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Pemanfaatan Game Edukasi Berbasis Speech Recognition untuk Mengurangi Language Anxiety pada Mata Pelajaran Bahasa Inggris Rickman Roedavan; Bambang Pudjoatmodjo; Agus Pratondo
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 2 No. 4 (2024): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 2 Nomor 4 (April 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v2i4.297

Abstract

SMK ICB (Yayasan Insan Cinta Bakti), located at Jl. Pahlawan No.19B, Cihaur Geulis, Kec. Cibeunying Kaler, Kota Bandung, Jawa Barat 40122, faces significant challenges related to English language anxiety among students. An initial survey revealed that 85% of the total 180 students experience difficulties in English subjects. To address this issue, a prototype educational game based on Speech Recognition, developed by a team of lecturers and students from Telkom University, will be tested to help reduce language anxiety among students. This game integrates with the microphone on a laptop/computer, detecting and recording accurate sentences spoken by the students as scores. The utilization of this prototype educational game is expected to serve as an additional supplement for English learning and help reduce language anxiety for SMK ICB students.
Conceptual design model of engaging gamification mechanic for online courses Mohd Yusoff, Azizul; Salam, Sazilah; Mohamad, Siti Nurul Mahfuzah; Lip, Rashidah; Pudjoatmodjo, Bambang; Rahmalan, Hidayah; Mazlan, Azlimi
Bulletin of Electrical Engineering and Informatics Vol 13, No 5: October 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v13i5.7261

Abstract

Online learning, or e-learning, delivers educational content and teaching through various formats, ranging from self-paced courses to synchronous virtual classrooms. Gamification, the incorporation of game-like elements into non-game contexts, enhances engagement through rewards, reputation points, and goal setting. In higher education, researchers seek effective methods to stimulate learning and boost learner engagement. This study employs the analytic hierarchy process (AHP) to identify suitable gamification elements for three types of learner interaction, breaking down the decision-making problem into a hierarchy. Through a pairwise comparison matrix, priorities among hierarchy elements are established. The research involves 36 learners from a technical and vocational education and training (TVET) Public University, selecting the top best six gamification mechanics for each construct: virtual goods, wally’s game, rewards, trophies-badges, skill points, and peer grading. The proposed conceptual design will be implemented in online courses to assess learning engagement in cognitive, behavioural, and affective domains in higher education.
Virtual Guide: Asisten Digital untuk Penyambutan Wisatawan di Desa Cibiru Wetan : Pengabdian Rickman Roedavan; Bambang Pudjoatmodjo
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 1 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 1 (Juli 2025 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i1.1569

Abstract

Kegiatan pengabdian masyarakat berjudul "Virtual Guide: Asisten Digital untuk Penyambutan Wisatawan di Desa Cibiru Wetan" bertujuan untuk memberikan variasi wahana atraksi digital sebagai daya tarik dan efektivitas penyambutan wisatawan melalui pemanfaatan teknologi kecerdasan buatan (AI). Dalam kegiatan ini, dikembangkan sebuah prototipe asisten digital yang berfungsi sebagai pemandu virtual interaktif bagi pengunjung desa. Asisten ini dirancang untuk menyampaikan informasi terkait budaya lokal, lokasi wisata, serta edukasi Bahasa Inggris secara menarik dan mudah diakses. Dengan pendekatan berbasis multimedia interaktif dan teknologi AI, virtual guide ini tidak hanya memperkaya pengalaman wisatawan, tetapi juga mendorong transformasi digital desa dan peningkatan literasi teknologi masyarakat setempat.
Pengembangan Permainan Efendi, Fakhrul; Roedavan, Rickman; Pudjoatmodjo, Bambang
eProceedings of Applied Science Vol. 11 No. 2 (2025): April 2025
Publisher : eProceedings of Applied Science

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Abstract

Abstrak — Proyek Akhir ini mengembangkan permainanberbasis Unity yang mengangkat sejarah perlawanan SultanMatangaji terhadap penjajah Belanda, bertujuan menghidupkanmomen heroik melalui media interaktif di museum. Menggunakanmetode Rapid Game Development (RGD) dalam tiga fase utama,pengembangan meliputi skrip permainan, integrasi aset 3D, dandesain UI intuitif, dengan alat seperti Unity Engine danNotepad++. Pengujian dengan Game Experience Questionnaire(GEQ) yang melibatkan 18 partisipan menunjukkan skor tinggipada dimensi Positive Affect (2,44) dan Sensory and ImaginativeImmersion (2,18), serta skor rendah pada Tension/Annoyance(0,78) dan Negative Affect (1,01). Hasilnya, permainan inimemberikan pengalaman positif, imersif, dan meningkatkanpemahaman sejarah. Kata kunci— Unity, Game, Pengembangan, RGD, GEQ
Perancangan Desain Ui/Ux Website Interaktif Bagi Pengguna Game Online Permana, Muhammad Gilang Radhitya; Sujana, Aprianti Putri; Pudjoatmodjo, Bambang
eProceedings of Applied Science Vol. 11 No. 2 (2025): April 2025
Publisher : eProceedings of Applied Science

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Abstract

Abstrak — User Interface (UI) dan User Experience (UX)memainkan peran penting dalam pengembangan website yangmenarik, efektif, dan mudah digunakan. Dalam konteks gameonline, kebutuhan akan platform terpercaya untuk berbagiinformasi dan berinteraksi menjadi semakin penting,mengingat tingginya potensi penyebaran informasi yang tidakvalid. Oleh karena itu, penelitian ini bertujuan untukmerancang UI/UX website yang menyediakan fitur-fitur utamaseperti berita, pencarian, profil pengguna, dan forumkomunitas. Penelitian ini menggunakan metode DesignThinking, yang meliputi tahapan Empathize, Define, Ideate,Prototype, dan Test, untuk memastikan bahwa desain yangdihasilkan responsif, interaktif, dan sesuai kebutuhanpengguna. Perancangan dilakukan menggunakan alat bantudesain seperti Figma dan Canva. Hasil dari penelitian ini adalahrancangan UI/UX website yang tidak hanya berfungsi sebagaiwadah berbagi informasi terpercaya, tetapi juga mendukungkomunikasi dan kolaborasi antar pengguna. Denganpendekatan ini, diharapkan rancangan dapat menjadi acuandalam pengembangan platform serupa di masa depan. Kata Kunci - Game Online, User Interface, User Experience,Website
Screening capabilities for the 3D dyscalculia identification game framework Pudjoatmodjo, Bambang; Salam, Sazilah; Naim Che Pee, Ahmad; Aherliwan Rudavan, Rikman; Setijadi Prihatmanto, Ary
Bulletin of Electrical Engineering and Informatics Vol 14, No 4: August 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v14i4.8765

Abstract

Dyscalculia, a learning difficulty in mathematics, remains a concealed challenge affecting individuals of average intelligence or remarkable creativity. This inconspicuous disability often leads teacher to misinterpret students as lacking intellect. Regrettably, this condition can prompt students to disengage from routine activities, resulting in diminished performance and self-confidence. To address this issue, our research introduces a serious game framework, namely the “3D-dyscalculia identification game framework” (3D-DIG framework), integrating a screening feature aimed at detecting mathematical shortcomings in students. This paper focuses on detailing the screening feature, wherein a Petri net structure orchestrates its functionality within the 3D game environment. Specifically, our study highlights how this feature assesses and captures potential student deficiencies during work on game challenges. Employing game engine, and web server technologies, the dyscalculia screening feature captures students' responses, enabling an evaluation of their mathematical proficiency. Analysis of student data affirms that the screening feature's in identifying potential mathematics-related deficiencies. Moreover, the 3D game incorporates a distinctive element: it notifies teachers when a student surpasses a 60-second threshold while solving a problem, facilitating timely interventions. By offering actionable insights, the framework empowers teacher to identify student with the mathematics' deficiency and support the student with the appropriate intervention.
Pengembangan Interaksi VR Desain Interior Menggunakan Unity Game Engine Untuk Perusahaan Desain Interior Pamungkas, Fathir Adji; Pudjoatmodjo, Bambang; Roedavan, Rickman
eProceedings of Applied Science Vol. 11 No. 4 (2025): Agustus 2025
Publisher : eProceedings of Applied Science

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Abstract

Metode presentasi desain interior yang masih menggunakan gambar 2D dan rendering statis sering kali menyulitkan klien dalam memahami konsep ruang secara menyeluruh. Hal ini menghambat komunikasi antara desainer dan klien, serta berpotensi menimbulkan miskomunikasi terhadap hasil akhir desain. Penelitian ini bertujuan untuk mengembangkan sebuah aplikasi simulasi desain interior berbasis Virtual Reality menggunakan Unity dan XR Interaction Toolkit. Aplikasi ini memungkinkan pengguna menjelajahi ruang virtual secara imersif, berinteraksi langsung dengan objek seperti memindahkan, memutar, dan mengatur posisi furnitur, serta mengakses fitur melalui antarmuka Wrist Menu. Pengujian dilakukan di perangkat Meta Quest 2, 3, dan Pro, dengan fitur tambahan seperti teleportasi, fly mode, dan sistem respawn otomatis. Berdasarkan hasil pengujian menggunakan metode blackbox dan validasi UX melalui User Experience Questionnaire (UEQ), aplikasi ini mendapat skor pragmatis sebesar 1.34 dan skor hedonis sebesar 1.30 dari 11 responden. Hasil tersebut menunjukkan bahwa aplikasi telah memberikan pengalaman pengguna yang baik dan layak dijadikan media presentasi desain interior yang lebih interaktif dan representatif. Kata kunci— Virtual Reality, Desain Interior, Unity, XR Interaction Toolkit, Meta Quest
Simulasi Gempa Dan Kebakaran Di Gedung Fakultas Ilmu Terapan (FIT) Telkom University Berbasis Virtual Reality Maulana , Muhammad Haiqal; Prasetyanto, Fery; Pudjoatmodjo, Bambang
eProceedings of Applied Science Vol. 11 No. 4 (2025): Agustus 2025
Publisher : eProceedings of Applied Science

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Abstract

Bencana alam seperti gempa dan kebakaran sering terjadi di Indonesia, namun pemahaman masyarakat tentang mitigasi dan evakuasi masih terbatas. Proyek ini bertujuan membangun aplikasi simulasi berbasis VR menggunakan Unity Game Engine untuk mencerminkan kondisi nyata di gedung FIT Telkom University, memberikan pelatihan evakuasi dan penyelamatan diri saat bencana secara virtual. Aplikasi berjudul "VR Simulation On School Of Applied Science Telkom University" memiliki dua game mode: “QuakeEzkape” untuk simulasi gempa dan “VireEzkape” untuk simulasi kebakaran, dengan masing-masing empat stage untuk pengalaman optimal. Platform utama yang digunakan adalah PCVR Meta Quest 2, dengan teknologi pengembangan meliputi Unity Assets Store, Ready Player Me, Mixamo, Canva, dan Freesound. Pengembangan aplikasi menerapkan metode MDLC yang terdiri dari lima tahapan. Evaluasi dilakukan menggunakan UEQ dengan 27 responden untuk QuakeEzkape dan 20 responden untuk VireEzkape. Hasil evaluasi menunjukkan pengalaman pengguna yang positif. QuakeEzkape memperoleh nilai attractiveness 1,40, perspicuity 1,05, efficiency 1,30, dependability 1,05, stimulation 1,31, dan novelty 1,14, dinilai menarik dan efisien, namun perlu perbaikan pada pemahaman dan konsistensi. Sementara itu, VireEzkape mendapatkan attractiveness 1,62, perspicuity 1,39, efficiency 1,61, dependability 1,41, stimulation 1,63, dan novelty 1,19, menunjukkan performa sangat baik meskipun masih ada ruang untuk peningkatan. Kata kunci— Unity, VR, Aplikasi Permainan Simulasi, MDLC, UEQ
Developing a Dyscalculia Identification Game Using The Rapid Game Development (RGD) Model Kurniawan, Ady Purna; Roedavan, Rickman; Pudjoatmodjo, Bambang; Sazilah Salam
Khazanah Informatika : Jurnal Ilmu Komputer dan Informatika Vol. 10 No. 2 (2024): Oktober 2024
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/khif.v10i2.2113

Abstract

Dyscalculia, a common learning difficulty impacting arithmetic comprehension, poses challenges across diverse intelligence levels. Often misconstrued as a lack of intelligence or effort in mathematics, dyscalculia's accurate identification remains elusive. This study focuses on developing a 3D digital game incorporating basic arithmetic instruments for dyscalculia identification. Leveraging the Rapid Game Development (RGD) method and Unity Game Engine, the game integrates interactive features to assess arithmetic skills. Through standardized assessments and game participation, children both with and without dyscalculia were evaluated, revealing a significant correlation between the game and standard assessments. This innovative, interactive game holds promise for early dyscalculia detection and intervention, enhancing educators' and professionals' capacity to address this learning difficulty effectively. Future research should validate its efficacy across varied populations and explore its integration into educational settings. In conclusion, this study presents a compelling tool in the form of a 3D digital game utilizing basic arithmetic instruments, fostering timely support and improved outcomes in dyscalculia identification and intervention.
Implementasi Praktik Lintas Bidang pada Materi Berpikir Komputasi untuk Tingkat Sekolah Menengah Pertama dengan Mendayagunakan Alat Bantu Praktik Bambang Pudjoatmodjo; Rickman Roedavan; Desy Puspa Rahayu
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 3 No. 2 (2024): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 3 Nomor 2 (October 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v3i2.349

Abstract

The development of the digital era has made the mastery of computational thinking a key component in informatics education, particularly at the middle school level. This community service activity aims to enable middle school informatics teachers in Bandung Regency to integrate computational thinking into the Merdeka Curriculum. The assistance provided to teachers encompasses not only the technical aspects of teaching informatics but also a deep understanding of computational thinking as a crucial tool for developing students' analytical, creative, and problem-solving abilities. Key aspects emphasized include algorithms, data modeling, abstraction, and automation, as well as their practical applications in everyday problem-solving and cross-disciplinary contexts. This activity promotes a paradigm shift in the teaching of informatics from a technical understanding of computers to an approach that combines theoretical instruction with practical application, aiming to prepare students for the challenges of a digital world. In its evaluation, this activity was deemed successful as participants' post-test scores ranged from 80 to 100. Consequently, it is expected that the teachers
Co-Authors Abdillah Hidayatulloh Ade Romadhony Ady Purna Kurniawan Agi Dwi Putra Sembiring M Agung Toto Wibowo Agus Pratondo Aherliwan Rudavan, Rikman Amir Hasanudin Fauzi Anang Sularsa Aprianti Putri Sujana Bambang Gito Raharjo Bedy Purnama BQ Desy Hardianti Cahyana Cahyana Dendi Gusnadi Dendy Syahreza Maulana Desy Puspa Rahayu Dodi Wisaksono Sudiharto Efendi, Fakhrul Eko Darwiyanto Ema Rachmawati Faaizah Shahbodin Faisal Rifai Fat'hah Noor Prawira Fat’hah Noor Prawira Fazmah Arif Yulianto Fenica Salsabila Malsyasila Fery Prasetyanto Ivan Ekatama Khaniza Nurussyifa Leman, Abdullah Pirus Lip, Rashidah Mahmud Imrona Maulana , Muhammad Haiqal Mazlan, Azlimi Mela Kania Haq Mohamad, Siti Nurul Mahfuzah Mohd Adili Norasikin Mohd Yusoff, Azizul Mokhamad Hendayun Muhammad Arzaki Muhammad Daffa Aryabudi Nabilah Farrassyajidah Arrosyid Naim Che Pee, Ahmad Naufal Fahim Murran Norazlina Shafie Nurmaisarah Ismail Pamungkas, Fathir Adji Permana, Muhammad Gilang Radhitya Praseptiawan, Mugi Prastyawan Aji Nugraha Prawita, Fat’hah Noor Putu Harry Gunawan Rahma Sarsetyaning Utami Rahmadi Wijaya Rahmalan, Hidayah Rashidah Lip Rickman Roedavan Rickman Roedavan Rickman Roedavan Rickman Roedavan Rickman Roedavan Rimba Whidiana Ciptasari Rizza Indah Mega Mandasari Roedavan, Rickman Rusnida Romli Salam, Sazilah Sazilah Salam Sazilah Salam Sazilah Salam Sazilah Salam Sazilah Salam Selly Meliana Setijadi Prihatmanto, Ary Silvia, Delli Siti Nurul Mahfuzah Mohamad Tio Ahmad Muluk Tito Pandu Raharjo Ulka Chandini Pendit Vanny Octaviany Yahdi Siradj