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Pengembangan Aplikasi Techpolverse Berbasis Game Engine Unity di Techpolitan Indonesia Persada Ramadhani, Dionovan; Roedavan, Rickman; Kurniawan, Ady Purna
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

WGS Group dan Universitas Telkom telah menandatangani MOU guna menghubungkan kebutuhan industri teknologi dan kurikulum akademis dengan menyediakan kesempatan magang bagi mahasiswa Universitas Telkom. Bersama dengan Techpolitan Indonesia Persada, mereka berkomitmen menciptakan sebuah platform B2B berbasis metaverse. Techpolitan Indonesia Persada membutuhkan produk metaverse berbasis Android yang dapat memungkinkan penggunanya melakukan berbagai kegiatan dunia nyata secara virtual. Pengembangan aplikasi Techpolverse menggunakan metode Rapid Game Development Model (RGDM) yang terdiri dari tahap Pre-Production, Production, dan Product Launch. Aplikasi Techpolverse diuji menggunakan metode black box untuk menguji fungsionalitas fitur yang diterapkan, serta menggunakan kuisioner dengan menerapkan metode pengujian SUS (System Usability Scale) untuk menguji tingkat usability dari aplikasi pada 20 responden. Berdasarkan hasil pengujian black box menyatakan secara keseluruhan fungsionalitas aplikasi Techpolverse berjalan dengan baik namun masih terdapat beberapa bug dan fitur yang berjalan tidak sesuai sehingga dibutuhkan perbaikan lebih lanjut. Selain itu, tingkat usability yang didapat mencapai skor 69 dan mendapat grade B. Hasil tersebut menunjukkan bahwa aplikasi Techpolverse memiliki tingkat kebergunaan yang baik.Kata kunci: Unity, Interaksi Virtual, Metaverse, RGDM
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.
Desain Interface dan User Experience Aplikasi Aksun App Berbasis Mobile Game Nurbani, Natasya Putri; Sularsa, Anang; Roedavan, Rickman
Journal of Applied Engineering and Social Science (JAESS) Vol. 1 No. 1 (1): December 2023
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v1i1.6812

Abstract

Sejumlah daerah di Indonesia tentu memiliki aksaranya sendiri. Akan tetapi, dalam perkembangannya, aksaraaksara ini semakin jarang digunakan. Untuk aksara Sunda sendiri walaupun sempat menghilang, akhirnya pada tahun 2013 pemerintahan provinsi Jawa Barat sudah mulai memasukkan kurikulum pembelajaran aksara Sunda ke dalam pelajaran muatan lokal.Game ini di buat untuk memudahkan siswa mengahapal dan mengetahui Aksara Sunda. Metode yang digunakan dalam perancangan fitur game ini adalah menggunakan Game Development Life Cycle (GDLC). Implementasi pembangunan proyek akhir ini berupa permainan edukasi yang diterapkan pada SMPN 44 Bandung.
Detecting Language Anxiety in Indonesian Students: Deep Learning and Traditional Classification Methods for English Learning Anxiety Lhaksmana, Kemas Muslim; Falif , Muhammad Sya’bani; Nurhayati, Iis Kurnia; Rezaldi, Muhammad Yudhi; Prakasa, Esa; Roedavan, Rickman
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 10 No 1 (2026): February 2026
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/resti.v10i1.7109

Abstract

Mastery of the English language represents a fundamental determinant of professional achievement, particularly for individuals seeking to develop their careers and participate in international contexts. However, when learning a foreign language such as English, Indonesian students may experience language anxiety that cause them to hesitate to practicing English in the class, both in orally and in writing. For English teachers, it is crucial to identify students experiencing language anxiety early on, so that they may provide appropriate teaching strategies and interventions from the first class meeting. To address this issue, this study compares machine learning methods to provide a solution for early detection of students experiencing language anxiety. Furthermore, these methods are classification models, including LSTM, GRU, decision tree, naïve Bayes, logistic regression, and SVM. The implementation of each of these models is combined with different text representation techniques, such as Word2Vec, BERT, FastText, Glove, and TF-IDF. The advantage of our model is that despite the imbalance, limited, and smaller than baseline dataset size, this research finds that GRU with focal loss achieves the highest F1 score of 0.89. This result outperforms our baseline and thus suggests that this method is effective in detecting students who experience language anxiety.