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Development of a Construct 2-Based Platformer Game: Challenges and Implementation for Players of All Ages Elistatia, Usi; Permatasari, Sisca; Permatasari, Intan
Gameology and Multimedia Expert Vol 1, No 4 (2024): Gameology and Multimedia Expert - October 2024
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v1i4.18856

Abstract

This study aims to develop a Construct 2-based platformer game designed to provide an interactive and challenging gameplay experience for players of all ages. The game features key elements such as character movement, object collection missions, and enemy obstacles that players must avoid. The development process involved multiple stages, including requirements analysis, prototype creation, and alpha and beta testing. A scoring and life system was also implemented to enhance gameplay appeal and increase the challenge. Testing and feedback from external players helped refine control elements and level design. The final results demonstrate that this platformer game delivers an enjoyable experience while enhancing players' critical thinking and problem-solving skills. Construct 2 proved to be an effective platform for developing simple yet high-quality games.
Design and Development of a 2D Game with Unity: Guess and Match Profession Pictures Quiz in English “Guess Me, Bunny!” Elistatia, Usi; Permatasari, Sisca
Gameology and Multimedia Expert Vol 2, No 1 (2025): Gameology and Multimedia Expert - January 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i1.20324

Abstract

Learning English is a form of self-development that can help enhance critical thinking skills and broaden cultural insights. A vast amount of information, including scientific research, books, articles, and online resources, is available in English. Mastering this language provides access to a broader spectrum of knowledge. However, learning English is often considered very challenging for some individuals due to differences in language structure, pronunciation, intonation, and cultural aspects. Developing an educational English language game serves as a tool to spark interest in learning the language based on these challenges. This study aims to increase enthusiasm for learning English, improve retention and understanding, and promote engaging contextual learning strategies. A qualitative research method is used in this study. The ADDIE approach is applied in the design process. The outcome of this research is an online educational game application for learning English, titled “Guess Me, Bunny!”. This program serves as a teaching tool, fostering curiosity and facilitating children's English language development.
Development of an Interactive Game Application using Linear Congruent Method (LCM) to Improve Hijaiyah Letter Recognition Skills in Children Elistatia, Usi; Permatasari, Sisca
Gameology and Multimedia Expert Vol. 2 No. 3 (2025): Gameology and Multimedia Expert - July 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i3.22557

Abstract

Introducing Hijaiyah letters is an essential first step in early childhood education. To make learning these letters enjoyable, we developed an interactive game application using the Scratch platform. This application aims to help children recognize and memorize Hijaiyah letters in an engaging way. The development methodology employed is the Game Development Life Cycle (GDLC). We built the application by utilizing various features of Scratch, including animations, sounds, and user interactions. Users are invited to play while learning the Hijaiyah letters. After understanding the letters, they enter a game page where they must navigate toward the provided Hijaiyah letters. To avoid repeated appearances of the same letters, we applied the Linear Congruent Method (LCM) algorithm as a randomization technique. The LCM algorithm generates random numbers to shuffle the appearance of Hijaiyah letters in the game. Testing results show that using Scratch to develop this Hijaiyah letter recognition game is effective and can improve children's ability to recognize these letters.
Hubungan Antara Kepribadian Big Five Dengan Perilaku Prososial Mahasiswa Wahyuni, Citra; Permatasari, Sisca
ANFUSINA: Journal of Psychology Vol. 3 No. 1 (2020): ANFUSINA: Journal of Psychology
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajp.v3i1.6126

Abstract

Perilaku prososial adalah tindakan individu secara sukarela dengan tidak adanya paksaan dari luar, berkeinginan untuk memberikan bantuan kepada orang lain tanpa mengharapkan balasan untuk mendapatkan imbalan dan bahkan beresiko bagi orang yang menolong. Kepribadian big five adalah kepribadian yang menjelaskan hubungan antara keyakinan seseorang tentang sesuatu yang didapatkan dari pikiran individu sangat berpengaruh dalam bentuk tindakan seorang individu. Penelitian ini bertujuan untuk mengetahui hubungan antara kepribadian big five dengan perilaku prososial pada mahasiswa Psikologi Islam. Hipotesis dalam penelitian ini, adanya hubungan masing-masing dari lima dimensi kepribadian big five dengan perilaku prososial.Subjek penelitian ini adalah mahasiswa program studi Psikologi Islam Fakultas Ushuluddin dan Studi Agama UIN Raden Intan Lampung angkatan 2016, 2017 dan 2018 dengan sampel 100 mahasiswa Psikologi Islam yang diambil menggunakan teknik disproportional stratified random sampling. Alat yang digunakan dalam pengumpulan data menggunakan skala perilaku prososial yang terdiri dari 40 aitem (α = 0,899) dan skala kepribadian big five yang terdiri dari 35 aitem (α = 0,874) Analisis data yang digunakan adalah analisis regresi berganda.Hasil penelitian menunjukkan dua dari lima dimensi kepribadian big five memiliki hubungan yang signifikan dengan perilaku prososial yaitu openness dan agreeableness. Dimensi kepribadian conscientiousness dengan koofisien regresi 0,604 (p = 0,193) tidak memiliki hubungan yang signifikan dengan perilaku prososial. Dimensi kepribadian extraversion dengan koofisien regresi -0,666 (p = 0,319) tidak memiliki hubungan yang signifikan dengan perilaku prososial. Dimensi kepribadian neuroticism dengan koofisien regresi 0,629 (p = 0,145) tidak memiliki hubungan yang signifikan dengan perilaku prososial.