Irene Astuti Lazarusli
Universitas Pelita Harapan

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Modelling and implementation of 9tka game with MaxN algorithm Dina Stefani; Frederikus J.; Irene Astuti Lazarusli; Samuel Lukas; Petrus Widjaja
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 17, No 1: February 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v17i1.11590

Abstract

9tka is a board game created by Adam Kaluza. The game can be played with 2 up to 4 players, with the goal of conquering as many areas in the board as possible. The aim of this research is to implement the 9tka game into a digital game that can be played on a personal computer. The implementation will include the feature to play against computer players. The rules and game’s play of 9tka is modelled, and then implemented using Java. The Artificial Intelligence (AI) of the computer player is implemented using the MaxN algorithm, which is an extension of the minimax algorithm. Several tests were done to gauge the robustness of the implemented AI. The experiments show that the AI is capable to make a move in time less than 541 milliseconds on average, across all types of players. Moreover, from eight respondents, the average amount of human wins is 2.25 out of 5 matches, across all types of players. This shows that the implemented AI on computer player has a better chance to defeat human opponents.
Gamification Using Visual Novel to Improve Chemistry Learning Motivation Louis Khrisna Putera Suryapranata; Felix Intan Bahagia; Irene Astuti Lazarusli
Journal of Games, Game Art, and Gamification Vol. 8 No. 1 (2023)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v8i1.9411

Abstract

Learning chemistry at the beginning of senior high school is difficult because there is too much information that should be remembered, especially the periodic table. To reduce the difficulty of students’ learning processes, gamification could be helpful. In this study, gamification applications in the form of a visual novel have been developed and focused on the periodic table material for 1st-year senior high school students. The motivation improvement had been measured using the IMMS (Instructional Materials Motivation Survey) questionnaire in the pre-test and post-test sections. Respondents filled out the pre-test at the beginning of the experiment, followed by a visual novel playing session for one week. After the playing session ended, the respondent filled out the post-test. The motivation score from the pre-test and the post-test result had been compared using a paired T-test to see whether there was an improvement in learning motivation. It could be concluded that improvement in learning motivation happened due to the usage of visual novels, with an overall motivation score improvement of around 18.61%. In the future, this study will be continued by applying user personalization according to learning style preferences.
Pendampingan Pengurus Taman Baca dan Bunda Literasi agar Kreatif Berbicara di Pojok Baca desa Patengan Sularso Budilaksono; Sri Hapsari Wijayanti; Wahyu Dwi Deniawan; Irene Astuti Lazarusli; Nana Trisnawati; Nur Idaman; Ika Yuni Purnama; Hilda Hilaliyah
IKRA-ITH ABDIMAS Vol. 9 No. 3 (2025): Jurnal IKRAITH-ABDIMAS Vol 9 No 3 November 2025
Publisher : Universitas Persada Indonesia YAI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37817/ikra-ithabdimas.v9i3.6218

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kreativitas bercerita (storytelling) pengurus taman baca dan bunda literasi dalam pengelolaan pojok baca di desa wisata Patengan, Kabupaten Bandung. Permasalahan utama yang dihadapi mitra meliputi keterbatasan kompetensi bercerita kreatif, minimnya pemanfaatan media pendukung, rendahnya partisipasi anak-anak, serta belum optimalnya integrasi literasi dengan potensi desa wisata berbasis budaya lokal. Metode pelaksanaan kegiatan menggunakan pendekatan partisipatif dan edukatif yang meliputi tahap analisis kebutuhan, sosialisasi program, pelatihan storytelling kreatif, pendampingan implementasi, serta monitoring dan evaluasi. Pelatihan difokuskan pada penguasaan teknik bercerita kreatif, pemanfaatan media sederhana, dan pengembangan cerita berbasis kearifan lokal. Hasil kegiatan menunjukkan adanya peningkatan kompetensi mitra dalam menyampaikan cerita secara ekspresif, interaktif, dan komunikatif. Selain itu, terjadi peningkatan partisipasi dan antusiasme anak-anak dalam kegiatan literasi di pojok baca. Program ini juga memperkuat peran pojok baca sebagai atraksi edukatif yang mendukung pengembangan desa wisata Petengan secara berkelanjutan. Kegiatan ini diharapkan dapat menjadi model pendampingan literasi kreatif yang dapat direplikasi di desa wisata lainnya.
Penguatan Komunitas GSCC melalui Pelatihan dan Pendampingan Manajemen Event Berbasis Kolaborasi Kampus Heni Jusuf; Lisa Sarinah; Irma Setyowati; Oki Kurniawan; Pingki Indrianti; Aditya R. Mitra; Irene Astuti Lazarusli
Jurnal Pengabdian kepada Masyarakat TEKNO (JAM-TEKNO) Vol 7 No 1 (2026): Juni 2026 In Progress
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/jamtekno.v7i1.7815

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan kapasitas komunitas Gedong Sinder Creative Center (GSCC) dalam mengelola event secara profesional melalui pelatihan dan pendampingan berbasis kolaborasi perguruan tinggi. Program dilaksanakan di Desa Kasomalang Kulon, Kabupaten Subang, Jawa Barat dengan melibatkan empat perguruan tinggi dan 30 peserta komunitas GSCC. Metode pelaksanaan menggunakan pendekatan participatory action research (PAR) melalui tahapan identifikasi kebutuhan, pelatihan, pendampingan, evaluasi, dan tindak lanjut. Materi pelatihan meliputi perencanaan event, penyusunan proposal kegiatan, mitigasi risiko, pengelolaan organisasi event, serta pengembangan merchandise sebagai media branding komunitas. Evaluasi dilakukan menggunakan pre-test dan post-test, observasi partisipatif, wawancara, dan survei kepuasan peserta. Hasil kegiatan menunjukkan peningkatan pemahaman peserta terkait manajemen event sebesar 38%, kemampuan penyusunan proposal kegiatan sebesar 42%, dan pemahaman mitigasi risiko sebesar 40%. Selain itu, peserta mampu menyusun rancangan event secara lebih sistematis dan memahami pentingnya struktur organisasi dalam pelaksanaan kegiatan komunitas. Kegiatan ini membuktikan bahwa pendekatan kolaboratif dan partisipatif mampu meningkatkan kapasitas komunitas kreatif desa secara berkelanjutan. Program lanjutan berupa pendampingan intensif dan penguatan jejaring kemitraan diperlukan untuk memastikan keberlanjutan implementasi hasil pelatihan.