately after rats regain consciousness. Rats in buprenorphine 1.0 mg/kg group were protected from post operative body weight loss and reduced water intake compare to control, nutella, and buprenorphine 0.4 mg/kg group. Quantification of fecal corticosteroid metabolites failed to detect stress in present study.
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