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A Preliminary Study on Integrating Procedural Content Generation into Game Development Process Pratama Wirya Atmaja; Rizky Parlika; Sugiarto
IJCONSIST JOURNALS Vol 1 No 1 (2019): September
Publisher : International Journal of Computer, Network Security and Information System

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (620.573 KB) | DOI: 10.33005/ijconsist.v1i1.8

Abstract

Abstract— Digital game industry continues to grow and reap enormous profit. On the other hand, game development is still a risky and costly endeavor, and researches on reducing its risks and costs continue to be important. Procedural content generation or PCG is the state-of-the-art method to speed up and automate the production of various game contents, therefore reducing the said costs and risks. However, how to integrate the method into the lengthy process of game development is still not well understood. In this paper we present a preliminary study on the integration. For the development process, we combine MDA or Mechanics-Dynamics-Aesthetics framework with SCRUM-based Agile methodology. The PCG method for our study is for generating levels of platformer games. We study how the PCG method would be developed in pre-production and production phases with the help of two common development tools, Game Design Document (GDD) and user stories. We discuss our findings and possible directions of future researches.
EDUCATIONAL STRATEGIES FOR IMPROVING LISTENING COMPREHENSION IN LANGUAGE EDUCATION Purnomo, Ryan; Ganal Arief Rahmawan; Achmad Mufliq; Ahmad Wahyudi; Pratama Wirya Atmaja; Angga Lisdiyanto; Tri Septianto
Journal of English Language Teaching and Islamic Integration Vol. 8 No. 02 (2025): Journal of English Language Teaching and Islamic integration
Publisher : STKIP AL HIKMAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62426/

Abstract

Pemahaman mendengarkan sering kali disalahartikan sebagai aktivitas pasif, padahal sebenarnya merupakan proses yang dinamis dan membutuhkan keterlibatan kognitif yang tinggi. Berbagai penelitian menekankan pentingnya strategi kognitif dan metakognitif dalam meningkatkan keterampilan menyimak. Penelitian mengenai kemandirian belajar menunjukkan bahwa pembelajar yang berhasil adalah mereka yang secara aktif mengatur proses belajarnya, memantau kemajuan, serta memanfaatkan umpan balik dan sumber daya yang tersedia secara efektif. Penelitian ini menggunakan pendekatan metode campuran (mixed-methods) dengan melibatkan 22 siswa yang dipilih secara acak dari kelas XI TKR di SMK Pasundan Subang. Pengumpulan data dilakukan melalui kombinasi pre-test dan post-test, kuesioner terstruktur, wawancara semi-terstruktur, serta observasi kelas. Analisis data dilakukan dengan metode kuantitatif, termasuk uji t berpasangan (paired t-test) dan statistik deskriptif, serta analisis kualitatif melalui pendekatan tematik terhadap hasil wawancara dan observasi. Artikel ini membahas penerapan strategi kognitif dan metakognitif dalam pengajaran keterampilan menyimak bahasa kedua. Penulis berpendapat bahwa pendidik dapat membantu siswa menjadi pendengar yang lebih terampil dengan membekali mereka strategi seperti pengulangan, membuat ringkasan, dan bertanya pada diri sendiri. Teknik-teknik ini tidak hanya meningkatkan pemahaman, tetapi juga mendorong kemandirian belajar, di mana siswa lebih bertanggung jawab terhadap proses belajarnya. Pada akhirnya, strategi-strategi ini berkontribusi terhadap keterlibatan yang lebih bermakna dengan materi pembelajaran dan mendukung retensi serta penerapan keterampilan bahasa dalam berbagai konteks kehidupan nyata.
Educational Game Design to Raise Awareness of Social Anxiety and Cognitive Behavioral Therapy Az-Zahro', Syaikhhanun Nabila; Atmaja, Pratama Wirya; Puspaningrum, Eva Yulia
bit-Tech Vol. 8 No. 1 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i1.2547

Abstract

Social Anxiety Disorder (SAD) is a common yet often misunderstood mental health condition that significantly impacts the lives of adolescents and university students. Despite its prevalence, awareness and understanding of SAD and its evidence based treatment, Cognitive Behavioral Therapy (CBT), remain limited among young adults. This study aims to design and develop Social Survival, a 2D educational game intended to raise awareness of SAD and introduce CBT techniques through an interactive and engaging medium. The game is developed using the Unity engine and employs the Interactive Digital Narrative (IDN) framework to deliver a singleplayer narrative experience. It presents scenarios simulating SAD symptoms and embeds CBT strategi such as relaxation, cognitive restructuring, and exposure into gameplay via minigames. The development process included a needs analysis, general and detailed design phases, and implementation of mechanics aligned with CBT principles. To evaluate learning effectiveness, a pre-test and post-test were administered and analyzed using the N-Gain formula. Player satisfaction was assessed using the Game User Experience Satisfaction Scale (GUESS-18), which measures dimensions such as enjoyment, engagement, and educational value. The results indicate a positive improvement in player understanding of SAD and CBT, along with favorable user experience ratings. The study concludes that serious games can serve as effective tools for mental health education, although clinical treatment should still be guided by professionals.