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Journal : Nuansa Informatika

Kesadaran Keamanan Informasi atas Phising, Smishing, dan Vishing pada Warga Kota Cimahi ULFA LADAYYA; Deni Prayitno; Mamay Syani; Rizki Hikmawan; Nuur Wachid Abdulmajid
NUANSA INFORMATIKA Vol. 18 No. 2 (2024): Nuansa Informatika 18.2 Juli 2024
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v18i2.201

Abstract

Maintaining the confidentiality of information poses a significant challenge in today's technology-driven era. Information security is invaluable for individuals, businesses, governments, and global entities alike. It serves as a vital tool in preventing and identifying fraud within information-based systems. This knowledge is intended to educate people worldwide early on, helping them avoid falling victim to fraud. As technology advances for the greater good, it demands our vigilance against potential crimes like phishing, smishing, and vishing. The study utilized survey and literature review methods. Surveys were conducted using questionnaires at the Civil Registration Office of Cimahi City, targeting city residents. Survey findings indicated that many residents had experienced smishing incidents. Some respondents showed a commendable level of awareness regarding information security. Furthermore, the Dilandacita website aids respondents in handling population and civil registration matters efficiently.
Development Of A 2d Educational Animal Card Game Using Unity: Pengembangan Game Kartu Hewan Edukatif 2D Menggunakan Unity Sulaiman, Alma; Mamay Syani
NUANSA INFORMATIKA Vol. 19 No. 2 (2025): Nuansa Informatika 19.2 Juli 2025
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v19i2.423

Abstract

This research focuses on the development of Game Kartu Hewan, a 2D educational game for kindergarten children at TK Assalam Parongpong, using Unity and the Multimedia Development Life Cycle (MDLC). The study aimed to create an engaging learning tool for animal recognition (names and sounds). The MDLC method guided the game's creation through concept, design, material collection, assembly, and testing phases. Testing involved 90 kindergarten children (aged 3–6 years) and 10 teachers through game interaction, observation, interviews, and pre-test/post-test analysis. Results showed a significant improvement in animal recognition ability, with the average score increasing from 58.4 (pre-test) to 84.7 (post-test). A total of 85% of students completed all levels of the game, and 91% successfully identified animal names and sounds. The majority of children reported enjoying the game and found it easy to play. Teachers' feedback also emphasized the game's effectiveness as an educational tool. This study underscores the efficacy of Unity-based 2D games developed via MDLC in fostering engaging and effective learning experiences for young children.