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All Journal International Journal of Electrical and Computer Engineering Information Technology and Telematics Dinamik Jurnal Ilmiah Dinamika Teknik Bulletin of Electrical Engineering and Informatics International Journal of Advances in Intelligent Informatics Proceeding SENDI_U Proceeding of the Electrical Engineering Computer Science and Informatics Jurnal Informatika Upgris Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) International Journal of Artificial Intelligence Research Jurnal Abdimas BSI: Jurnal Pengabdian Kepada Masyarakat Jurnal Informatika Jurnal Komputer Terapan IJIS - Indonesian Journal On Information System JURNAL ILMIAH INFORMATIKA JURNAL INSTEK (Informatika Sains dan Teknologi) Jurnal Teknik Informatika UNIKA Santo Thomas INTECOMS: Journal of Information Technology and Computer Science JURTEKSI Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal Jurnal Informasi dan Komputer JURNAL MAHAJANA INFORMASI Jurnal Manajemen Informatika dan Sistem Informasi Jurnal Informatika dan Rekayasa Elektronik JATI (Jurnal Mahasiswa Teknik Informatika) BERNAS: Jurnal Pengabdian Kepada Masyarakat Jurnal Ilmiah Intech : Information Technology Journal of UMUS Infotek : Jurnal Informatika dan Teknologi MEANS (Media Informasi Analisa dan Sistem) Journal of Applied Data Sciences Advance Sustainable Science, Engineering and Technology (ASSET) J-SAKTI (Jurnal Sains Komputer dan Informatika) Jurnal Teknik Informatika Unika Santo Thomas (JTIUST) Jurnal Pengabdian Masyarakat Intimas (Jurnal INTIMAS): Inovasi Teknologi Informasi Dan Komputer Untuk Masyarakat Jurnal Rekayasa elektrika semanTIK Indonesian Journal of Infomatics
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Educational Game Based Role Playing Games with Finite State Machine Method Edy Winarno; Tri Cicik Wijayanti; Wiwien Hadikurniawati; Everhard EngMarkiano Solissa
International Journal of Artificial Intelligence Research Vol 6, No 1.2 (2022)
Publisher : Universitas Dharma Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29099/ijair.v6i1.2.574

Abstract

Playing games is one of the activities in great demand by the elderly, young, and children, whose use is generally only to fill spare time, get rid of boredom, and for fun. Therefore in this final project, an educational game based on Role Playing Game will be developed, which is helpful for learning by applying ten-finger typing education because, until now, learning has only been done through books. Delphi 7 is used in its manufacture. The Delphi language is a programming language that can be configured in such a way that it can work with other devices to form a control system—and apply the Finite State Machine method to process the gameplay control flow, which consists of 3 levels where the player will complete the answers for each class to be able to proceed to the next level. The results of this game can be used as learning media for children, and they can learn while playing to add knowledge in the field of typing. With these benefits, it is hoped that later games can be developed and applied among students. A game uses electronics and is entertainment in the form of multimedia that is made as attractive as possible so that players can get something that there is new satisfaction. In the Big Indonesian Dictionary, an online game is used to play goods or something that is played. The growth of the game industry is developing, especially in various types of games which include Maze Games, Board Games, Card Games, Battle Card Games, Quiz Games, Puzzle Games, Shooting Games, First Person Shooting (FPS), Side Scrolling Games, Fighting Game, Racing Game, Simulation, Strategy Game, Role Playing Game (RPG), Adventure Game, Sports Game, and Edutainment Game.
Prioritizing Key Stunting Risk Factors Using a Fuzzy DEMATEL-Based Group Decision Making Approach Taufiq Dwi Cahyono; Wiwien Hadikurniawati
Dinamik Vol 31 No 2 (2026)
Publisher : Universitas Stikubank

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35315/dinamik.v31i2.10678

Abstract

The Multi-Criteria Group Decision Making (MCGDM) approach uses the fuzzy DEMATEL method to assess the criteria for stunting in toddlers. This involves data with numerical values, being fuzzy numbers, numbers that represent subjective judgments by eight decision makers. The study aims to identify and prioritize the critical factors that contribute to stunting in children, which can help policymakers to develop effective interventions to reduce stunting rates. The approach combines fuzzy set theory and the DEMATEL method to handle the uncertainty and vagueness of the decision-making process. The results show that the proposed approach can effectively identify and prioritize the critical factors that contribute to stunting, which can help policymakers to develop targeted interventions to reduce stunting rates. The study contributes to the field of multi-criteria decision-making by providing a novel approach that can handle the uncertainty and vagueness of the decision-making process in evaluating complex problems such as stunting. The MCGDM results are based on four criteria and the ranking is determined using the fuzzy DEMATEL. The analysis and calculations show that the main criteria based on the highest value obtained is mother nutrition.