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Systematic RPG Development Maximizes Player Engagement in Global Context: Pengembangan RPG yang Sistematis Memaksimalkan Keterlibatan Pemain dalam Konteks Global Hidayatullah, Vika Tanjung; Astutik, Ika Ratna Indra; Ariyanti, Novia; Busono, Suhendro
Indonesian Journal of Innovation Studies Vol. 25 No. 3 (2024): July
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v25i3.1155

Abstract

This study presents the systematic development of an Adventure RPG game titled "Tomorrow Will Come" using the ADDIE method, aiming to enhance understanding of RPG game development. Leveraging the Godot Engine and GDscript programming language, the research follows the Analysis, Design, Development, Implementation, and Evaluation phases. Feedback from beta testers highlights positive gameplay experiences but suggests room for improvement, particularly in gameplay difficulty. The findings underscore the significance of iterative design and player feedback in refining game mechanics. Overall, this research contributes to advancing RPG game development methodologies and emphasizes the importance of innovation and user-centric design in creating compelling gaming experiences. Highlight: 1. ADDIE method enhances structured RPG game development. 2. Player feedback refines mechanics, enhancing overall quality. 3. Godot Engine innovates technical aspects, prioritizing user-centric design. Keyword: RPG game development, ADDIE method, Godot Engine, Player feedback, Iterative design
Design of a Mathematics Learning Platformer Game Using Unity 2D: Desain Permainan Platformer Pembelajaran Matematika Menggunakan Unity 2D Handayani, Nana Nur Dwi; Taurusta, Cindy; Astutik, Ika Ratna Indra; Azizah , Nuril Lutvi
Indonesian Journal of Education Methods Development Vol. 20 No. 1 (2025): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i1.983

Abstract

General Background: Mathematics learning in early grades often faces low student interest, requiring innovative media. Specific Background: Game-based learning is widely used to increase engagement, yet platformer-based mathematics games for young learners remain limited. Knowledge Gap: Existing studies rarely integrate structured level progression and question-based scoring within elementary-level math games. Aim: This study aims to develop a 2D platformer game, “Math With Elysia,” using Unity to support basic mathematical understanding. Results: The game was developed using the Multimedia Development Life Cycle, equipped with level-based challenges, scoring systems, and interactive question checkpoints. Blackbox testing showed all features function properly, and questionnaire data from 20 students indicated positive responses, with an overall satisfaction rate of 87 percent. Novelty: The game integrates platformer mechanics with structured math tasks aligned with early-grade needs. Implications: The product can serve as an alternative digital learning medium that supports engagement and foundational numeracy skills for elementary learners. Highlights: • Platformer-based math learning• Usability proven through blackbox testing• Positive student perception Keyword: Mathematics Game, Unity 2D, Platformer, Educational Media, Elementary Students
Android Educational Game Design for Indonesian Presidential History Learning: Desain Permainan Pendidikan Android untuk Pembelajaran Sejarah Presiden Indonesia Bahri, Ari Syamsul; Astutik, Ika Ratna Indra
Indonesian Journal of Education Methods Development Vol. 20 No. 3 (2025): August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i3.998

Abstract

Background: Indonesia’s historical literacy, particularly regarding its Presidents and Vice Presidents, remains relatively low, requiring more engaging learning media. Specific Background: Android-based educational games offer wide accessibility and allow interactive historical learning experiences. Knowledge Gap: Existing studies have developed historical games, yet few integrate platformer mechanics with structured historical content and quizzes. Aim: This study aims to design an Android-based educational game introducing Indonesia’s Presidents and Vice Presidents using the Game Development Life Cycle (GDLC). Results: The game “Jejak Pemimpin Bangsa” was created with platformer gameplay, information boards as learning media, and quizzes as assessment features. Alpha testing through black box evaluation showed all functions performed properly, while beta testing with 14 respondents produced a feasibility score of 88.93%. Novelty: The game integrates narrative-based platformer design, historical information delivery, and embedded quizzes within GDLC workflows. Implications: The findings show that educational games can enhance accessibility to history learning and serve as a supportive medium for increasing public understanding of Indonesia’s leadership history. Highlights: The game combines platformer mechanics with historical content GDLC ensures structured game development Quizzes reinforce learning within gameplay Keywords: GDLC, Educational Game, Presidents, Android, History
Web-Based Online Exam Application for Junior High Schools Case Study: SMP Hasyim Asyari Tulangan) Ramadhan, David Eka; Astutik, Ika Ratna Indra
SAGA: Journal of Technology and Information System Vol. 3 No. 2 (2025): May 2025
Publisher : CV. Media Digital Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58905/saga.v3i2.513

Abstract

Technological developments have had quite rapid consequences in the field of education, the application of technology in the form of information systems, such as the use of online examination systems can be applied in the field of education. The online exam system is part of the distance learning information system via internet technology. The exams held by most educational institutions (in this case schools) are standardized. Like the exam system implemented at HASYIM ASHARI JUNIOR HIGH SCHOOL which still uses manual methods in data management, especially exam data management. HASYIM ASHARI JUNIOR HIGH SCHOOL really needs an information system at this time. This makes the final assessment contain a subjective element by involving human opinion. The aim of creating an online exam application system is to increase the speed and simplicity of the exam evaluation process. Examiners no longer check individual participant answer sheets and then calculate scores, but the software transfers scores to a database with automatic calculations based on participant answers. The method used in this research is the waterfall method and application testing uses the UAT (User Acceptance Test) method. The result of this research is the creation of a web-based online exam application for junior high schools that can provide assessment results in real time.
MENYUSURI BANGUNAN BERSEJARAH KAWASAN SURABAYA RAYA MENGGUNAKAN TEKNOLOGI VIRTUAL REALITY BERBASIS ANDROID Leksono, Ilham Dwi Cahyo Murti; Rosid, Mochamad Alfan; Astutik, Ika Ratna Indra
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 1 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i1.5680

Abstract

Bangunan bersejarah terdiri dari kata "bangunan" sebagai tempat untuk berbagai kegiatan dan "bersejarah" sebagai sesuatu yang memiliki nilai-nilai sejarah. Ini meliputi nilai-nilai seperti identitas budaya, kemajuan teknologi, dan aspek estetika yang diwakili oleh bangunan tersebut. Kawasan Surabaya Raya, yang mencakup Kota Surabaya, Kabupaten Gresik, dan Kabupaten Sidoarjo di Jawa Timur, merupakan salah satu kawasan urban terbesar di Indonesia. Kawasan ini menjadi jantung di wilayah Jawa Timur. Kawasan Surabaya Raya kaya bangunan bersejarah seperti Tugu Pahlawan, Candi Pamotan, dan Menara Garling. Berdasarkan penggunaan teknologi yang kian berkembang, serta kebanyakan sistem pembelajaran tentang pengenalan bangunan bersejarah hanya berbasis teori, aplikasi penelitian ini akan memperkenalkan salah satu solusi yang akan menyajikan objek 3D dari beberapa bangunan bersejarah di Surabaya Raya melalui smartphone dan VR Cardboard. Dengan mengakses aplikasi ini, pengguna dapat mengambil tur virtual untuk melihat bangunan bersejarah tersebut. Tujuan utama aplikasi ini adalah untuk memberikan kemudahan akses kepada masyarakat dalam mempelajari bangunan bersejarah tersebut. Pendekatan ini dianggap menarik oleh masyarakat, dengan 87,5% responden menyatakan bahwa aplikasi tersebut informatif dan menarik berdasarkan hasil survei.