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RANCANG BANGUN APLIKASI GAME EDUKASI OPERASI HITUNG BERBASIS GAMIFIKASI UNTUK SISWA SMP Julianto, Fadil; Sidhiq Andriyanto; Better Swengky
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.654

Abstract

This study aims to develop a gamification-based educational game application that supports learning arithmetic operations for junior high school students. The application was developed through several stages, including needs analysis, system design using an Activity Diagram, implementation using Flutter and Laravel, and evaluation through Black Box Testing and User Acceptance Testing (UAT). The application integrates structured learning materials, interactive quizzes, and an educational Snakes and Ladders Math Game designed to enhance students’ motivation and conceptual understanding. The Black Box Testing results indicate that all system functions operate properly and as intended. Meanwhile, the UAT results involving 18 seventh-grade students achieved an average feasibility score of 88.51%, categorized as highly feasible. The highest score was obtained in the game responsiveness aspect, demonstrating that the application provides a smooth and engaging learning experience. Overall, this application is considered effective as an alternative digital learning media that improves students’ understanding of arithmetic operations and supports the digitalization of mathematics learning in junior high schools.
Integrasi Sistem Akuaponik IoT Dengan Aplikasi Mobile Untuk Pemantauan Jarak Jauh Aulia Sabila; Dwi Jaka Pratama; Febry Yansha; Indra Dwisaputra; Sidhiq Andriyanto
BETRIK Vol. 16 No. 03 (2025): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/t1dabj51

Abstract

The 79.93% growth of the urban population and the decline of agricultural land in Indonesia demand efficient, sustainable agricultural solutions. Aquaponics systems traditionally require intensive manual monitoring of environmental parameters such as pH, temperature, and nutrient levels, which is impractical for time-constrained urban farming. Conventional approaches face several constraints, including delayed detection of critical parameter changes, the risk of human error in manual sensor readings, inconsistent maintenance schedules, and the mobility limitations of users who must always be physically present on-site. This research aims to design and implement an integrated Internet of Things (IoT)-based aquaponics system with an Android mobile application as a solution to overcome these limitations through real-time remote monitoring and control. The Extreme Programming (XP) method was used to support rapid iteration and active user involvement in system development. The system was built using pH, temperature, nutrient, and water level sensors, along with an automatic fish feeder, connected to an Arduino Mega and ESP32. Data is transmitted to Firebase and displayed via a Kotlin-based Android application. Black-box testing confirmed the system's 100% validity for all functions (login, real-time monitoring, actuator control, and history). Sensor accuracy testing showed success rates between 94.40% and 99.54%, proving the system operates stably and accurately for remote monitoring, making it an innovative, digitally-managed aquaponics solution that successfully addresses all limitations of conventional systems