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RPG-Based Educational Game for Personal Data Security Awareness in Elementary School Students: A Design and Usability Study Muhamad Rizal Fahlefi; Uky Yudatama; Dimas Sasongko; Nuryanto Nuryanto; Setiya Nugroho; Purwono Hendradi
Journal of Information Technology and Cyber Security Vol. 4 No. 1 (2026): January
Publisher : Department of Information Systems and Technology, Faculty of Intelligent Electrical and Informatics Technology, Universitas 17 Agustus 1945 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30996/jitcs.133044

Abstract

As more and more elementary school-aged children use the internet, they are more likely to be exposed to cybersecurity threats, especially when it comes to keeping their personal information safe. Various educational media have been developed to introduce cybersecurity concepts to children, but most remain passive and do not engage children in simulated real-life digital risk situations. This research addresses this gap by proposing an RPG-based educational game that integrates personal data security concepts into gameplay missions tailored to the cognitive characteristics of children aged 10–12. The goal of this study was to create and assess an educational game that could serve as a substitute learning tool for personal data security. The game was developed using the Game Development Life Cycle framework and implemented using RPG Maker MV. Usability testing involved 20 elementary school students and was carried out through direct observation of 13 game scenes. The success rate indicates the number of students who were able to complete each scene independently. The test results showed that the beginning and end of the game had low success rates, indicating issues with text readability, navigation clarity, and reflective elements. The results showed that iterative improvements in the beta phase improved interface clarity and the gameplay experience. The findings in this study indicate that usability-based improvements have an important role in the design of educational games for children, and RPG-based educational games have the potential to be interactive and contextual personal data security education media.
Prediksi Curah Hujan di Kabupaten Magelang Menggunakan Metode Fuzzy Time Series Untuk Mendukung Pengambilan Keputusan Ginanjar Prianggoro Kasih; Uky Yudatama; R Arri Widyanto
Journal of Information System Research (JOSH) Vol 6 No 2 (2025): January 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i2.6448

Abstract

Rainfall prediction is an important aspect in water resource management, agriculture and disaster mitigation. Magelang Regency, as one of the regions in Indonesia that has high rainfall variability, requires accurate prediction methods to support planning and decision making. This research aims to apply the Fuzzy Time Series method which is known to be effective in handling uncertain and fluctuating time series data in predicting rainfall in Magelang Regency. Monthly rainfall data for 2022–2024 used in this research was obtained from the Public Works and Spatial Planning Department. The research results show that the Fuzzy Time Series method is able to provide rainfall predictions with a good level of accuracy. This is indicated by the Mean Absolute Percentage Error (MAPE) value of 16.19%, which is in the good category according to prediction standards. This success shows that the Fuzzy Time Series method can be an effective alternative in predicting rainfall, especially in areas that have complex rainfall patterns such as Magelang Regency.