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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.
Pengembangan Game Edukasi Doa Islam: Desain Arsitektur dan Implementasi Alfian Dorif Murtadlo; Pratama Wirya Atmaja; Andreas Nugroho Sihananto
Reslaj: Religion Education Social Laa Roiba Journal Vol. 6 No. 9 (2024): RESLAJ: Religion Education Social Laa Roiba Journal 
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v6i9.2516

Abstract

The development of educational games has become increasingly important in this modern era, particularly in addressing the challenges of engaging the younger generation in religious education. This paper presents the architectural design and implementation of an educational game focused on Islamic prayers. By leveraging technologies such as Unity for game development, Next.js for frontend web development, and Express.js for backend server functions, coupled with Supabase for efficient database management, this game offers a deep and interactive learning experience. The game's storyline encompasses various stages where players navigate scenarios related to Islamic prayers, earning rewards and knowledge along the way. Through comprehensive user analysis and iterative testing, the game aims to bridge the gap between traditional religious education and modern digital engagement. Integration of real-time performance parameters, such as call speed averaging below 30ms, ensures continuous improvement in game functionality and user experience, thereby enhancing the game's effectiveness as a learning tool. Overall, this research contributes to the advancement of educational gaming in the context of Islamic education, providing insights into effective strategies for engaging and educating young audiences in religious practices..
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 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.
DESAIN DAN PENERAPAN PRESENTASI NARATIF DAN INTERAKTIF OLEH GURU MTS NURUL HUDA SEDATI UNTUK PEMBELAJARAN ABAD KE-21 Atmaja, Pratama Wirya; Al Haromainy, Muhammad Muharrom; Purnomo, Ryan
Jurnal Abdi Insani Vol 11 No 2 (2024): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v11i2.1467

Abstract

The complexity of the 21st century demands an active, interactive, and immersive approach to education. Madrasah Tsanawiyah Nurul Huda Sedati (MTs Nuhati) strongly desires to facilitate such a learning process. To support this mission, we held a two-day training session for applying interactive digital narrative (IDN) media for multimodal, affective, and interactive learning at MTs Nuhati. The first day of the training session provided teachers with skills to design an educational IDN as an MS PowerPoint presentation, while the second day was a simulation of the in-class implementation of the teachers’ presentations. To support the teachers’s comprehension, we delivered a tutorial on educational IDNs based on their literature and also provided an interactive narrative design form, an interactive and narrative MS PowerPoint template, and an example of the template’s application to deliver a specific lesson. Quantitative data from questionnaires and qualitative data from a discussion and our observation prove that the training session has been successful, not only in building skills for creating and implementing educational INDs but also in motivating the teachers to keep learning about educational technology.
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.