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INTERACTIVE MOBILE-BASED EDUCATIONAL GAME TO INTRODUCE WASTE SORTING USING MULTIMEDIA DEVELOPMENT LIFE CYCLE (MDLC) METHOD Pradhana, Faisal Reza; Musthafa, Aziz; Permadani, Agustin Amalia
JIKO (Jurnal Informatika dan Komputer) Vol 8, No 1 (2025)
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/jiko.v8i1.9151

Abstract

Increasing public awareness of waste management is an important focus in order to maintain environmental sustainability. However, the level of understanding about waste sorting is still minimal, especially among children. To overcome this lack of literacy, a technology-based educational game was developed which aims to introduce the concept of waste sorting to children. This research aims to design and develop an interactive and fun educational game application to improve children's understanding of the importance of waste management. Using iterative development techniques, this app is designed to provide an effective learning experience and support the formation of positive habits from an early age. The application is designed following the stages of the Media Development Life Cycle (MDLC) method. The game media has gone through several tests, namely software functionality tests with 100% results, learning material tests by distributing questionnaires to material experts with an average rating of 90%, tests to learning media experts with an average rating of 93.33%, and tests to potential users with an average rating of 78.57%. The results of the research are expected to contribute significantly to educating the younger generation, especially children, about the importance of maintaining environmental cleanliness through wise waste management. This application is expected to be an innovative learning tool that supports environmental sustainability.
Assessing The Effectiveness Of FPS Gamification In Arabic Acquisition for Integrated Islamic Elementary Schools Students Suryadarma, Yoke; Ismail, Moh.; Pradhana, Faisal Reza; Rini, Fitri Setyo
Ijaz Arabi Journal of Arabic Learning Vol 8, No 2 (2025): Ijaz Arabi: Journal Of Arabic Learning
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/ijazarabi.v8i2.30145

Abstract

This study investigates the effectiveness of 3D First-Person Shooter (FPS) gamification on Arabic learning for Integrated Islamic elementary school (SDIT) students. The primary goal is to assess how this interactive learning medium improves students' Arabic language proficiency and to evaluate the satisfaction levels of both students and teachers. Utilizing a mixed-methods approach, the research combines qualitative and quantitative data collection techniques. Pretest-posttest assessments are used to measure students' progress before and after engaging with the gamified media, while questionnaires capture satisfaction and feedback from participants. Results show a significant improvement in students' Arabic vocabulary, with average scores increasing from 74.1 in the pre-test to 89.2 in the post-test. A paired sample t-test confirmed the improvement as statistically significant (p < 0.001). The results of surveys showed high satisfaction levels, with students expressing motivation and enthusiasm for learning and teachers recognizing the game’s relevance and effectiveness in classroom settings. These findings suggest that 3D FPS-based gamification enhances Arabic language learning in Islamic elementary schools. The study recommends further exploration of gamification techniques in Arabic education at various academic levels.
Implementation of Conversational Artificial Intelligence in a3-Dimensional Game onWaste Impact Pradhana, Faisal Reza; Mufandi, Ilham; Musthafa, Aziz; Arifah, Dian Afif; Al Kahfi, Khairul Munzilin
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 24 No. 3 (2025)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v24i3.4755

Abstract

The escalating volume of waste in Indonesia presents significant environmental challenges, primarilydue to insufficient public awareness and engagement. This study aimed to develop a dynamic threedimensionalsimulation game to enhance young people’s understanding of the environmental impactsof waste. The game integrates conversational artificial intelligence technology to create non-playablecharacters that engage users in natural text and voice dialogues. The research employed a research anddevelopment approach following the Software Development Life Cycle waterfall method, encompassingstages of analysis, design, implementation, testing, and maintenance. The game design adopted theMechanical, Dynamic, and Aesthetic framework method. It implemented a first-person perspective tocreate an immersive learning experience: evaluation involved functionality tests, expert reviews, anduser trials. The functionality testing achieved a perfect score of 100 percent, while evaluations by educationaltechnology experts yielded an average score of 94 percent for content quality and interfacedesign. User trials, conducted with individuals aged 10 to 18, indicated a high level of satisfactionwith an average score of 86 percent. These results conclude and demonstrate that integrating conversationalartificial intelligence into a simulation game provides an engaging and effective educationaltool to raise environmental awareness. Nonetheless, the study highlights the need for ongoing supportfrom parents and educators to cultivate sustainable waste management practices among young people.Future research should focus on expanding the game’s scope and evaluating its long-term impact onusers’ environmental literacy.
Pengembangan Media Edukasi Wisata Lebah Kampoeng Madu Kediri Berbasis Augmented Reality Muhammad Ariel Naafi'; Faisal Reza Pradhana; Triana Harmini
Prosiding Vol 7 No 1 (2025): SNISTEK
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/psnistek.v7i1.10748

Abstract

This study aims to develop a bee tourism educational media using Augmented Reality at KampungMadu Kediri to deliver information interactively and comprehensibly. The development method employed the System Development Life Cycle with the Waterfall model through stages of analysis, design, implementation, and testing. The Android-based application displays 3D objects, text, and educational audio by scanning visual markers. Blackbox Testing results showed that all features functioned as expected. The educational material evaluation recorded an average score of 4.2 (close to “Strongly Agree”) or 84%, categorized as “Very Good,” indicating relevant, accurate, and engaging content. These findings demonstrate that the application is effective in improving visitor literacy, enhancing the tourism experience, and functioning without the need for a direct guide.
Implementasi Gamifikasi dalam Pengembangan Media Pembelajaran Logika Matematika Diskrit Berbasis Game 3D Wildan Sulistiono; Faisal Reza Pradhana; Triana Harmini
Prosiding Vol 7 No 1 (2025): SNISTEK
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/psnistek.v7i1.10750

Abstract

Education is a fundamental aspect in the development of human resources, especially in the field of computer science. One of the core subjects is Discrete Mathematics, yet many students struggle to grasp its concepts, particularly in logic. Based on observations and student grades from the Informatics Engineering Department at Darussalam Gontor University, it is evident that comprehension levels remain low. This study aims to develop a 3D game-based learning media using a gamification method. The software was developed using the Software Development Life Cycle (SDLC) waterfall model and implemented using Unity with 3D interactive control. The application was evaluated through questionnaires to content experts, media experts, and users. Validation results indicate the application is feasible as an alternative learning medium and can enhance students’ understanding and motivation in learning.
Workshop Technopreneurship: Pengembangan Keterampilan Wirausaha Digital untuk Siswa SMP melalui Platform E-Commerce Widhi, Eko Prasetio; Triana Harmini; Dihin Muriyatmoko; Faisal Reza Pradhana; Aziz Musthafa
Abdiformatika: Jurnal Pengabdian Masyarakat Informatika Vol. 4 No. 2 (2024): November - Abdiformatika: Jurnal Pengabdian Masyarakat Informatika
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/abdiformatika.v4i2.242

Abstract

Workshop technopreneurship ini dilaksanakan untuk meningkatkan pemahaman dan keterampilan siswa SMP dalam bidang technopreneurship dan e-commerce. Topik ini dipilih karena pentingnya penguasaan teknologi digital bagi generasi muda di era digital. Metode yang digunakan meliputi pembelajaran teori, praktik langsung, studi kasus, diskusi kelompok, dan pendekatan edutainment. Hasilnya menunjukkan peningkatan signifikan dalam pemahaman siswa terkait konsep technopreneurship dan e-commerce, serta kemampuan mereka dalam membuat toko online dan menyusun rencana bisnis sederhana. Tantangan yang dihadapi adalah pemahaman teknis e-commerce, yang memerlukan pendampingan lebih lanjut. Kesimpulannya, workshop ini berhasil membekali siswa dengan keterampilan wirausaha digital dan dapat memberikan dampak jangka panjang bagi pengembangan technopreneurship di kalangan siswa SMP.
Durus Al-Lughah Gontory: Media Pembelajaran Bahasa Arab untuk Pemula Menggunakan Metode Langsung Muriyatmoko, Dihin; Pradhana, Faisal Reza; Musyafa’, Zaenury Adhiim
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 6 No 1: Februari 2019
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2993.074 KB) | DOI: 10.25126/jtiik.2019611259

Abstract

Setiap lembaga pendidikan berbasis pesantren mewajibkan santrinya untuk mempelajari bahasa arab, salah satunya Universitas Darussalam Gontor (UNIDA Gontor) Ponorogo yang kesehariannya menggunakan bahasa arab sebagai sarana komunikasi. Media pembelajaran bahasa arab ini bertujuan untuk membantu calon mahasiswa bukan alumni pesantren yang ingin bergabung menjadi mahasiswa UNIDA Gontor. Konten aplikasi diambil dari buku Durus Al-Lughah karya K.H. Imam Zarkasyi yang merupakan satu dari tiga pendiri Pondok Modern Darussalam Gontor (PMDG) Ponorogo dan salah satu muridnya yaitu K.H. Imam Syubani, buku ini juga dipelajari santri PMDG kelas satu. Media ini berbasis mobile Android yang dibuat menggunakan langkah-langkah model Waterfall dan kontennya menerapkan metode langsung tanpa menggunakan bahasa ibu (Indonesia). Media ini merupakan pengembangan dari sebelumnya yang menggunakan metode terjemah yang memiliki kelemahan penguasaan bahasa menjadi pasif dan pencapaian pengetahuan kata-kata kurang sempurna. Pengujian dilakukan dengan dua cara yaitu kesesuaian pada berbagai perangkat Android menunjukkan kesesuaian untuk perangkat berukuran minimal 4.5 inchi dan penyebaran kuisioner dengan nilai rata-rata dari seorang ahli materi pembelajaran bahasa Arab memberikan nilai 100%, seorang ahli media pembelajaran 93,34%, mahasiswa bukan alumni pesantren 90,5%, hasil penilaian dari mahasiswa Prodi Pendidikan Bahasa Arab (PBA) 92% dan hasil penilaian dari pengguna umum playstore (bit.ly/durusdm) mulai tanggal 1 sampai 20 Mei 2018 menghasilkan nilai 5 dari 5 (total rating tertinggi) berjumlah 31 orang. Hasil kuisioner oleh responden menunjukkan kesesuaian media dengan pengguna tingkat pemula, akan tetapi aplikasi ini hanya bersifat membantu dan tidak bisa menggantikan peran guru dan interaksi antar guru dengan murid yang sesungguhnya. AbstractEvery educational institution based on Islamic boarding school requires their students to learn Arabic, one of them is UNIDA Ponorogo are in daily use Arabic as a means of communication. This goal of Arabic learning media is to help the candidate of non-alumni Islamic boarding schools who want to join as a student at UNIDA Gontor. This content media taken from Durus Al-Lughah book by Imam Zarkasyi who was one of three founders of PMDG Ponorogo and his student Imam Syubani, it’s also studied by the student of PMDG at beginner class. Android mobile-based application created using the waterfall model and the content is applied the direct method without using mother tongue (Indonesian). This media is the development of previous applications that use the method of  translation that have the weakness of mastery of the language to be passive and the achievement of knowledge words less than perfect. Testing is done in two ways that the suitability of various Android devices indicate the suitability for the device size of at least 4.5 inches and distribution of questionnaires average value of an expert in Arab language learning material gives 100%, an expert in media learning 93.34%, the student is non-alumni Islamic boarding schools 90.5%, the results of the assessment of Arabic Language Teaching program 92% and results in assessment of general users play store (bit.ly/durusdm) starting on May 1 to 20, 2018, produces the highest value amounted to 31. The results of questionnaires by respondents indicate that media is suitability for beginner level users, but this media is only helpful and cannot replace the role of teachers and the real interaction between teachers and students.
Implementasi Teknologi Augmented Reality Pada Perancangan Media Ajar Interaktif Iqra' Jilid 1 Kalimusodho, Ibnu; Pradhana, Faisal Reza; Harmini, Triana
Innovative: Journal Of Social Science Research Vol. 5 No. 1 (2025): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v5i1.18091

Abstract

In today's ever-evolving digital era, product and service marketing has become increasingly complex, demanding higher levels of innovation. One of the latest trends in marketing is the use of Augmented Reality (AR), which holds great potential to transform the way consumers interact with products and services. AR technology enables users to experience a blend of the physical and virtual worlds, creating more engaging and interactive experiences. As a result, teaching aids based on Augmented Reality (AR) are needed as interactive learning media. This study aims to develop and implement AR-based teaching media within a marker-based Android application to visualise 3D elements and interactive virtual objects. The media design process follows the stages of the System Development Life Cycle (SDLC), commonly known as the waterfall method. The result of this research is an application called "AR-Iqro," which features multimedia visualisations in both two and three dimensions. The application was tested through four steps, including feature testing using the black-box method, achieving a 100% success rate. Additionally, compatibility tests were conducted to ensure the application's performance across various Android devices. Further evaluations involved distributing questionnaires to teachers and educators, yielding an average satisfaction rate of 9%. In conclusion, the AR-based teaching media application, using marker-based technology, is deemed "highly suitable" as an effective tool for enhancing teaching and learning activities (TLA).
Pemanfaatan Teknologi Augmented Reality sebagai Media Ajar Aksara Jawa Menggunakan Metode Gamifikasi Reza Pradhana, Faisal; Musthafa, Aziz; Izzuddin Faza, Wildan
JURNAL FASILKOM Vol. 14 No. 1 (2024): Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer)
Publisher : Unversitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jf.v14i1.6783

Abstract

Kegiatan pembelajaran Aksara Jawa pada siswa kelas 2 MIM Gandusari dilakukan dengan menggunakan metode tatap muka atau konvensional antara guru dan muriddengan menggunakan media cetak berupa buku ajar pepak Bahasa Jawa sebagai acuan, dan belum ada teknologi yang digunakan sebagai media pembelajaran aksara jawa kepada peserta didik. Proses belajar mengajar akan terkesan kurang menarik dan efektif apabila hanya mengandalkan media cetak saja dan menjelaskan didepan kelas menggunakan media papan tulis dalam proses pembelajaran, maka dari itu perlunya menggunakan media pembelajaran berbasis android dalam proses pembelajarannya. [1] Penelitian ini bertujuan untuk memanfaatkan teknologi augmented reality sebagai media pembelajaran Aksara Jawa, sumber materi diambil dari buku Pasioan Bahasa Jawa. Media ini dirancang menggunakan model perancangan game Mechanism Dynamics Aesthetic (MDA) Framework.Adapun metode pengembangan pada aplikasi ini menggunakan metode Software Development Life Cycle (SDLC). Hasil dari penelitian ini adalah sebuah aplikasi “Mengenal Aksara Jawa” yang berisi tentang Aksara Jawa dan Sandangan Swara dalam bentuk object 3D. Penelitian ini dilakukan melalui 4 tahap pengujian, yaitu Usability Testing dengan hasil semua fitur berjalan dengan baik, kemudian Hasil uji coba Compability dilakukan dengan menginstal aplikasi ke beberapa jenis smartphone yang berbeda-beda dengan minimum versi android 10. Adapun hasil uji coba accepbility dari ahli materi mendapatkan presentase 95%, dari ahli media mendapatkan presentase 98%, dari hasil uji coba kuisioner pengguna mendapatkan hasil 97%, dan hasil uji coba quiz mendapatkan hasil presentase sebesar 89%. Berdasarkan hasil pengujian tersebut aplikasi pembelajaran “Mengenal Aksara Jawa” dikategorikan “Layak” digunakan sebagai media pembelajaran Aksara Jawa.
Pengenalan Tabel Periodik Berbasis Game 3d Pada Media Pembelajaran Kimia Mahasiswa Farmasi Studi Kasus Universitas Darussalam Gontor(Unida) Kurniawan, Widya; Reza Pradhana, Faisal; Salsadila Tafsir, Syakira
Teknologi Nusantara Vol. 6 No. 2 (2024): NOVEMBER 2024
Publisher : Fakultas Teknik

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

Abstract

Media pembelajaran termasuk hal yang sangat penting untuk mempermudah aktivitas pembelajaran di dalam kelas maupun belajar mandiri bagi mahasiswa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran bagi mahasiswa farmasi yaitu tabel periodik dari periode 1-8A.Mengingat belum tersedianya media pembelajaran berbasis game 3D yang mendukung pengajaran kimia, khususnya tabel periodik. Berdasarkan analisis kebutuhan, metode System Development Life Cycle (SDLC) digunakan dalam penelitian ini, mulai dari tahap analisis hingga implementasi.Game tersebut dikembangkan menggunakan perangkat lunak Blender 3.5 dan Unreal Engine. Penelitian ini bertujuan untuk menambah media pembelajaran bagi mahasiswa yang mempelajari tabel periodik dan kimia organik melalui pendekatan yang lebih interaktif dan menyenangkan. Dilakukan uji coba atau testing menggunakan metode Black Box agar game dapat berjalan dengan lancar dan sesuai dengan desain yang sudah dibuat sebelumnya.Penelitian ini dapat mengembangkan game dengan konten tabel periodik dan juga terdapat halaman quiz yang dapat meninjau kemampuan mahasiswa dengan skor dari menjawab soal pada halaman quiz.