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Desain Game Edukasi Bertema Penerapan Akhlakul Karimah Menggunakan Framework Mechanics Dynamics Aesthetics Selia Aysiah; Agus Komarudin; Rezki Yuniarti
Prosiding SISFOTEK Vol 4 No 1 (2020): Vol 4 No 1 (2020): SISFOTEK 2020
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

Good character is a commendable attitude in accordance with Islamic teachings. Someone who has a moral character will always be liked by fellow human beings. A child does not understand whether what he is doing is dangerous or not, beneficial or detrimental, as well as right and wrong. The way to develop morality in children is by teaching them noble character. But in fact the environments that exist at this time more are considered as the cause of the occurrence of moral dedication, one of which is the rise of gadgets that contain game elements that are less educational. Based on these problems, it is necessary to present an educational game that is expected to be one of the ways to deliver the material so that children can participate in the learning of morality with good fun. In designing and compiling elements in a game one of them uses a framework method that has a sub method called Mechanics Dynamics Aesthetics (MDA). The MDA Framework was developed as a framework for understanding games through the perspective of users and developers. Based on the evaluation results of the game test through a questionnaire, where the aspects tested consist of the background of the respondent, the interaction of the respondent with the User Interface of the game, and the aesthetic or emotional challenge that must be felt when playing a good character game shows that the respondent feels happy and gets new knowledge about the character good and bad in the game.
Gamifikasi untuk Meningkatkan Partisipasi Masyarakat Dalam Mendukung Konsep Ketahanan Terhadap Bencana Asep Id Hadiana; Rezki Yuniarti; Agus Komarudin
Jurnal ICT: Information Communication & Technology Vol. 22 No. 2 (2022): JICT-IKMI, December 2022
Publisher : LPPM STMIK IKMI Cirebon

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Abstract

This study discusses the use of gamification techniques in enhancing community involvement in disaster emergency planning activities. The objective of this study is to explore how gamification can be incorporated into disaster emergency planning programs to enhance disaster resilience in West Bandung Regency. The study was conducted by collecting data from respondents through online questionnaires and structured interviews to evaluate the effectiveness of gamification techniques in motivating community participation in disaster emergency planning. The results show that the use of gamification techniques can increase community participation in disaster emergency planning programs and can also influence the democratic process. Therefore, this study provides evidence that the use of gamification techniques can be an effective tool in enhancing the efficiency and intelligence of disaster emergency planning and can help achieve the goal of disaster resilience in West Bandung Regency.
DESAIN GAME EDUKASI PENGENALAN PEREDARAN SEL DARAH MERAH DENGAN GENRE RPG MENGGUNAKAN PENDEKATAN MDA Iman Muhdi; Rezki Yuniarti; Agus Komarudin
Jurnal Informatika dan Rekayasa Elektronik Vol. 6 No. 1 (2023): JIRE April 2023
Publisher : LPPM STMIK Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36595/jire.v6i1.817

Abstract

Salah satu masalah dalam suatu pembelajaran adalah cara penyampaian yang umumnya dilakukan dengan pemaparan materi dan tanya jawab masih membuat sebagian siswa tidak memahami apa yang dipelajarinya. Game Edukasi merupakan salah satu strategi yang dapat dibangun sebagai media pembelajaran baru untuk menarik minat siswa dalam semangat belajar. Konsep pemahaman siswa dalam ilmu biologi khususnya pembahasan peredaran sel darah merah pada manusia masih tergolong kurang dipahami. Pada penelitian ini dibangun sebuah game bergenre Role-playing game (RPG) yang membahas materi peredaran sel darah merah dalam rangka meningkatkan pemahaman terhadap materi tersebut. Perancangan game ini menggunakan framework Mechanics, Dynamics, Aesthetics (MDA) dengan tujuan lebih menonjolkan sisi edukasinya tanpa mengurangi keseruan gameplay gamenya. Penerapan framework MDA pada pengembangan game edukasi untuk meningkatkan pemahaman materi terbukti diterima dengan baik oleh siswa dan berhasil mengembangkan experience dalam minat gameplay. Hal tersebut didapatkan melalui pengujian dengan hasil aspek pemahaman materi meningkat sebesar 14.23%, dari sebelumnya 72.47% menjadi 86.70% dan hasil aspek experience user dalam minat gameplay juga meningkat sebesar 6.87% dari sebelumnya 85.40% menjadi 92.27%.
PERBANDINGAN METODE CART DAN NAÏVE BAYES UNTUK KLASIFIKASI CUSTOMER CHURN Rahmat Ryan Adhitya; Wina Witanti; Rezki Yuniarti
INFOTECH journal Vol. 9 No. 2 (2023)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v9i2.5641

Abstract

Classification is the process of identifying and grouping an object into the same group or category Classification can be used to group a large-sized dataset, and some commonly used classification methods are CART (Classification And Regression Tree) and Naïve Bayes. This study discusses the comparison of CART and Naïve Bayes methods by measuring accuracy, precision, recall, and f1-score values with 3 scenarios of training and testing dataset distribution. Accuracy, precision, recall, and f1-score measurements are performed using a confusion matrix. The scenarios for training and testing dataset division are 70%, 80%, and 90% of the training dataset. From the results of the study, CART has the highest average accuracy and f1-score of 79.616% and 57.636% respectively, while the highest average accuracy and f1-score of Naïve Bayes are 75.104% and 62.004% respectively.
Penerapan Algoritma K-Nearest Neighbor (KNN) Dengan Fitur Relief-F Dalam Penentuan Status Stunting Kemal Musthafa Rajabi; Wina Witanti; Rezki Yuniarti
Innovative: Journal Of Social Science Research Vol. 3 No. 4 (2023): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v3i4.3885

Abstract

Stunting pada anak dapat diidentifikasi menggunakan beberapa indikator status gizi, seperti berat badan menurut umur (BB/U), tinggi badan menurut umur (TB/U), dan berat badan menurut tinggi badan (BB/TB), dengan menggunakan nilai skor-Z (Z-score) di bawah minus 2 pada indikator TB/U. Saat ini, metode pengukuran status stunting masih menggunakan pendekatan antropometri yang bersifat manual dan subjektif. Untuk mengatasi hal ini, penelitian ini mengembangkan model prediksi status stunting pada anak dengan menggunakan algoritma K-Nearest Neighbor (KNN) dan fitur Relief-F. Dan hasil penelitian menunjukkan bahwa seleksi fitur pada 5 Atribut yang berdasarkan iterasi dari Relief-F berhasil menaikkan nilai akurasi dengan bobot terbaik yang ditemukan pada iterasi ke-5 adalah pada atribut  Usia Saat Ukur dan Tinggi. Nilai akurasi terbaik ada pada nilai K = 1, data test 50% (50:50) dengan seleksi fitur 2 atribut menghasilkan akurasi 98,16%.
EDUCATIONAL GAME RECOGNIZING NATIONAL DAY IN INDONESIA USING MECHANICS DYNAMICS AESTHETICS METHOD Dony Liany; Agus Komamrudin; Rezki Yuniarti
Journal of Informatics and Communication Technology (JICT) Vol. 5 No. 2 (2023)
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v5i2.213

Abstract

The history of national day can remind us of the struggle of the heroes who defended independence with great difficulty. Currently, the history of national days in Indonesia is slowly starting to be forgotten, therefore an educational game about the history of national days has been created which can remind us of the struggles of the heroes who have worked hard to defend Indonesia's independence. There have been many discussions regarding educational games on the history of national days, but they are still limited to platforms without any action in these educational games. This research creates an educational game, where this educational game has a type of learning media in the educational game content of the history of national days. Not a few people know about the national days in Indonesia. The material that will be presented in this educational game is material contained in the history of national days. With the aim of inviting and reminding you about important moments in Indonesia's national days. The benefits that will be received are in the form of learning about the history of national days related to caring behavior about what the heroes have fought for. This educational game was built using the Mechanics Dynamics Aesthetics framework method.
Interaction Design on Basic Hand Movement Training Game in Taekwondo Using User-Centered Design Ramdani, Rahmat Muhamad; Yuniarti, Rezki; Komarudin, Agus
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 1 (2024): APRIL 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v4i1.2314

Abstract

This research will develop an interaction design for basic hand movement games in taekwondo with the hope that it can become an alternative physical exercise for hand stretching. UCD is one of the methods in interaction design that focuses on the user. By designing interactions in hand movement training games using the UCD method and present technology, it is hoped that this can be a stretch in the dense student activities. The results of the interaction design evaluation using UCD obtained an average of 90.24% for the 6th heuristic based on ten evaluation heuristics. Combining the UCD method at the design stage and utilizing present technology is an innovation in designing easy-to-use game-based interaction designs. The study results show that the UCD method for interaction design is suitable for use in the game design process.
Designing A Cooking Procedure Simulation Game During the Pandemic In The Food and Beverage Industry Using The Design Play Experience Method Azhari, Anissa; Yuniarti, Rezki; Komarudin, Agus
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 1 (2024): APRIL 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v4i1.2315

Abstract

Covid-19 has become one of the world's problems after its first appearance at the end of 2019. At its peak, the COVID-19 pandemic affected many industrial sectors, including the food and beverage industry and, in this case, Indonesia. The main focus in running the industry is health protocols for handling both the cooking and serving processes, which must pay more attention to cleanliness and health to reduce the spread of the COVID-19 virus. Standard operating procedures can be simulated in the game as a lesson in cooking procedures for professionals and the general public. Learning and experience in playing games is a challenge in developing simulation games, so the DPE (Design, Play, and Experience) framework is the choice for the game design method in this research. The study results were evaluated by 15 respondents who tried this game with a distribution of 6 workers in the food and beverage industry and 9 people who were not workers in the food and beverage industry. Game development with the DPE framework gets results in the learning aspect of the experience component for simulation with an average value of 88.70%. For the experience learning aspect, the knowledge players gain after playing the game is 84.87%, with very appropriate criteria.
EDUCATIONAL GAME RECOGNIZING NATIONAL DAY IN INDONESIA USING MECHANICS DYNAMICS AESTHETICS METHOD Liany, Dony; Komamrudin, Agus; Yuniarti, Rezki
Journal of Informatics and Communication Technology (JICT) Vol. 5 No. 2 (2023)
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v5i2.213

Abstract

The history of national day can remind us of the struggle of the heroes who defended independence with great difficulty. Currently, the history of national days in Indonesia is slowly starting to be forgotten, therefore an educational game about the history of national days has been created which can remind us of the struggles of the heroes who have worked hard to defend Indonesia's independence. There have been many discussions regarding educational games on the history of national days, but they are still limited to platforms without any action in these educational games. This research creates an educational game, where this educational game has a type of learning media in the educational game content of the history of national days. Not a few people know about the national days in Indonesia. The material that will be presented in this educational game is material contained in the history of national days. With the aim of inviting and reminding you about important moments in Indonesia's national days. The benefits that will be received are in the form of learning about the history of national days related to caring behavior about what the heroes have fought for. This educational game was built using the Mechanics Dynamics Aesthetics framework method.
PENGUKURAN KUALITAS PERANGKAT LUNAK PADA SIMRS KHANZA MENGGUNAKAN FUNCTION POINT DAN SYSTEM USABILITY SCALE Nugroho, Akbar Satrio; Umbara, Fajri Rakhmat; Yuniarti, Rezki
Jurnal Tekno Kompak Vol 19, No 1 (2025): FEBRUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jtk.v19i1.4672

Abstract

Pesatnya pertumbuhan perangkat lunak pada masa ini membuat setiap sektor memiliki kebutuhannya masing-masing dalam menggunakan suatu produk perangkat lunak, tidak terkecuali di sektor layanan kesehatan yang menjadi salah satu sektor paling penting dimasa pandemi COVID-19 sebelumnya. Setelah melewati masa pandemi COVID-19 masyarakat menjadi sadar akan pentingnya sektor E-health dalam membantu akses layanan kesehatan. Sehingga hal ini perlu diukur terkait kesiapan untuk situasi mendatang dimana perangkat lunak SIMRS Khanza menjadi salah satu objek pengukuran pada penelitian kali ini. Proses pengukuran ini dapat menggunakan metode Function Point yang bertujuan untuk mengukur tingkat kompleksitas disisi fungsionalitas dan penggunaan metode System Usability Scale dalam mengukur kegunaan menurut pengguna disisi Usabilitas. Dengan adanya dukungan data hasil pengukuran ini maka, penentuan kualitas dalam suatu produk perangkat lunak dapat ditentukan dengan mudah. Dari permasalahan tersebut menemukan bahwa dalam penelitian ini dalam menghitung nilai Function Point perangkat lunak SIMRS Khanza memperoleh nilai sebesar 6011,28 dengan nilai Crude Function Point (CFP) sebesar 4968 dan Relative Complexity Adjustment Factor (RCAF) sebesar 1.21. Pada pengukuran skala nilai System Usability Scale mendapatkan nilai Skor sebesar 62,14 dimana sistem dapat dikategorikan yang berada pada tingkat Grade Good dari jumlah responden sebanyak 55 orang yang telah dilakukan uji reliabilitas dengan skor Cronbach Alpha sebesar 0,634. Berdasarkan dari hasil tersebut maka, dapat disimpulkan bahwa kualitas perangkat lunak SIMRS Khanza dari sisi fungsionalitas memiliki tingkat kompleksitas yang sangat tinggi namun dari hasil evaluasi pengukuran metode System Usability Scale dimana penggunanya masih bisa menggunakannya secara efektif dan masih dapat merasa puas dalam menggunakannya.