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GOMS-based User Experience for Cultural Tourism Application in Indonesia Kurniawan, Muhammad David; Haryanto, Hanny
Advance Sustainable Science, Engineering and Technology Vol 6, No 1 (2024): November-January
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/asset.v6i1.17862

Abstract

Indonesia's diverse cultural heritage presents an opportunity for tourism, yet traditional approaches and insufficient technology utilization hinder its full potential. We propose the development of a Cultural Tourism Application, specifically targeting the rich cultural attractions of Yogyakarta, Indonesia. The research develop the GOMS (Goals, Operators, Methods, and Selection Rules) model to design user-friendly interfaces for discovering cultural attractions, providing detailed information, searching, and exploring historical timelines and helped us understand the steps and knowledge required for users to achieve their goals within the app This model allows for a systematic understanding of user interactions and cognitive processes within the context of the Cultural Tourism Application. A User Acceptance Testing (UAT) survey reveals a high level of acceptance 91.2% for the Cultural Tourism Application, signifying its effectiveness in enhancing learnability, efficiency, memorability, safety, and overall user satisfaction.
Pelatihan Konsep Gamification Profiling Pada SMA Negeri 3 Semarang Gamayanto, Indra; Haryanto, Hanny; Harisa, Ardiawan Bagus; Setiawan, Abas
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 6, No 3 (2023): September 2023
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v6i3.1645

Abstract

Gamification merupakan fenomena luar biasa mengenai bagaimana kita dapat melibatkan pengguna untuk dapat memahami bisnis yang kita miliki. Para pengguna akan dapat memperoleh banyak hal yang menarik dari gamification yang ditawarkan oleh para pemilik bisnis, mulai dari game, bonus, discount, dan masih banyak hal lainnya yang dapat membuat pengguna atau konsumen menjadi lebih loyal dan memiliki hubungan yang erat dengan bisnis tersebut. Penelitian ini merupakan pengembangan konsep dari innovation profiling, dimana konsep ini menjelaskan mengenai tujuh tipe inovasi dan di sini gamification merupakan salah satu inovasi yang akan kami bahas. Pada penelitian ini, gamification dibagi menjadi tiga bagian penting, dimana hal ini merupakan kesatuan yang tidak boleh dipisahkan satu sama lain. Pada bagian pertama adalah tentang the big picture of gamification profiling dan formula GMF = P. B2. E2. I2. U2. Pada tahap kedua adalah empat tipe gamification- open gamification (OP), specific gamification (SG), innovative gamification (IG), undeveloped gamification (UG). Pada tahap ketiga, yang merupakan tahap akhir adalah Business gamification profiling (BG), Education gamification profiling (EG), Psikologi gamification profiling (PG), Future gamification profiling (FG). Hasil dari penelitian ini adalah framework gamification profiling dan penerapannya pada bidang education, sebagai studi kasus utama dalam menerapkan hal ini.
PENYULUHAN GAME & PSIKOLOGI 2.0 KEPADA PESERTA DIDIK DAN GURU Budi, Setyo; Gamayanto, Indra; Novianto, Sendi; Haryanto, Hanny; Wibowo, Sasono; Sani, Ramadhan Rakhmat; Sukamto, Titien Suhartini
JE (Journal of Empowerment) Vol 4, No 1 (2023): JUNI
Publisher : Universitas Suryakancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/je.v4i1.2851

Abstract

ABSTRAK Kata perubahan merupakan kata penting karena perubahan membutuhkan tingkat kreativitas tinggi serta implementasi bertahap. Dalam dunia game, perubahan terjadi sangat signifikan. Game yang ada sekarang dapat memberikan dampak besar terhadap pemainnya yaitu dampak positif dan negatif. Peserta Didik/Murid dan Guru harus mengetahui  dampak yang diakibatkan dari permainan game,  kemudian mengetahui solusi atau alternatif apa yang terbaik untuk mengatasi dampak tersebut. Agar pemahaman dasar tentang game ini dimiliki oleh Murid dan Guru SMA Negeri 3 Semarang, maka diperlukan penyuluhan terkait permaian game dan psikologi. Metode yang digunakan pada Pengabdian kepada Masyarakat (PkM) ini adalah model penyuluhan. Untuk mengetahui indikator keberhasilan pada penyuluhan ini yaitu dengan membagikan kuisioner terkait dengan materi yang disampaikan. Hasil dari penyuluhan ini adalah Murid dan Guru dapat memahami dampak yang lebih jelas mengenai game, serta solusi apa saja yang perlu dipertimbangkan untuk mendapatkan hal-hal yang positif dari permainan game. ABSTRACTThe word change is an important word because change requires a high level of creativity and gradual implementation. In the world of games, changes are very significant. Games that exist now can have a big impact on players, namely positive and negative impacts. Learners/Students and Teachers must know the impact caused by playing games, then know what solutions or alternatives are best to overcome these impacts. So that the students and teachers of SMA Negeri 3 Semarang have a basic understanding of this game, counseling is needed regarding game play and psychology. The method used in Community Service (PkM) is an extension model. To find out the indicators of success in this extension, namely by distributing questionnaires related to the material presented. The result of this counseling is that students and teachers can understand a clearer impact on games, as well as what solutions need to be considered to get positive things from playing games.
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
Fuzzy Smart Reward for Serious Game Activity Design Haryanto, Hanny; Rosyidah, Umi; Kardianawati, Acun; Astuti, Erna Zuni; Dolphina, Erlin; Haryanto, Ronny
Scientific Journal of Informatics Vol 10, No 3 (2023): August 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v10i3.44051

Abstract

Purpose:  Serious game has been widely considered to be a potential learning tool, due to its main advantage to provide a fun experience in learning. The experience is supported mainly by in-game activities, where feedback is given in the form of rewards. However, rewards often don't work well due to various factors, for example, rewards are always the same, so they are monotonous. We use Appreciative Learning as underlying concept for activity design and fuzzy logic to create the reward behavior, called Fuzzy Smart Reward.Methods: We use Appreciative Learning as underlying concept for activity design and fuzzy logic to create the reward behavior. Appreciative Learning activities consists of Discovery, Dream, Design and Destiny. We propose fuzzy-based smart reward for those activities. The smart reward takes player achievement in each activity as input for the fuzzy inference system and give the dynamic reward as output.Result: A game prototype is developed as a test subject. The result shows that the smart reward could dynamically adjust the reward based on game conditions and player performance. Test conducted using Game Experience Questionnaire get the score 3.3 out of 4.Novelty:  There aren't many studies on dynamic rewards in structured reward systems; the majority of studies remove dynamic rewards from reward systems. In our research, a "smart reward" is a dynamic reward in a structured reward system that is created using artificial intelligence and is based on activities for appreciative learning. The use of Fuzzy Logic for structured reward behavior is also very rare. 
COMMUNITY SERVICE THROUGH THE TRAINING PROGRAM “THE END & RISE OF BOARD GAME” AT SMA NEGERI 3 SEMARANG AND DHADHU BOARD GAME SEMARANG Budi, Setyo; Gamayanto, Indra; Wibowo, Sasono; Widjajanto, Budi; Wahid Kurniawan, Achmad; Haryanto, Hanny; Setiawan, Aries
Jurnal Layanan Masyarakat (Journal of Public Services) Vol. 9 No. 4 (2025): JURNAL LAYANAN MASYARAKAT
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/.v9i4.2025.624-635

Abstract

This community service program aimed to provide training on the utilization of board games as a learning medium at SMA Negeri 3 Semarang in collaboration with Dhadhu Board Game Café. The implementation methods included needs analysis, material preparation, training sessions, and evaluation using questionnaires. A total of 40 students participated in the program. The evaluation results showed that 75% of participants understood the concept and benefits of board games, 60% considered board games helpful in enhancing analytical skills, and 70% reported improved self-confidence and teamwork ability. The tangible impact of this activity was an increased awareness among students of the potential of board games as an interactive and engaging alternative learning medium. Practically, this program provides implications for teachers to integrate board games into classroom learning and opens opportunities for further research on long-term effectiveness.
Co-Authors Abas Setiawan Abas Setiawan Abas Setiawan Abas Setiawan Acun Kardianawati Acun Kardianawati Adi Purnomo Agus Winarno, Agus Ahmad Zainul Fanani Akbar Ariya Caraka Alfian Sa’dan Alvin Satria Nugraha Andrean Nugraha Fajero Angga Adetiya Ardianto, Christian Arief Setyayoga Aripin Arry Maulana Syarif, Arry Maulana Arta Moro Sundjaja, Arta Moro Asih Rohmani Benedictta Dinda Permatasari Bondan Prasetyo Budi Widjajanto Budi, Setyo Christyan Putra, Andreas Aditya Danny Wijaya De Rosal Ignatius Moses Setiadi Desi Purwanti Kusumaningrum Edy Mulyanto Elok Iedfitra Haksoro Erlin Dolphina Erna Zuni Astuti Erna Zuni Astuti Erna Zuni Astuti Erna Zuni Astuti Farrikh Al Zami Fitri Yakub Harisa, Ardiawan Bagus Haryanto, Ronny Heribertus Himawan Herman Try Maulana Herowati, Wise Indra Gamayanto Indra Gamayanto Indra Gamayanto Kadiasti, Ristia Kardianawati, Acun Khafiizh Hastuti Kurniawan, July Kurniawan, Muhammad David L. Budi Handoko Laksana, Deddy Award Widya Lukman Sandjaya Lusi Noviani Prasetyo Muchamad Afif Muhamad Safi’i Muhammad Adhie Darmawan Muhammad Qori’ Untiarasani Muljono Muljono Muljono, - Mulyanto, Edy Nathania, Nita Virena Naufal, Muhammad Rakha' Noor Ageng Setiyanto, Noor Ageng Nugraha, Alvin Satria Perawati Perawati Pulung Nurtantio Andono Raden Arief Nugroho Rahmatsyam Lakoro Rahmatsyam Lakoro Rama Joko Pamungkas Ramadhan Rakhmat Sani Resa Septiarti Rosyidah, Umi Saeful Fahmi Saroji Saroji Sasono Wibowo Sendi Novianto Sendi Novianto Sendi Novianto Sendi Novianto Septian Idhi Pangestu Setia Astuti Setia Astuti Setiawan, Aries Setyo Budi Sirait, Tamsir Hasudungan Siswoko, Tandicha Marchelputra Steven Adi Santoso Sukamto, Titien Suhartini Sukmono, Indriyo K. Surya Adijaya Saputra T. Sutojo T. Sutojo T. Sutojo Tatak Ulul Azmi Tito Bimantoro Umi Rosyidah Umi Rosyidah Wahid Kurniawan, Achmad Wellia Shinta Sari Wijanarto Wijanarto Wisinggya, Kadhana Reya Wisnu Agastya Yoga Prasetio Yuniarsi Rahayu Yuniarsi Rahayu Yusianto Rindra Zami, Farrikh Al