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Journal : journal of information technology and computer science

Applying a Constructivist Learning Approach in Designing Educational Games to Enhance Conceptual Understanding of Geometric Shapes Muhammad Rizki Arzi; Putri Ayu Andini; Manda Apriliani Fadzillah; Alya Andini Prasetyo; Ahmad Zulfi'Azwan Nur; Okta Purnawirawan
Journal of Information Technology and Computer Science Vol. 11 No. 1: April 2026
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.111920

Abstract

Mathematics instruction on plane figures still faces challenges in the form of students’ low conceptual understanding and a limited availability of interactive learning media. This study aims to develop MathMind, an educational game based on Game-Based Learning with a constructivist approach, to improve students’ understanding of geometric concepts at SD Negeri 2 Pandanrejo. The study employed the Research and Development method using the ADDIE model. MathMind was developed as a level-based game featuring gamification elements such as rewards, timers, lives, and interactive feedback. Evaluation was conducted through expert validation, users response testing, and pretest posttest analyses using a paired-sample t-test. The results showed a validity rate of 96% from media experts and 98% from content experts, as well as a user response rate of 94%. The pretest and posttest results indicated a significant improvement in students’ conceptual understanding with a p-value < 0.001 and a high effect size. These results demonstrate that MathMind effectively enhances elementary school students’ engagement and understanding of plane figure concepts.
Development of the "Pulih" User Interface: A Smartwatch-Integrated Digital Counseling Application for Survivors of Post-Traumatic Stress Disorder due to Violence and Sexual Abuse Nur, Ahmad Zulfi’Azwan; Purnama, Primada; Widjanarko, Alexander; Iskandar, Firza Aurellia; Purnawirawan, Okta
Journal of Information Technology and Computer Science Vol. 11 No. 2: August 2026
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.2026112899

Abstract

The high prevalence of mental health disorders resulting from trauma caused by violence and sexual abuse has not been matched by adequate access to recovery services due to psychological barriers in the form of social stigma. This situation motivated the design of the “Pulih” interface, a smartwatch-based mental health support application developed using Research and Development (R&D) methods with a Design Thinking approach. This application integrates a Bidirectional Long Short-Term Memory (Bi-LSTM) deep learning architecture to analyze users’ Heart Rate Variability (HRV) and Resting Heart Rate (RHR) biometric data in real-time. AI testing results on the WESAD physiological dataset showed stable learning curve convergence without overfitting, achieving a training accuracy of 92.0%, validation accuracy of 90.5%, precision of 90.0%, recall of 91.0%, and an F1-Score of 90.5%. Meanwhile, an evaluation of the interface’s usability via the System Usability Scale (SUS) test with 27 respondents yielded an average score of 86.79 (falling into the ‘Excellent’ and ‘Acceptable’ categories with an A+ grade). The encrypted anonymous community feature further strengthens privacy aspects. In conclusion, Pulih has proven to possess trauma-sensitive technical reliability as well as high usability as an inclusive digital solution for the mental recovery of PTSD survivors.