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IMPLEMENTATION OF PATHFINDING ALGORITHM IN SCOUT EXPLORING GAME WITH DIGITAL GAME-BASED LEARNING-INSTRUCTIONAL DESIGN METHOD Kurniadi, Dede; Tresnawati, Dewi; Sopiah, Dede
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 4 (2024): JUTIF Volume 5, Number 4, August 2024
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.4.1931

Abstract

Scouting, or Praja Muda Karana, which means young people who like to work, has become an extracurricular activity that must be held in schools and is regulated by the Law of the Republic of Indonesia. Tri Satya and Dasa Dharma are scouting principles applied through scouting teaching methods, including interactive learning in the open air. One form of implementation is through exploration activities. Along with the rapid development of science and technology, scouting material is now easier to convey through educational games. Educational games are specifically designed to teach specific concepts and understanding, as well as to guide, train skills, and motivate players. Therefore, the aim of making this game is to describe and simulate exploration activities, which is one of the essential aspects of scouting activities. Applying the A* pathfinding algorithm in a 3D game with a scout exploration theme is critical in helping players determine the fastest path to the destination post. This game is expected to improve the player's learning experience with realistic challenges and interactive learning. This game was developed using the Digital Game-Based Learning-Instructional Design (DGBL-ID) method and tested using black box testing. The implementation results show that the scout exploration game application provides positive benefits, as proven by the results of a questionnaire using the Guttman scale with the title "Very Good," indicating that this game is a learning medium that is easy to understand and fun.
Educational Game Design For Carbon Emission Using Game Development Life Cycle Method Tresnawati, Dewi; Rahayu, Sri; Maulana, Randi
ULTIMATICS Vol 16 No 1 (2024): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v16i1.3406

Abstract

Carbon emissions are gases that arise from human actions, such as burning fossil fuels and industrial waste. Climate change is currently a problem that is increasingly attracting the attention of the wider community worldwide, including Indonesia. The educational game about carbon emissions applies the Game Development Life Cycle (GDLC) approach, which consists of six stages, including initiation, pre-production, production, testing, beta, and launch. The educational game on carbon emissions is expected to help raise youth awareness about the importance of reducing carbon emissions and provide information about efforts to reduce carbon emissions for the younger generation and the general public.
Penerapan Sistem Gamifikasi pada Learning Management System Garnisa, Sandra Budi; Tresnawati, Dewi; Rahayu, Sri
Jurnal Algoritma Vol 20 No 2 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-2.1299

Abstract

Currently, fun learning is rarely used by educators, educators more often use the concept of learning by delivering material and assignments carried out full time during learning hours which can make students bored. The concept of gamification in learning is a concept that takes game elements which is expected to make students motivated and enthusiastic in understanding the lessons given by educators. The aim of this research is to apply gamification to the Learning Management System (LMS) so that educators can create content such as quizzes, interactive videos and presentations. In the system there are rewards that make students interested in doing assignments because there is a sense of satisfaction like playing games and can help educators to find out their students' understanding. In making this system, the Multimedia Development Life Cycle method was used with 6 stages, namely concept, design, material collection, assembly, testing and distribution. The final result of this research is a gamification concept in the LMS that applies the LevelUp and badge features, namely giving awards and points by displaying the results obtained in the form of increasing the level of each student on the leaderboard and giving badges according to the criteria determined by the admin and lecturer.
Rancang Bangun Aplikasi Layanan Informasi dan Pemesanan Tiket pada Objek Wisata Situ Bagendit Berbasis Mobile Septiana, Yosep; Tresnawati, Dewi; Nurohmah, Novita Fitri; Ikhwana, Andri
Jurnal Algoritma Vol 20 No 2 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-2.1434

Abstract

The development of technology is a tool that is much needed by tourism to make it easier to obtain information and can also help, simplify and speed up tourist attraction managers in managing data on tourist visits. This information aims to increase tourism profits. Situ Bagendit is a tourist attraction in Bagendit Village, District. Banyuresmi, Kab. Garut. Situ Bagendit is a tourist spot that is of interest to many visitors. Based on the results of interviews with the management of Situ Bagendit and seeing that there are problems with information services where the presentation of information about this tourist attraction is still minimal, whereas after revitalizing this tourist attraction it will become an international scale tourist attraction and also ticket reservations are recorded manually, namely the door guard or the person guarding it. in terms of serving visitors to buy and make payments, they still use paper. The aim of this research is to create an application regarding information services and ticket reservations at these tourist attractions as an effort to make it easier for visiting tourists to find information in advance and order tickets online, tourists no longer need to queue to order tickets. Similar literature studies, field studies with observations and interviews, and literature studies were used to collect data. The methodology used is the Unified Software Development Process, then uses the Flutter framework and Unified Modeling Language modeling and applies the Mobile concept. The results of the research carried out are in the form of a mobile-based application for information services and ticket reservations at the Situ Bagendit tourist attraction so that it can convey information about the tourist attraction and help make it easier for tourists to order tickets online so that those who will visit can make reservations in advance and without delay. have to queue first.
Penerapan Algoritma Pathfinding Pada Game Petualangan Pemadam Kebakaran Menggunakan Metode Learning Instructional Design Kurniadi, Dede; Tresnawati, Dewi; Fitriani, Ranti
Jurnal Teknik Informatika dan Sistem Informasi Vol 11 No 1 (2025): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v11i1.8514

Abstract

Firefighters have responsibilities in fire and rescue incidents that do not exist in fire incidents, such as evacuating wasp nests, rescuing animals trapped in trees or wells, and so on. The importance of understanding the duties of a fire extinguisher is toprovide awareness to the public that with the existence of a fire extinguisher, the management of environmental resources is better maintained to realize environmental safety and security from the dangers of fire disasters. With very rapid technological information, presenting firefighting duties can be more interesting if presented with an adventure-themed 3D educational game. This research uses the Digital Game-Based Learning Instructional Design (DGBL-ID) method and applies a pathfinding algorithm to the path thatwill be taken. This research produces an Android-based firefighting adventure game application. Testing the level of user satisfactionobtained very satisfactory results, which were measured based on Black Box testing with the Guttman Scale method calculation.
Plant Disease Detection Using Digital Image Processing: Opportunities and Challenges Fitriani, Leni; Fatimah, Dini Destiani Siti; Tresnawati, Dewi
JOIN (Jurnal Online Informatika) Vol 10 No 2 (2025)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v10i2.1330

Abstract

Diseases in plants affect the yield of the plant itself. Agriculture is essential in human life, and if plant conditions are left unchecked, it will result in crop failure, which can affect the economy. Many researchers have developed methods to detect plant diseases, ranging from expert systems to deep learning algorithms. Machine learning is particularly effective for this task as it relies on datasets composed of plant images, making image processing crucial for the identification process. This article reviews the current literature and identifies several research gaps, opportunities, and challenges that must be addressed. Specifically, the article outlines potential avenues for future research in detecting plant diseases using image processing techniques. A significant opportunity exists to develop more effective algorithmic models for detecting plant diseases.
Pengukuran Keterlibatan Pelajar Menggunakan Learning Analytic dan Metode Kanban Tresnawati, Dewi; Septiana, Yosep; Hidayatno, Fachrul Ramdaniar
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2369

Abstract

Currently, Learning Management Systems (LMS) are widely used in schools. However, the features of LMS that are commonly used today are not yet capable of increasing student engagement in learning, especially in online learning. Learning analytics helps teachers identify learning targets, understand results, behaviors, and learning processes so that teachers can determine the right learning strategies. The purpose of this study is to apply learning analytics, measure student engagement in online learning using a Learning Management System built with the Kanban method and NodeJS framework as the backend. The Learning Management System has proven to be capable of generating data and information related to learning activities such as attendance, assessments, assignments, and quizzes, as well as supporting teaching staff in providing clear feedback in accordance with the activities carried out by students. The results of this study indicate that the Learning Management System using the Kanban method has met the expectations of teachers and students in the learning process.
Rancang Bangun Aplikasi E-learning Berbasis Web Untuk SMK Menggunakan Metode Extreme Programming Tresnawati, Dewi; Ardiansyah, Ryan
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2647

Abstract

The development of information and communication technology has brought significant changes in the field of education, where learning is no longer confined to conventional classrooms. Global trends indicate that e-learning has become one of the main solutions to address the challenges of modern education, particularly with the growing demand for flexible, interactive, and accessible distance learning for both students and teachers. In Indonesia, the implementation of e-learning is increasingly encouraged by government policies aimed at school digitalization. However, in practice, many educational institutions still face obstacles such as limited infrastructure, lack of system integration, and low utilization of technology in teaching and learning activities. Based on these conditions, this research focuses on the development of a web-based e-learning system specifically designed for SMK Setia Bhakti Garut. The application was developed using the Extreme Programming methodology to ensure flexibility and efficiency throughout the development process. The system includes key features such as material management, assignments, online examinations, interactive learning videos through the WordPress H5P plugin, student group management, and activity notifications. The development process began with user requirements analysis using a user story approach, followed by system design, program implementation, and testing to ensure functionality. The results of black-box testing indicate that all functional components of the system operate as expected according to the defined functional requirements. Moreover, the integration of H5P content within WordPress provides teachers with the flexibility to design interactive multimedia-based learning materials.
Co-Authors Ade Sutedi Ade Sutedi, Ade Adinugraha, Yudistira Agas Moch Fauzan Agung Gumelar Agung Khofidin Agus Nugraha Ahdan, Alfin Muhamad Ahmad Arif Budiman Ai Adhayani Aldi Nur Puadi Alfi Saeful Milah Alim, Ikbal Nur Alsi Linda Sari Andi Fauzi Andri Ikhwana Anita Nurvitrya Apriadi, Ari Ardiansyah, Ryan Arief Pinasti Nugraha Ary Akbar Sidiq Ary Setijadi Prihatmanto Asep Deddy Supriatna Asri Mulyani Asyah, Cha Cha Nisya Ayu Latifah Cecep Saepuloh Cecep Sahlan Ma'rup Chandra Wijaya Dauni, Popon Dede Kurniadi Deden Nurul Hakim Dhami Johar Dhamiri Diki Setiadi Diki Silviadi Dimitri Mahayana Dindin Sihabudin Ahmad Wardi Dini Destiani Siti Fatimah Dini Destiani Siti Fatimah Dini Destiani Siti Fatimah Dini Destiani Siti Fatimah Edi Hidayat Egi Ramdani Eko Retnadi Eneng Wildayanti Eri Satria Eri Satria Eri Satria Eri Satria Erwin Gunadhi Fahmi Ilham Ardiansyah Fahreza, Muhammad Fajar Haiqal Farida Nuraeni Fassa Fatmalasari, Intan Sri Fauzan, Wildan Ahmad Nur Fikri Fahru Roji Fitriani, Ranti Fitriyani, Ranti Garnisa, Sandra Budi Gugum Gumilar Setia Permana Handayani, Nanda Haniyah, Hani Hanna Qurrotul Aini Hariyana Sanjaya Hidayatno, Fachrul Ramdaniar Hidayattuloh, Yusuf Husni Mubarok I Putu Satwika Indri Tri Julianto Intan Fadzilatunnisa Iqbal Maulana Iqbal Setyawan Irgi Muhamad Albani Kamal, Muhammad Abyan Karti, Karti Khoerudin Yusuf Kresnapatty, Duva Kusumah, Rullyanto Angga Latifah, Ayu Leni Fitriani Leni Fitriani, Leni Lestari, Nina Lukman Hakim M. Iqbal Ismail Safei Pamungkas Maharani, Larasyla Putriana Maulana, Randi Muhamad Firzan Desfriansyah Muhammad Bagja Sukriyansah Muhammad Fauzy Muhammad Rikza Nashrulloh Mujakki, Akmal Muttaqin, Epwan Nurul Nahdi Hadiyanto nanang nanang Nasrullah, Muhammad Rikza Novitasari, Sinta Nugraha, Alwi Iswahyudi Nukholis Abdul Majid Nurahman, Gia Nurhidayanti, Shopi Nurhisyam, Fahmi Nurohmah, Novita Fitri Nurul Fitriyani Pardiansyah, Irgi Rahma Melati, Tri Rahman, Ridwan Arif rahmat Soleh Rendi Nurdian Rian Fardian Rizqi Ridwan Arif Rahman Ridwan Setiawan Ridwan Setiawan Rifa Ferdiansyah Rinda Cahyana Rinda Cahyana Riri Ratna Utami Risa Aisyah Riyad Sabilul Muminin Rizal Mustofa Rizwan Faiz Rojani Rozak Rahmat Rostilawati, Detila Rusdiawan, Mohamad Mihradi Salsabil, Ilham Sandy Mawardi sandy mawardi Sania Alvi Alviah Septiana Firdaus Setiawan, Asep Trisna Silviadi, Diki Sopiah, Dede Sri Rahayu SRI RAHAYU Sumarto Dian Waluyo Taufik Sapta Nugraha Widi Gumelar Yomi Guno Yosep Septiana Yudistira Adinugraha Yulia Nuriyanti Yusep Moch Yusup Zikrifah, Amelia