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All Journal Jurnal Pendidikan Teknologi dan Kejuruan Scan : Jurnal Teknologi Informasi dan Komunikasi Proceeding International Conference on Information Technology and Business International conference on Information Technology and Business (ICITB) AKSIOLOGIYA : Jurnal Pengabdian Kepada Masyarakat Jurnal Sains dan Informatika WIDYA LAKSANA Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) Jurnal Penelitian CCIT (Creative Communication and Innovative Technology) Journal Jurnal Mantik Jurnal Teknologi Informasi dan Multimedia Jurnal Informatika dan Rekayasa Elektronik bit-Tech JATI (Jurnal Mahasiswa Teknik Informatika) CICES (Cyberpreneurship Innovative and Creative Exact and Social Science) Gestalt : Jurnal Desain Komunikasi Visual Jifosi Nusantara Science and Technology Proceedings Jurnal Ilmiah Teknologi Informasi dan Robotika PROFICIO: Jurnal Pengabdian Masyarakat Jurnal Info Sains : Informatika dan Sains Jurnal Pengabdian Kepada Masyarakat Patikala Jurnal Pengabdian Multidisiplin Indonesian Community Journal Abdimas Altruis: Jurnal Pengabdian Kepada Masyarakat Jurnal Informatika Dan Tekonologi Komputer (JITEK) Jurnal Informatika Teknologi dan Sains (Jinteks) Jurnal Penyuuhan dan Pemberdayaan Masyarakat (JPPM) Jurnal Pengabdian Masyarakat Sains dan Teknologi Safari : Jurnal Pengabdian Masyarakat Indonesia Literasi: Jurnal Pengabdian Masyarakat dan Inovasi Biner : Jurnal Ilmiah Informatika dan Komputer Jurnal Inovasi Pengabdian dan Pemberdayaan Masyarakat Journal of Applied Community Engagement (JACE) JEECS (Journal of Electrical Engineering and Computer Sciences) Jurnal Teknologi Pangan dan Industri Perkebunan Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat Jurnal Teknologi Pangan dan Ilmu Pertanian Journal of Humanities and Social Studies Mengabdi: Jurnal Hasil Kegiatan Bersama Masyarakat Aksi Nyata : Jurnal Pengabdian Sosial dan Kemanusiaan Merkurius: Jurnal Riset Sistem Informasi dan Teknik Informatika Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian Kepada Masyarakat Pelayanan Unggulan: Jurnal Pengabdian Masyarakat Terapan Seminar Nasional Riset dan Teknologi (SEMNAS RISTEK) Jurnal Pengabdian Masyarakat Inovasi Indonesia Jurnal Informatika Dan Tekonologi Komputer KREATIF: Jurnal Pengabdian Masyarakat Nusantara
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Medan Area Battle Educational Game Using Branching Narrative and Turn-Based Tactical Combat Maulana Fauzan; Chrystia Aji Putra; Andreas Nugroho Sihananto
bit-Tech Vol. 8 No. 2 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i2.3345

Abstract

The rapid advancement of digital technology has created new opportunities for integrating interactive media into history education, a subject often perceived as passive and less engaging. Addressing the lack of educational games that combine narrative with strategic simulation, this study develops and evaluates Medan Area Battle, a 2D action role-playing game that introduces a dual-pedagogical mechanism through branching narrative and turn-based tactical combat. This integration is designed to allow students to experience historically grounded decision-making while simultaneously engaging in strategic reasoning with the events of the Medan Area Battle. A design-based research framework guided the development process through requirement analysis, design, implementation, and user testing. The evaluation involved twenty-five junior high school students, providing insight into the game's effectiveness. Learning performance was measured through pre-test and post-test assessments, while user experience was examined using Game User Experience Satisfaction Scale-18 (GUESS-18). Two additional dimensions Branching Narrative and Tactical Combat were incorporated to capture the unique interaction patterns introduced by the game’s narrative and strategic systems. Statistical analysis employed the Shapiro–Wilk test, Wilcoxon Signed Rank test, and Cronbach’s Alpha reliability testing. Results indicated a significant improvement in learning outcomes, with mean scores rising from 60.80 to 85.60 (p = 0.000767). The overall GUESS-18 rating of 4.15 (“Very Good”), alongside high scores in Educational (4.30) and Tactical Combat (4.27), suggests strong user engagement. These findings demonstrate that integrating narrative choice with tactical gameplay offers effective and theoretically grounded approach enhancing students’ cognitive understanding and motivation in history learning.
Pemanfaatan IoT dalam Sistem Kontrol Lingkungan Tanaman Drosera sessilifolia Menggunakan Fuzzy Type-2 Aulia, Rhimba; Putra, Chrystia Aji; Wahanani, Henni Endah
Jurnal Teknologi Informasi dan Multimedia Vol. 8 No. 2 (2026): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v8i2.980

Abstract

Drosera sessilifolia is a carnivorous plant that requires optimal environmental conditions, par-ticularly in terms of light intensity, temperature, and water level. This study aims to utilize the In-ternet of Things (IoT) to implement an environmental control system using Type-2 Fuzzy Logic for monitoring and controlling the environmental parameters of Drosera sessilifolia. The system uses an ESP32 microcontroller supported by several sensors, including a DS18B20 temperature sensor, an LDR light intensity sensor, and a water level sensor, to monitor environmental parameters ac-curately. The acquired data are processed using the Type-2 Fuzzy method to generate control deci-sions for actuators such as a heater, peltier, lamp, peristaltic pump, and fan. The Blynk platform is used to display environmental conditions, including temperature, light intensity, water level, and actuator decision status in real time. Based on the results of a 7-day indoor test conducted in the morning and at night, the average morning temperature was 30.04°C and the average nighttime temperature was 27.91°C, while the average light intensity was 1278 ADC in the morning and 2525.43 ADC at night, and the average water level was 1.16 cm in the morning and 0.99 cm at night. Based on 14 observations over 7 days, the system showed appropriate control responses in all observed scenarios, resulting in a 100% response success rate for the detected conditions. The novelty of this study lies in the implementation of an IoT-based Type-2 Fuzzy system specifically designed for the indoor cultivation of Drosera sessilifolia by simultaneously controlling temper-ature, light intensity, and water level. In addition, this study highlights the novelty of integrating Type-2 Fuzzy Logic and IoT for carnivorous plants, which remains very limited, especially for the cultivation of Drosera sessilifolia in a controlled indoor environment. The test results show that the system is capable of controlling temperature, light intensity, and water level effectively and responsively to environmental changes. The Type-2 Fuzzy method also produces stable and adap-tive control decisions. This system offers a solution for real-time indoor monitoring and environ-mental control of Drosera sessilifolia.
History Learning Game of the Three-Day Battle Surabaya with Branching Narrative Himawan, Rantau; Putra, Chrystia Aji; Sihananto, Andreas Nugroho
bit-Tech Vol. 8 No. 3 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3346

Abstract

This study presents the development of an educational history game about the Three-Day Battle in Surabaya, designed using a branching narrative approach to enhance students’ engagement and historical understanding. Traditional history learning in Indonesia often relies on memorization and lacks interactive media, leading to low student motivation. To address this issue, the game integrates a decision-based narrative structure that allows players to explore consequences, experience alternative paths, and engage with historical events through meaningful choices. The game was developed using the Unity Engine with iterative refinement involving playtesting and feedback-based adjustments to dialogue flow, minigame mechanics, and visual presentation. The evaluation involved 15 participants and employed the GUESS-18 instrument. The results indicate strong user reception, with high scores in Narrative Understanding and Game Engagement, while Playability and Aesthetics received moderate ratings, highlighting areas for visual and interaction improvements. Despite the short testing duration, the game demonstrated potential to support historical learning by increasing immersion and reinforcing students’ understanding of key events and cause–effect relationships during the Surabaya conflict. This study contributes to the field of educational game development by demonstrating the pedagogical value of branching narratives and providing a practical model that can be adapted to other historical topics in future research.
Prediksi Harga Emas Menggunakan Model Bi-GRU Dengan Monte Carlo Dropout Berdasarkan Data Makroekonomi Prasetyo, Daniel Bergas; Swari, Made Hanindia Prami; Putra, Chrystia Aji
bit-Tech Vol. 8 No. 3 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3393

Abstract

Gold price prediction plays a vital role in financial decision-making, particularly during periods of heightened market volatility when gold functions as a strategic hedge against inflation and economic uncertainty. This study examines the effectiveness of a Bidirectional Gated Recurrent Unit (BI-GRU) model enhanced with Monte Carlo Dropout for forecasting XAU/USD prices using key macroeconomic indicators, namely CPI, DXY, S&P 500, and crude oil prices, covering the period from May 6, 2015, to May 1, 2025. The research addresses the need for forecasting approaches capable of capturing nonlinear dependencies while simultaneously quantifying predictive uncertainty. The methodological workflow includes constructing a multivariate time-series dataset, performing comprehensive preprocessing, and evaluating multiple temporal window lengths and model configurations. Performance is assessed using MAE, RMSE, and R², with uncertainty estimation derived from repeated stochastic forward passes. Empirical analysis reveals strong correlations between gold prices and the S&P 500 (r ≈ 0.93) and CPI (r ≈ 0.89), affirming the substantial influence of macroeconomic conditions on gold dynamics. The optimal configuration, consisting of a 70:30 data split, a 60-day window, 128 BI-GRU units, and a 0.3 dropout rate, achieved an MAE of 0.0354, an RMSE of 0.044, and an R² of 0.9349, outperforming the baseline BI-GRU without dropout. Multi-step forecasting further shows that the model maintains stable predictive behavior during the initial horizon, with uncertainty increasing gradually in extended forecasts. These findings demonstrate that integrating BI-GRU with Monte Carlo Dropout provides a reliable uncertainty-aware framework that offers both accurate predictions and practical value for financial practitioners requiring risk-sensitive forecasting tools.
Pengembangan Game Edukasi RPG Petualangan 2D tentang Peristiwa Lautan Api Bandung Menggunakan Alur Cerita Naratif Bercabang Sankalla, Sabda; Putra, Chrystia Aji; Sihananto, Andreas Nugroho
bit-Tech Vol. 8 No. 3 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3402

Abstract

This study evaluates the effectiveness of a 2D educational adventure RPG integrating branching narratives and a Numberlink-based puzzle to enhance students’ understanding of the historical Bandung Lautan Api event. Addressing the persistent issue of low engagement in history classrooms, the research investigates whether interactive storytelling and embedded logic-puzzle tasks can strengthen learning outcomes and user experience. Using a design-based research approach, the game was tested with 23 junior high school students through a pre-test/post-test design and the Game User Experience Satisfaction Scale (GUESS-18). The results show a substantial increase in historical knowledge, with post-test scores significantly higher than pre-test scores, indicating strong knowledge acquisition following gameplay. GUESS-18 responses also reveal consistently positive user experiences, with high ratings for narrative quality, educational value, visual and audio aesthetics, and overall enjoyment. Students reported that branching choices improved immersion and reflective thinking, while the Numberlink puzzle supported active reasoning during missions. These findings demonstrate that the integration of interactive narrative structures and logic-based puzzles can effectively support both cognitive and affective dimensions of history learning. Overall, the study confirms the potential of game-based learning to enhance comprehension, motivation, and engagement, providing evidence that well-designed educational games can significantly improve learning performance and serve as a valuable supplement to conventional history instruction.
A Branching Narrative 2D Action RPG Game to Enhance Learning About the Ambarawa Battle Nandaru, Laudy Nurdibya; Putra, Chrystia Aji; Sihananto, Andreas Nugroho
bit-Tech Vol. 8 No. 3 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3420

Abstract

This study develops a historical educational game titled Pertempuran Ambarawa to address the persistent challenge of low student engagement and limited contextual understanding in history classrooms, where learning is often dominated by memorization-based instruction. To provide a more interactive and reflective learning experience, the game integrates a branching narrative structure, 2D action RPG mechanics, and stealth–strategy minigames within the Interactive Digital Narrative (IDN) framework. This approach is intended to enhance learners’ historical reasoning by situating them in decision-based scenarios that mirror the complexities of the Ambarawa Battle. The game was implemented in Unity with 2D pixel-art aesthetics and evaluated through a pre-test–post-test design involving 25 junior high school students. Results show a significant improvement in historical comprehension, with mean scores increasing from 59.2 to 79.2 and the Wilcoxon Signed-Rank test yielding p = 0.00077 (p < 0.05). User experience was assessed using the GUESS-18 instrument, achieving an overall rating of 4.29 (Very Good), with the Education and Branching Narrative dimensions receiving the highest scores. These findings indicate that narrative interactivity and contextualized gameplay meaningfully contribute to learning effectiveness. Overall, the study demonstrates that combining branching narratives with RPG-based exploration provides a compelling alternative learning medium, offering both pedagogical value and strong user acceptance in history education.
ANALISIS PENGARUH CLAHE PADA KINERJA MOBILENETV3-SVM KLASIFIKASI AKSARA JAWA Dela Ayu Putri Mayona; Chrystia Aji Putra; Hendra Maulana
Jurnal Informatika dan Rekayasa Elektronik Vol. 9 No. 1 (2026): JIRE April 2026
Publisher : LPPM STMIK Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36595/jire.v9i1.1997

Abstract

Penelitian ini membahas pengenalan aksara Jawa sebagai upaya pelestarian budaya di era teknologi digital. Permasalahan utama terletak pada rendahnya kualitas citra dan kemiripan visual antar karakter yang dapat menurunkan akurasi klasifikasi. Penelitian ini bertujuan untuk menganalisis kinerja model MobileNetV3-SVM serta pengaruh penerapan preprocessing Contrast Limited Adaptive Histogram Equalization (CLAHE) dalam meningkatkan akurasi pengenalan. Metode yang digunakan meliputi tahap preprocessing (CLAHE, resize, dan normalisasi), ekstraksi fitur menggunakan MobileNetV3Small, serta klasifikasi menggunakan Support Vector Machine (SVM) dengan kernel linear. Dataset yang digunakan terdiri dari 2.500 citra aksara Jawa yang dibagi dengan rasio 80:20 untuk pelatihan dan pengujian. Hasil penelitian menunjukkan bahwa model dengan CLAHE mencapai akurasi tertinggi sebesar 98,4%, lebih baik dibandingkan tanpa CLAHE yang memperoleh 97,2%. Kebaruan penelitian ini terletak pada integrasi metode CLAHE dengan arsitektur MobileNetV3-SVM untuk meningkatkan diskriminasi fitur pada citra aksara Jawa yang memiliki kemiripan visual tinggi. Implikasi dari penelitian ini menunjukkan bahwa pendekatan yang diusulkan dapat menjadi solusi efektif dalam pengembangan sistem pengenalan aksara daerah berbasis kecerdasan buatan yang lebih akurat dan adaptif.
Co-Authors A. MUAMMAR ALAWI Abrar Athaya Yuris Erbinavydho Achmad Muhaimin Nur Khafi Adila, Mar'atul Adinda Eka Novita Sari Adinda Yudha Wardani Aditya Rizqi Ardhana Agung Mustika Rizki Ahbab, Tuhfatul Aileena Solicitor Costa Rica El Chidtian Aji Bimantoro Akbar, Fawwaz Ali Aldien Ramadhan Alfianita Alif Wisam Desanta Fitrianto Alifah Rafidah Putri Alifia Oktaviani Sastra Alifiyasintadewi Nurqodri Alit, Ronggo Alit Alviriza Ramadhan, Muhammad Amalia, Restu Dyah Rizka Amanda Dhea Restina Andreas Nugroho Sihananto Angelita Kracibaya Nauli Panggabean Angellia, Tiara Febri Anggraini Puspita Sari Arifiana Nur Hanifah Ariyono Setiawan Arum, Dewi Puspa Atabuy Frit Elisa Yonce Audy Herlina Puspitasari Aulia, Rhimba Aulia, Rumaisha Vinna Ayu Setyorini Mestika Mayangsari Ayu, Putri Sari Azim Permana, Krisna Badarus Syamsi, , Muhammad Nabhigoh Bagus Wahyu Tri Pambudi Barrulanda, Reyhan Javier Basuki Rahmat Basuki Rahmat Blantiant, Kin Ashiladafsa Chory Aura Nurtyara Christiano, Nicholas Raynato Damayanti, Lucky Dela Ayu Putri Mayona Desy Windi Prawita Dewanti, Felicitas Deru Dewi, Salsa Billah Lilia Dhea Restina, Amanda Dhian Satria Yudha Kartika Dhikma Pristika Melenia Diah Rahmadani Dicky Rachmadi Dimas Puji Utomo Dita Atasa Diwangkoro Prasojo Dwi Evitasari, Rista Dwi Lestari Dwi Wahyuningtyas Egivia Rivaluna Rifiatul Aini Eka Maidhatul Jannah Eka Maidhatul Jannah Ela Choirunisa Eva Yulia Puspaningrum Evi Triandini Evi Triandini Falery Febianti Farrel Brilliant Loudy Prasetyo Fasya Arifatin Fathoni, Fuad Mahrus Fauziyah Herdatul Dwi Krisdayanti Fawasal Anas Fatlurrahman Faza Nailinajiyah Darmayanti Fazari, Reyhan Auni Febriani, Safida Feby Triharyanti Fetty Tri Anggraeny Firman Lucky Saputra Firmansyah, Rio Ferdian Firya Nadhira Hadiansyah Rachmawan Putra Henni Endah Wahanani Himawan, Rantau I Gede Susrama Mas Diyasa I Putu Susila Handika I Putu Susila Handika Indah Nur Hamidah Kartyningrum, Try Latif Ahmad Fauzan Lucky Damayanti Luhur Pambudi, Prima Lusian Nandang Arjamulia M. Dedy Marhadi M. Sulthan Alvi Made Hanindia Prami Swari Made Hanindia Prami Swari Made Hanindia Prami Swari Maharani, Ardiana Deka Maulana Fauzan Maulana, Hendra Maurisa Arimbi Putri Maurisa Arimbi Putri Muchammad Fatchur Rachman Wahyudi Muhammad Adli Al Fawwaz Muhammad Muharrom Al Haromainy Muhammad Naufal Devano Muhammad Yusuf, Ilham Muttaqin, Faisal Nadia Shafia Putri Alyzia Nailinajiyah Darmayanti, Faza Nandaru, Laudy Nurdibya Naura Bilqis Tasyakurina Ninda Nur Aprilia Ninov Royana, Akge Novia Kurniasari Novia Nirmala Putri Nurbayzura, Wahyu Nurlaili, Afina Lina Nurmala Erlyawati Nurqodri, Alifiyasintadewi Nurul Nurhidayati Nuryananda, Praja Firdaus Oktaviani Arcici Hadir Pandu Khrisna, Gagas pramitha sari, nova Prasetyo, Daniel Bergas Prasetyo, Farrel Brilliant Loudy Pratiwi, Sekar Arum Prima Luhur Pambudi Puji Utomo, Dimas Purba, Lasman Parulian Putra Parna, Dirgananda Putra Perdana Putra, Raditya Lungguk Satya Putri Aqila, Nafisa Dean Putro, Sadewo Pramono Raden Balqis Ibrah Fakhira Rafif Muhammad Wijdan Rahmania Ainur Fitri Rahmania Ainur Fitri Rahmawati F. Tias Raihan Nur Rafi Ramadhan Dwi Setyawan Ramadhan Dwi Setyawan Rania Anjati Aurellia Putri Rania Anjati Aurellia Putri Rasyid, Hafizh Fadli Al Ratna Yulistiani Reydiva Novia Hermawan Reyhan Abiyyu Hartono Rezkyanzah, Jeneiro Rico Widi Taruna Nugroho Ridwan Putri, Olvy Maulida Riko Setya Wijaya Risdalina, Salfa Rista Dwi Evitasari Ristiawan, Agik Bika Rita Vita Arsita Rizki Anggoro Restio Widodo Rizki, Agung Mustika Ronggo Alit Ronggo Alit Ronggo Alit Ronggo Alit Ronggo Alit Rosita Royan Hisyam Rafliansyah Roziana Febrianita S J Saputra, Wahyu Salsabila Arifa Salsabila Putri Ramadhani Salsabila Zahra Maulidina Salsabila, Sabrina Salva Wi Nur ain Sandy Putra Aryanto Sankalla, Sabda Saragih, Sabrina Ade Ulina Satwika, I Kadek Susila Seftia Triwulan Dari Selfa Eka Ramadhani Septian Nurul Istiqfaroh Shafia Putri Alyzia, Nadia Shevina Alana Devanty Siti Fatimah Jasmine Sri Rahmayanti Sri Wibawani SUGIARTO - Sugiarto S Sugiarto, Sugiarto Sugiarto, Sugiarto Sulaicha Sulaicha Sulistyowati, Intan Suryanita Pratiwi, Dewi Syaifullah JS, Wahyu Syandana, Harya Tasya Febrianti Thineza Ardea Pramesti Thufaila Azizah, Roida Tiara Febri Angellia Triadinda Yudha Wardani Triadinda Yudha Wardani2 Via, Yisti Vita Vienes Queen Tsamara Vita Via, Yisti Wahyu Riska Ardila Wahyu Syaifullah Jauharis Saputra Wardah Firdausil Kamala Wariyanti Nugroho Putri Widya Agata, Ayu Wijaya, Riko Setya Windi Prawita, Desy Yisti Vita Via Yovi Ibnu Nasikhin Yuantoro, Revan Fajar Dwi Yudha Asmara, I Wayan Yudha Wardani, Triadinda Yumna Putri Salsabil Zainal Abidin Achmad