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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
Implementasi Teknologi Multimedia Interaktif sebagai Strategi Promosi Digital UMKM Rickman Roedavan; Bambang Pudjoatmodjo; Dendi Gusnadi; Tito Pandu Raharjo
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.v3i2.355

Abstract

Desa Cibiru Wetan, yang berlokasi di Jl. Cibiru Wetan, Kec. Cileunyi, Kab. Bandung, Jawa Barat, menghadapi tantangan dalam meningkatkan efektivitas promosi bagi UMKM di wilayah tersebut. Kegiatan pengabdian masyarakat berjudul “Implementasi Teknologi Multimedia Interaktif sebagai Strategi Promosi Digital UMKM” diusulkan untuk memberikan solusi yang relevan. Kegiatan ini bertujuan untuk mengembangkan dan mengimplementasikan platform digital yang dilengkapi dengan berbagai tools multimedia interaktif, yang dirancang untuk memudahkan UMKM dalam menciptakan konten promosi kreatif dan efektif. Platform ini tidak hanya membantu meningkatkan kualitas promosi, tetapi juga memberikan kontribusi pada penguatan ekonomi lokal melalui strategi promosi digital yang lebih efisien dan menarik. Diharapkan kegiatan ini dapat memberdayakan UMKM Desa Cibiru Wetan secara langsung, meningkatkan kemampuan mereka dalam promosi digital, dan mendorong penguatan ekonomi desa
Aplikasi Game Edukasi Sebagai Media Alternatif Pembelajaran Bahasa Inggris Di SMPN 1 Cugenang Silvia, Delli; Roedavan, Rickman; Pudjoatmodjo, Bambang
eProceedings of Applied Science Vol. 9 No. 5 (2023): Oktober 2023
Publisher : eProceedings of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstrak —Pengenalan Bahasa inggris bagi siswa/I SMPN 1 CUGENANG masih menggunakan metode lama yaitu buku sebagai media belajar, metode tersebut harus diubah dengan metode baru yang dapat mengikuti kurikulum baru. Pada insialisasi yang dilakukan kepada siswa/i SMPN 1 Cugenang pasca COVID-19 di metode belajar siswa/i di sekolah menengah menggunakan buku yang sesuai dengan kurikulum merdeka.Memanfaatkan Teknologi sebagai media pembelajaraan terutama dalam hal edukasi game berbasis Bahasa inggris yang merupakan hal baru untuk dicoba. Oleh sebab itu dibutuhkan aplikasi yang dapat menampilkan media pembelajaran lebih attractive. Aplikasi ini dibuat menggunakan teknologi unity dengan menggunakan MDLC (Multimedia Development Life Cycle), metode MDLC adalah metode yang sesuai dalam merancang dan mengembangkan suatu media aplikasi yang merupakan gabungan dari media gambar, suara, video dan animasi. Aplikasi pembelajaran menyajikan materi dalam bentuk teks dan audio, dan kuis untuk berlatih. Berdasarkan hasil pengujian edukasi game berbasis Bahasa inggris telah di uji kepada 30 responden, dengan nilai excellent sebesar 2,38, good sebesar 1,71 , above average sebesar 1,29 dari skala UEQ.kata kunci ( Game Edukasi, Bahasa inggris, MDLC,Unity, Objek 2D )
Platforma: a modular and agile framework for simplified platformer game development Roedavan, Rickman; Leman, Abdullah Pirus; Pudjoatmodjo, Bambang
International Journal of Electrical and Computer Engineering (IJECE) Vol 15, No 6: December 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v15i6.pp5535-5542

Abstract

Research on game development frameworks has been extensively conducted; however, most frameworks are still too general. Conventional game frameworks are challenging for students who are new to game development, especially with their limited information and skills. Beginner game developers should ideally be guided by a practical and specific framework to help them better understand the structure of game development in a more directed manner. This paper proposes platformer modular and agile framework (Platforma) that specifically designed for platformer game development. The framework is built based on the atomic design model, breaking down each minor feature of a platformer game element and grouping these features into more specific modules. The framework was tested on three teams of students. Each team was tasked with developing a platformer game with a minimum of 15 levels of the reach game goals typology. Testing results involving 100 respondents using the game experience questionnaire (GEQ) indicated that the games developed had a positive aspect score of 3.48 and a negative aspect score of 2.65. Overall, these results suggest that the Platforma can serve as an effective guide for beginners in developing platformer games.