Claim Missing Document
Check
Articles

Found 23 Documents
Search

Non-Playable Character (NPC) based on Behaviour Tree for Enhanced Immersive Experience in the Serious Game "Warik's Adventure" Siswoko, Tandicha Marchelputra; Haryanto, Hanny; Hastuti, Khafiizh; Kadiasti, Ristia
Journal of Applied Informatics and Computing Vol. 7 No. 2 (2023): December 2023
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v7i2.6753

Abstract

Video games, or digital games, have transcended their traditional role of mere entertainment and are now being leveraged for more serious purposes, such as education and cultural preservation. Serious games offer the advantage of presenting content in an interactive and enjoyable manner. A crucial element in gameplay for creating interactivity and a pleasurable experience is the non-playable character (NPC). In serious games, replayability is pivotal for optimizing the comprehension of learning content, with the gameplay experience being a key factor influencing replayability. While games are known for their entertaining aspects, immersion design in serious games often falls short, resulting in a subpar experience. The NPC design in this study is grounded in appreciative learning, emphasizing positive outcomes such as possibilities, peak successes, exploration, and future optimism. The reward activity is structured across four levels: Discovery, Dream, Design, and Destiny. Behaviour Tree is employed to govern NPC behavior throughout all four stages. To evaluate the effectiveness of the immersive design, the Game Experience Questionnaire (GEQ) is employed, measuring three primary components"”sensory, imaginative, and challenge-based immersion. The GEQ result indicates a score of 3.2, showcasing a slight improvement from the previous version's score of 3.07. This research contributes to the enhancement of serious game design by focusing on NPC behavior and immersive experiences, ultimately fostering more effective and engaging learning environments.
Rancang Bangun Aplikasi Marketplace Jual Beli Sampah Daur Ulang Berbasis Web Ananda, Luthfi Kamal; Hastuti, Khafiizh
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 6 No. 4 (2023): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Something that is no longer used or thrown away resulting from human activities and does not occur by itself is called waste. Waste is a big problem for humans because of the large population where each individual definitely contributes waste to everyday life. The national waste pile in Indonesia at the end of 2022 will reach more than 21 million tons. Of the total waste production, 65.71% of waste can be managed, while the rest cannot be managed properly. To assist in waste management in Indonesia, researchers designed and developed the Reforma Trash application as a web-based marketplace for allocating waste and selling it to parties in need for recycling, crafts, etc. The application can be accessed by all Indonesian people and can calculate prices for shipping expedition services. This application was designed using Pressman's Waterfall SDLC method using Unified Modeling Language (UML) as a way to analyze the system and communicate the system design in paper form.
Gamifikasi berbasis Board Game untuk Mendukung Pembelajaran Bahasa Arab Hastuti, Khafiizh; Andono, Pulung Nurtantio; Syarif, Arry Maulana
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 6, No 2 (2023): Mei 2023
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/ja.v6i2.1328

Abstract

Karakteristik Gim edukasi dinilai tepat untuk diimplementasikan di Rumah Tahfidz At Tauhid. Gim edukasi Learning Arabic didesain untuk mendukung pembelajaran Bahasa Arab, dan gim berbasis Web dipilih agar dapat diakses oleh murid tanpa dibatasi oleh ruang dan waktu. Jenis permainan board game dipilih untuk menerapkan gamifikasi dalam pembelajaran Bahasa Arab. Tahap pengembangan gim edukasi dilakukan dengan menggunakan metode prototipe. Metode pengembangan perangkat lunak ini melibatkan interaksi antara pengembang dan pelanggan secara intensif selama proses pengembangan perangkat lunak. Hasil evaluasi yang dilakukan menggunakan teknik user acceptance test menunjukkan bahwa secara umum gim edukasi yang dikembangkan telah memenuhi target yang ditentukan, yaitu menarik minat murid untuk memainkan gim edukasi dalam mendukung pembelajaran Bahasa Arab. Semua murid menyatakan gim edukasi yang dikembangkan menarik untuk dimainkan lagi.