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Smart Tax – The Concept of Gamification, Board Game & Metaverse Inside Tax Profiling To Make Taxpayers Comfortable Novianto, Sendi; Gamayanto, Indra; Sundjaja, Arta Moro; Mailangkay, Adele B L
Media Jurnal Informatika Vol 16, No 2 (2024): Media Jurnal Informatika
Publisher : Teknik Informatika Universitas Suryakancana Cianjur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/mji.v16i2.4705

Abstract

Tax is one of the essential pillars in the development of a country, where taxes can have a positive impact on changing people's lives. This research will focus on how gamification, board games, and metaverse can increase the ease of paying taxes, create a more effective and efficient organizational structure to generate business for state financial institutions, implement tax incentives appropriately, and provide fair solutions for taxpayers. Convenience for the community is an essential focus in this research because it is a fundamental thing that must be built and implemented so that when paying taxes, people feel that it is no longer an obligation but a lifestyle. Furthermore, applying technology such as gamification, board games, and metaverse will improve services to the community. Several concepts, such as building a business in a financial institution, will generate profits for the country. Finally, after these things can be implemented, institutions can provide right-on-target incentives to the community that really should get them, including incentives that fall into the correct category. The results of this study are a framework for compiling a smart tax profile (level of maturity in compiling a tax profile) that combines all types of incentives to be used as essential guidelines and applied in the long term. In this conceptual research, gamification is a link with taxpayers to make it more interesting and increase positive bonds; board games are game boards that are useful for carrying out manual simulations by sitting together and discussing, while metaverse and AI can be used for tax simulations so that taxpayers can understand more deeply about taxes.
The Eleven Stages of University: How to Implement A Combination of Gamification-Board game-Metaverse-AI Gamayanto, Indra; Sundjaja, Arta Moro; Mailangkay, Adele B L; Sirait, Tamsir Hasudungan
Media Jurnal Informatika Vol 16, No 2 (2024): Media Jurnal Informatika
Publisher : Teknik Informatika Universitas Suryakancana Cianjur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/mji.v16i2.4701

Abstract

AbstractTechnology is developing rapidly, and we need significant changes. One of them is the University. Universities are one of the pillars of the Country's progress, but not only this, the most basic level of education, from elementary school to higher levels, requires change. If we do not change and open our minds and eyes to change, we will not be able to deal with this long-term. Therefore, this concept research was done, and one of the most important reasons is "a significant change in all the ways we educate." This research is a development of the concept of the seven stages of maturity level inside a University, which is the basis for developing the next idea, namely the new average University, which consists of eight stages. In researching this concept, we will go through eleven stages, starting from gamification (step nine), board game (step ten), and metaverse (stage eleven).Further research has continued. There is still the final stage to complete this concept, which we will make after this research is thorough. The results of this study are the framework and the maturity level of University Profiling 2.0, which will become the basis for implementing gamification, board games, and metaverse in universities. They can even be applied in the most basic and advanced education. Remember: Change can only occur when human resources, habits/culture, and information technology/infrastructure are ready. We must keep these three things separate in building a high-quality education. Keywords: University, Education, Metaverse, Gamification, Board GameAbstrakTeknologi berkembang dengan pesat, dan kita membutuhkan perubahan yang signifikan. Salah satunya adalah Universitas. Universitas merupakan salah satu pilar kemajuan Negara, namun tidak hanya itu, jenjang pendidikan paling dasar, dari sekolah dasar hingga jenjang yang lebih tinggi, juga memerlukan perubahan. Jika kita tidak berubah dan membuka pikiran serta mata kita untuk perubahan, kita tidak akan mampu menghadapinya dalam jangka panjang. Oleh karena itu, penelitian konsep ini dilakukan, dan salah satu alasan terpentingnya adalah "perubahan yang signifikan dalam semua cara kita mendidik." Penelitian ini merupakan pengembangan dari konsep tujuh tahap tingkat kematangan dalam sebuah Universitas, yang menjadi dasar untuk mengembangkan gagasan selanjutnya, yaitu Universitas rata-rata baru, yang terdiri dari delapan tahap. Dalam meneliti konsep ini, kita akan melalui sebelas tahap, mulai dari gamifikasi (tahap kesembilan), permainan papan (tahap kesepuluh), dan metaverse (tahap kesebelas). Penelitian lebih lanjut terus dilakukan. Masih ada tahap akhir untuk melengkapi konsep ini, yang akan kita buat setelah penelitian ini tuntas. Hasil dari penelitian ini adalah kerangka kerja dan tingkat kematangan University Profiling 2.0 yang akan menjadi dasar penerapan gamifikasi, permainan papan, dan metaverse di perguruan tinggi. Bahkan, dapat diterapkan di jenjang pendidikan paling dasar dan tingkat lanjut. Ingat: Perubahan hanya dapat terjadi jika sumber daya manusia, kebiasaan/budaya, dan teknologi/infrastruktur informasi telah siap. Ketiga hal ini harus kita pisahkan dalam membangun pendidikan yang bermutu. Kata kunci:  Universitas, Pendidikan, Metaverse-AI, Gamifikasi, Permainan Papan
“simiyo” Mobile Game Sebagai Media Publikasi Dalam Memberikan Kesadaran Lingkungan Tentang Keselamatan Penyu Di Konservasi Penyu Pacitan Gamayanto, Indra; Herisa, Ardiawan Bagus
Journal of Animation and Games Studies Vol 10, No 2 (2024): Oktober 2024
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v10i2.8345

Abstract

 Pelestarian lingkungan hidup merupakan salah satu cara untuk meningkatkan kualitas hidup di sekitarnya, oleh karena itu, untuk menanggulangi kepunahan penyu pemerintah Indonesia membentuk banyak lembaga konservasi penyu, salah satunya adalah Konservasi Penyu Pacitan. Konservasi Penyu Pacitan melakukan berbagai kegiatan sebagai bentuk penanggulangan kepunahan penyu dengan melalui penyuluhan tentang keselamatan dan habitat penyu. Terdapat beberapa cara yang sudah dilakukan diantaranya adalah penyuluhan yang dilakukan secara langsung dan edukasi mengenai penyu melalui website, namun kedua cara tersebut belum mencapai hasil yang maksimal. Oleh sebab itu, dibutuhkan penyuluhan dengan menggunakan media teknologi agar  penyebaran informasi dapat dilakukan dengan lebih mudah dan interaktif. Pada penelitian ini, peneliti melakukan kerja praktek di Arkode Studio (Android Game Studio) dan menyarankan untuk menggunakan media seperti Mobile Game sebagai sebuah solusi. Game tersebut dapat menampilkan fakta, data dan informasi mengenai hal-hal yang berhubungan dengan penyu, antara lain: siklus hidup penyu, undang-undang yang mengatur keselamatan penyu, cara mengamati penyu bertelur, cara merawat penyu dan masih banyak hal lainnya. Hasil dari penelitian ini adalah game siMiyo, yang merupakan salah satu game yang dirancang, dibuat dan mampu meningkatkan kecintaan kita terhadap penyu dan mampu meningkatkan empati kita dalam melestarikan penyu. Ini adalah salah satu solusi yang tepat untuk dapat meningkatkan kemauan dalam melestarikan penyu.  
The Maturity Level of Education Profiling To Generate E-Learning Systems & Innovation Gamayanto, Indra; Wibowo, Sasono
IJISTECH (International Journal of Information System and Technology) Vol 8, No 4 (2024): The December edition
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v8i4.368

Abstract

Knowledge and experience are two things that cannot separate; they are connected and form an inseparable unity. Knowledge has two important things: invisible knowledge based on experience and visible knowledge based on competency development. This article is a complete concept of how we can gradually improve our performance, and at each stage, there will be steps to improve this. Furthermore, this article complements previous research published, namely Development of Mentoring Management in Producing High-Quality Human Resources at University Level in Facing the Asean Economic Community (MEA) Using the Concept of Kiyosaki - Blanchard Abcd Trust Methods-Hsova. This article will discuss improving seven indicators: Strategy, Structure; Systems; Culture; Staff; Style, and Global Goals. Of course, these seven indicators are very important to discuss because, at each level, a standard will give to improve performance and systematic steps so that performance can improve stably but flexibly. The other side is the seven levels: stage 1 Uncontrolled; stage 2 The fundamentals; stage 3 The development; stage 4 Integrated; stage 5 Good University; stage 6 The Best University; stage 7 Global University. The results of this article are the maturity level of e-learning and the maturity level of the university.
Pelatihan Digital Marketing Pada Warga Kelurahan Bulu Lor Semarang Wibowo, Sasono; Gamayanto, Indra; Suharnawi, Suharnawi; Harini, Harini
Manggali Vol 4 No 2 (2024): Manggali
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/manggali.v4i2.3365

Abstract

Di era digitalisasi hampir merambah semua bidang bisnis dan industri. Pengabdian masyarakat kali ini membahas tentang digital marketing dan leaderships, sebagai bekal untuk menghadapi tuntutan yang serba praktis, memiliki kecepatan yang tinggi. Konsep dasar dari digital marketing ini akan sangat membantu anak muda dalam memahami bahwa perubahan dapat terjadi kapan saja dan yang menjadi inti pentingnya adalah bahwa perubahan dapat terjadi secara baik, jika kita memahami batasan-batasan yang seharusnya dipahami, dijalankan dengan etika yang benar. Tantangannya adalah bukan digital itu sendiri, tetapi pribadi orang yang terlibat dalam menjalankan bisnis digital tersebut. Oleh karena itu, sangatlah penting untuk kewaspadaan dalam memilih, menggunakan dan berkomunikasi menggunakan digital ini.
Optimizing Customer Loyalty Through The Information System Customer Approach at Harapan Hospitals Angelia Dwi Ceissa; Gamayanto, Indra; Wibowo, Sasono
Journal of Applied Informatics and Computing Vol. 9 No. 2 (2025): April 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i2.9202

Abstract

This research aims to optimize hospitals customer loyalty through a Customer Relationship Management (CRM) approach. In the increasingly competitive healthcare industry, customer satisfaction is key to retaining and attracting new customers. SERVQUAL is one of the methods we use in this study so that by implementing CRM, hospitals can understand patient needs, improve service quality, and build long-term relationships. This study uses a quantitative approach with a survey method of 106 respondents who are hospital customers. The results of the analysis show that the implementation of CRM has a significant effect on patient satisfaction and loyalty. Although the overall satisfaction rate reached 84.9%, several aspects needed to be improved, such as the waiting time of doctors and the speed of the registration process. Recommendations to improve the effectiveness of CRM in hospitals include the development of digital systems and staff training.
Comparing Decision Tree and Support Vector Machines in Hospital Satisfaction Anggraini, Dinda; Gamayanto, Indra; Wibowo, Sasono
Journal of Applied Informatics and Computing Vol. 9 No. 2 (2025): April 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i2.9203

Abstract

Patient satisfaction is a key indicator of hospital service quality. This study compares the performance of Decision Tree and Support Vector Machine (SVM) in classifying patient satisfaction at Harapan Hospital Magelang for service optimization. The dataset, derived from a 2024 survey, consists of 577 samples and 13 predictor variables, covering patient demographics and medical service aspects. Preprocessing includes data cleaning, normalization, encoding, and class balancing using SMOTE. The Decision Tree is applied with gini impurity and max_depth=11, while SVM uses the RBF kernel (C=100, gamma=0.01). Model evaluation metrics include accuracy, precision, recall, F1-score, and ROC-AUC.Results show that Decision Tree outperforms SVM, achieving 86% accuracy vs. 81%. It also has 86% precision and 95% recall for the Dissatisfied category, higher than SVM (93% recall). The McNemar test confirms a statistically significant performance difference (p-value = 0.037). With higher accuracy and interpretability, Decision Tree is recommended as the primary method for hospital patient satisfaction analysis. These findings support the development of an adaptive classification system for Indonesian healthcare data.
PENYULUHAN “THE PHYCOLOGY OF BOARD GAME” DI DHADHU BOARD GAME CAFÉ & SMAN 3 SEMARANG Budi, Setyo; Gamayanto, Indra; Zami, Farrikh Al; Wibowo, Sasono; Novianto, Sendi; Herowati, Wise; Haryanto, Hanny; Harisa, Ardiawan Bagus
ADIMAS Jurnal Pengabdian Kepada Masyarakat Vol 9, No 1 (2025): Maret 2025
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/adi.v9i1.8758

Abstract

Abstrak Board game memiliki banyak manfaat di dalam perkembangannya, hal ini akan dapat memberikan pengaruh positif dan negative terhadap para penggunanya. Tetapi, di sini kita akan berfokus pada dampak positif yang dimiliki oleh board game. Pengabdian masyarakat kali ini akan membahas mengenai bagaimana pengaruh board game terhadap dampak psikologi seseorang. Jika seseorang memainkan board game apakah akan mendapatkan benefit dan perubahan di dalam dirinya dan berdampak terhadap lingkungannya? Kita akan melakukan pembahasan dan penyuluhan di dalam pengabdian ini. Hal ini tentunya masih membutuhkan pembahasan yang lebih mendalam karena board game bersifat sangat luas dan dapat memberikan pengaruh yang cukup besar terhadap hal-hal lainnya. Hasil dari pengabdian masyarakat ini adalah para pengguna, pemain, staff dan lainnya yang sejatinya menyukai board game akan mendapat manfaat yang sebesar-besarnya, sehingga board game tidak lagi dijadikan sebagai permainan biasa, tetapi sudah menjadi permainan yang dapat digunakan sebagai pengembangan diri dan dapat memberikan dampak positif terhadap masyarakat dan diri sendiri.Kata kunci: pemberdayaan, Board game, permainan, implementasi, pengaruh, dampak
Appreciative Learning for Immersive Reward System in Education Game Development Hanny Haryanto; Ardiawan Bagus Harisa; Indra Gamayanto
Journal of Games, Game Art, and Gamification Vol. 6 No. 2 (2021)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v6i2.7398

Abstract

Game replayability is very important in serious game to maximize the understanding for the learning content. The replayability is the result from the gameplay experience. Games have the advantage of providing a fun experience, and immersion is a vital element in game design to produce the experience. However, the design of immersion in games is often not well conceptualized so that it does not produce the expected experience. This study uses Appreciative Learning based reward system, which focuses on positive things such as peak achievements, opportunities, exploration of potential and optimism for the future. The reward activity consists of four stages, namely Discovery, Dream, Design and Destiny. Reward personalization is done by regulating reward behavior using artificial intelligence which runs in all four stages. Appreciative Learning will be used to design immersive experiences consisting of sensory, imaginary and challenge-based immersion, which are the three main elements of immersive games. Intelligent agent behavior is modeled using the Finite State Machine. This study produces an immersive reward design that is applied to the concept of Appreciative Learning in designing a serious game.
Pelatihan Smart Startup Profiling Management Di SMA Masehi 1 & SMA Negeri 3, Semarang Gamayanto, Indra; Mailangkay, Adele B L
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 8, No 2 (2025): MEI 2025
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v8i2.2969

Abstract

Abstrak Startup merupakan sesuatu yang sangat penting di dalam penerapannya dan hal ini membutuhkan waktu untuk dapat diterapkan dengan tepat. Dalam pengabdian masyarakat ini kami menemukan beberapa masalah seperti pemahaman mengenai startup, bagaimana pemilihan team dengan tepat dan bagaimana cara mengembangkan perusahaan startup. Oleh karena itu, pengabdian masyarakat ini akan memberikan solusi terhadap permasalahan tersebut. Pelatihan ini juga direncanakan dengan sangat terstruktur dan sistematis untuk dapat diterapkan dengan tepat sasaran dan kepada siswa dan guru untuk dapat membangun sebuah bisnis yang akan dapat memberikan bentuk peningkatkan perekonomian bagi siswa, guru dan masyarakat. Hasil dari pengabdian masyarakat ini, siswa, guru dan masyarakat akan dapat memahami konteks dan konten startup secara tepat dan hal ini akan dapat digunakan untuk dapat mengembangkan diri dan membangun sebuah sistem perekonomian berbasis solusi Kata kunci: Startup, Konsep, Penerapan, Mulai bisnis, Masa depan Abstract Startup is something that is very important in its implementation and it takes time to be implemented properly. In this community service we found several problems such as understanding startups, how to choose the right team and how to develop a startup company. Therefore, this community service will provide solutions to these problems. This training is also planned in a very structured and systematic way to be implemented on target and to students and teachers to be able to build a business that will be able to provide a form of economic improvement for students, teachers and the community. The results of this community service, students, teachers and the community will be able to understand the context and content of startups properly and this can be used to be able to develop themselves and build a solution-based economic system Keywords: Startup, Concept, Implementation, Starting business, Future
Co-Authors -, Suhariyanto Abas Setiawan Abas Setiawan Abdul Syukur Achmad Wahid Kurniawan Acun Kardianawati Adriana Dina Agus Prayitno Agus Winarno, Agus Ahmad Zainul Fanani Al zami, Farrikh Alzami, Farrikh Anandatama, Dimas Haydar Angelia Dwi Ceissa Anggraini, Dinda Arief Setyayoga Arta Moro Sundjaja, Arta Moro Asih Rohmani Asih Rohmani Asih Rohmani Asih Rohmani, Asih Budi, Setyo Christian, Henry Daniswara Sirwenda, Alfian Bisma De Rosal Ignatius Moses Setiadi Dena Trixie Rahma Tifany Destya Khairuna Desy Dwi Prasetyowati Devi Ajeng Efrilianda Devi Purnamasari Dewi Agustini Santoso Dewi Agustini Santoso Edi Faisal efrilianda, Devi ajeng efrilianda Elok Iedfitra Haksoro Fahmi Amiq Fajrian Nun Adnan Farrikh Al Zami Farrikh Al Zami Fenny Angelina Fitri Febriani Florentina Esti Nilasari Florentina Esti Nilawati Florentina Esti Nilawati Hadi, Heru Pramono Hanny Haryanto Harini Harini Harisa, Ardiawan Bagus Henry Christian Henry Christian Herisa, Ardiawan Bagus Herman Try Maulana Herowati, Wise I Gusti Bagus Wiksuana Ibnu Utomo WM Ihya Ulumuddin, Dimas Irawan Ismanto, Ivan Kurniadi, Agung Kurniawan, Michael Christ Kustiadi, Josse Kustiadi, Kustiadi Lusi Noviani Prasetyo Mailangkay, Adele B L Marjuni, Aris Maulana, Herman Try Melianie, Melianie Nugraha, Alvin Satria Nugraha, Rizka Nurhana Rifki, Slamet Ikhvan Nurhindarto, Aris Pangesti, Galih Mentari Prabawaseputra, Rafael Agusto Prasetyo, Lusi Noviani Purnamasari, Devi Ramadhan Rakhmat Sani Rifki, Slamet Ikhvan Nurhana Rindang Widuri Rizka Nugraha S, Dewi Agustini Saroji Saroji Sasono Wibowo Sendi Novianto Sendi Novianto Sendi Novianto Sendi Novianto Setiawan, Aries Setyo Budi Setyo Budi Sirait, Tamsir Hasudungan Sirwenda, Alfian Bisma Daniswara Sri Winarno Sri Winarno Suharnawi Suharnawi Suharnawi Suharnawi Suharnawi Sukamto, Titien Sukamto, Titien S Sukamto, Titien Suhartini Titien S sukamto Titien S Sukamto Titien S Sukamto Titien Suhartini Sukamto Titien Suhartini Sukamto Utomo WM, Ibnu Zaenal Arifin Zami, Farrikh Al