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SISTEM PELAPORAN KEGIATAN KEMAHASISWAAN MENGGUNAKAN ALGORITMA BOYER MOORE UNTUK PENGECEKAN JUDUL KEGIATAN Tentra Olivia; Pratama Wirya Atmaja; Made Hanindia Prami Swari
JIFOSI Vol. 2 No. 2 (2021): Penggunaan Media Sosial pada Keterlibatan Pengguna Website
Publisher : UPN "Veteran" Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/jifosi.v2i2.90

Abstract

Sistem Pelaporan Kegiatan Kemahasiswaan adalah suatu sistem yang sangat bermanfaat dalam hal pengelolaan suatu agenda kegiatan atau hasil kinerja yang diajukan oleh wakil dekan 3 bidang kemahasiswaan dari beberapa fakultas di lingkungan UPN “Veteran” Jawa Timur. Pada setiap fakultas pasti memiliki beberapa agenda kegiatan atau hasil kinerja yang berbeda-beda dan memiliki banyak data yang dihimpun dalam melangsungkan suatu kegiatan. Sehingga, dengan terbentuknya sistem pelaporan kegiatan kemahasiswaan ini dapat membantu monitoring hasil kinerja atau kegiatan dari seluruh wakil dekan 3 ditingkat fakultas. Dan dengan adanya sistem informasi seperti ini maka suatu instansi seperti kampus UPN “Veteran” Jatim dapat terjamin kualitas pengelolaan data nya terkait kegiatan yang akan dilakukan. Penerapan Algoritma Boyer-Moore dalam Sistem Pelaporan Kegiatan Kemahasiswaan ini disertai dengan penggunaan framework Codeignter dan database MySQL. Algoritma Boyer-Moore adalah suatu metode pencocokan string yang dimana dalam sistem informasi ini bermanfaat untuk membantu user (wakil dekan 3) dalam memberikan informasi terkait judul hasil kinerja, pekerjaan atau kegiatan sudah terisikan dengan baik atau tidak.
PENGEMBANGAN GAME ARCADE 2D “FRUIT DASH” MENGGUNAKAN JAVASCRIPT PADA GAME ENGINE CONSTRUCT 3 Putri, Endin Rahmanda; Atmaja, Pratama Wirya
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Vol. 10 No. 2 (2024): Volume 10 Nomor 2
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/mtk.v10i2.3104

Abstract

This research aims to develop a digital arcade game designed to train players' motor skills. The developed game, Fruit Dash, focuses on quick visual and motor responses. The game is built using the Construct 3 platform with JavaScript programming language. Fruit Dash features simple yet challenging gameplay, where players must throw bombs to destroy fruits falling from the air, with the primary goal of achieving the highest score. The development method used is the Game Development Life Cycle (GDLC), which includes the concept, production, and beta testing stages. Beta testing is conducted using a Likert scale to assess user experience, with results indicating high satisfaction in the aspects of visual design, controls, and game innovation. Overall, Fruit Dash can serve as a means to train motor skills through responsive gameplay
Pengembangan Game Edukasi Sejarah Perebutan Gudang Don Bosco Berbasis Narasi Menggunakan Interactive Digital Narrative Rifki Riza Alfiansyah; Pratama Wirya Atmaja; Andreas Nugroho Sihananto
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 4 (2023): DESEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i4.1264

Abstract

The development of technology has facilitated easy access to information through the internet. Nevertheless, many students are still less interested in studying Indonesian history. To capture the interest of current students, integrating learning methods with gaming is a step that can be taken. The aim of this research is to create an interactive narrative-based educational game that conveys knowledge about the historical battle in Surabaya, specifically the Don Bosco warehouse raid. This study uses the Unified Modeling Language (UML) model and the Interactive Digital Narrative (IDN) development method as the framework and foundation for writing interactive storytelling narratives, resulting in a gaming application that is both enjoyable and educational. Based on Likert scale testing, this educational game application provides insights into the history of the Don Bosco warehouse raid with a score of 3.65 on the Likert scale.
Penggunaan Teknologi Unity Dalam Pembuatan Gim Edukasi Sejarah: Pertempuran 10 November 1945 Achmad Zahrul Ali Zadan; Pratama Wirya Atmaja; Andreas Nugroho Sihananto
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 4 (2023): DESEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i4.1267

Abstract

The development of technology in learning has opened up new opportunities to improve historical understanding through innovative approaches. In this context, this research focuses on the use of Unity technology in the development of an educational game that explores the events of the Battle of November 10, 1945 in Surabaya. This research aims to design and implement an educational game that is interactive and deepens understanding of the historical event. Researchers utilized the Unity development platform to create a near-native environment and provide a fun learning experience. The method used is Interactive Digital Narratives (IDN). The result of this research is an educational narrative-based game the history of the Battle of November 10, 1945.
Pembuatan Gim Edukasi Sejarah Pertempuran Tiga Hari Surabaya Menggunakan Interactive Digital Narrative Aditya Primayudha; Pratama Wirya Atmaja; Afina Lina Nurlaili
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 4 (2023): DESEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i4.1270

Abstract

The rapid development of technology has impacted various aspects of life, including educational institutions, which are increasingly utilizing information technology to enhance the quality of learning. One significant advancement in information technology is the use of games as an educational tool. This research explores the Interactive Digital Narrative (IDN) design method in the development of history-based educational games. The game created in this study is set against the historical backdrop of the Pertempuran Tiga Hari Surabaya, which is one of the events leading up to the historic Pertempuran 10 November 1945 in Surabaya. Adapting a previously proposed methodology, the game is built using the Unity Game Engine and tested through Likert scale assessments. The test results reveal a positive average percentage of 80%, indicating that the IDN approach can make history-based educational games more engaging and effective. This research provides a valuable contribution to educational technology development, aiding educators in designing more efficient and meaningful lessons, particularly in the field of Social Sciences, which plays a crucial role in students' understanding of history and values like patriotism.
Pembuatan Game Edukasi Bernarasi Sejarah Insiden Perobekkan Bendera Belanda Di Hotel Yamato Menggunakan Unity Mochammad Yanuar Fitroni; Pratama Wirya Atmaja; Andreas Nugroho Sihananto
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 4 (2023): DESEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i4.1271

Abstract

The development of technology is increasingly advanced, there are many new innovations that are useful to facilitate activities, one of which is in the world of education. One of the innovations is an educational game that was created as a means of teaching and learning so that students and teachers can understand the material easily. The purpose of this research is to create a narrative game about one of the histories in Indonesia, where this educational game is a means of learning and to increase curiosity about the history of Indonesia. This educational game is made with a game engine called unity and the method used is interactive digital narratives (IDN) with several stages of development, namely requirements, general design, and detailed design. The result of this research is an educational game application narrating the history of the tearing of the Dutch flag at the Yamato Hotel and as a means of learning and introducing more history in Indonesia.
Efektivitas Gamifikasi dalam Sistem Informasi Perkuliahan Nandana Wahyu Rizqullah; Awang Mohammad Ziadhasya Rizqaarrafi; Hafidz Irham Ar Ridlo; Daniel Prasetio Budiman; Adhi Dwi Saputra; Pratama Wirya Atmaja
Jurnal Mahasiswa Teknik Informatika Vol. 3 No. 2 (2024): Jurnal Jamastika, Volume 3 Nomor 2 Oktober 2024
Publisher : Universitas Ngudi Waluyo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35473/jamastika.v3i2.3331

Abstract

Penelitian ini mengevaluasi efektivitas gamifikasi dalam sistem informasi perkuliahan melalui pengembangan prototipe LearnUp. Metode kuantitatif dan kualitatif digunakan untuk mengukur efektivitas dan memahami pengalaman pengguna. Hasil penelitian menunjukkan bahwa gamifikasi dapat meningkatkan motivasi belajar mahasiswa, membuat proses pembelajaran lebih menarik dan interaktif, serta memperbaiki kekurangan platform e-learning tradisional. Implementasi gamifikasi terbukti menjadi pendekatan inovatif yang dapat meningkatkan kualitas pembelajaran di lingkungan perguruan tinggi.
Pengembangan Aplikasi Pembelajaran Grammar Bahasa Inggris Menggunakan Gamifikasi dan ChatGPT Lintang Pramudya Anpurnan; Andreas Nugroho Sihananto; Pratama Wirya Atmaja
Router : Jurnal Teknik Informatika dan Terapan Vol. 2 No. 2 (2024): Juni : Router: Jurnal Teknik Informatika dan Terapan
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/router.v2i2.60

Abstract

Education serves as the main pillar in the effort to develop human resources, continually evolving in line with the progress of time. Within the realm of education, English language learning plays a crucial role. However, the process of English language learning often faces challenges, including low levels of student motivation. This research explores the use of gamification with integrated chatGPT as an innovative solution capable of boosting student motivation and making learning more engaging and effective. Adapting previously proposed methodologies, this application is web-based, developed using Laravel, and tested using Likert scale. The testing yielded a satisfactory average result of 83%, with a 15.64% increase in user scores. The findings of this research provide a positive contribution to enhancing the quality of English language education in Indonesia, particularly at the Junior High School level.
How HEXAD Types Influence Systemic and Finer-Grained Experiences in Gameful Educational Media: An Exploratory Study Sugiarto; Atmaja, Pratama Wirya; Mandyartha, Eka Prakarsa
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 10, No. 1, February 2025
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v10i1.1985

Abstract

Education in the 21st century demands technology support, in which gameful media, such as educational games, can provide. Providing this support also requires the media to accommodate the different needs of the players, which can be identified by classifying the players’ type using HEXAD typology. However, the effect of HEXAD type classification on players’ experience in gameful media is still vague. This study aims to adress this vagueness by exploring the implementation of HEXAD in a more systemic and fine-grained manner using a playtest of an educational role-playing game. We measured the playtesters’ gameplay and learning experiences (n = 60) through a questionnaire developed based on HEXAD scale, GUESS, and EGameFlow. We also measured the correlation between the playtesters’ HEXAD types and their gameplay and learning experiences. Our analysis of the correlations uncovers exciting findings, including that the “achiever” type strongly appreciates playability features and that playability is among the essential gameplay factors for HEXAD types. We also propose design principles that can guide future research and development of the media.
PENGEMBANGAN APLIKASI ANDROID “GURUGPT” PENDUKUNG TOPIK DISKUSI PEMBELAJARAN GURU SMP MENGGUNAKAN ALGORITMA CHAIN OF THOUGHT (COT) PROMPTING Ibadurrahim, Dimas Rizqi; Atmaja, Pratama Wirya; Sugiarto, Sugiarto
Jurnal Informatika dan Teknik Elektro Terapan Vol 13, No 2 (2025)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v13i2.6137

Abstract

Seiring dengan berkembangnya teknologi, potensi untuk mencari sumber pembelajaran tidak lagi hanya berfokus kepada guru dan buku, tetapi dapat menggunakan media agar tercipta suasana pembelajaran yang menarik dan menyenangkan. Kondisi ini menjadikan teknologi sebagai suatu kunci untuk dipelajari baik oleh guru maupun peserta didik sebagai persiapan menghadapi pembelajaran masa ini. Salah satu alat yang dapat membantu kegiatan belajar dalam dunia pendidikan dapat dimanfaatkan dari hadirnya ChatGPT, sebuah robot atau chatbot yang memanfaatkan kecerdasan buatan yang mampu melakukan interaksi dan membantu manusia dalam mengerjakan berbagai tugas. Penelitian ini bertujuan untuk mengetahui tentang seberapa ampuh topik diskusi yang digunakan saat kegiatan belajar mengajar dan nantinya topik tersebut akan dibuat oleh ChatGPT terhadap kegiatan diskusi antara guru dan peserta didik SMP, serta penggunaan prompt mana yang dapat membuat guru mendapatkan topik diskusi pembelajaran tersebut. Dalam hal ini, penggunaan algoritma Chain of Thought diharapkan dapat memberikan pengaruh terhadap respon ChatGPT agar lebih mudah dimengerti oleh pengguna aplikasi. Hasil dari survei kelayakan sistem menggunakan teori Technology Acceptance Model (TAM) dengan penilaian skala likert pada guru SMP Al-Fattah menunjukkan nilai rata-rata 83,4%, sehingga aplikasi ini dapat dikategorikan Sangat Layak.