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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.
Memperkenalkan Teknologi serta Tokoh Teknologi Indonesai dan Dunia pada SD Negeri 1 Karimunjawa Rini Nuraini; Wahyul Amien Syafei; Uky Yudatama
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2025): Pemberdayaan Masyarakat dalam UMKM, Digital Marketing, Pelatihan Keterampilan d
Publisher : IndoCompt Publisher

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Abstract

Pengabdian masyarakat ini bertujuan untuk memperkenalkan teknologi dan tokoh teknologi Indonesia dan dunia kepada siswa SD Negeri 1 Karimunjawa, dengan tujuan meningkatkan kesadaran dan minat siswa terhadap teknologi dan inovasi. Melalui kegiatan ini, siswa diharapkan dapat memperoleh pengetahuan tentang tokoh-tokoh teknologi yang telah berkontribusi dalam perkembangan teknologi di Indonesia dan dunia. Metode yang digunakan dalam kegiatan ini meliputi penyampaian materi, diskusi, dan demonstrasi teknologi. Hasil yang diharapkan adalah meningkatnya kesadaran dan minat siswa terhadap teknologi dan inovasi, serta meningkatnya pengetahuan tentang tokoh-tokoh teknologi Indonesia dan dunia. Dengan demikian, SD Negeri 1 Karimunjawa dapat memahami dan mengaplikasikan teknologi yang sedang berkembang, serta mengenal tokoh-tokoh teknologi yang berpengaruh di Indonesia dan dunia. Kegiatan ini diharapkan dapat memberikan kontribusi positif dalam meningkatkan kualitas pendidikan dan kesadaran teknologi di SD Negeri 1 Karimunjawa, sehingga dapat mempersiapkan siswa untuk menghadapi tantangan di era digital.
Pelatihan Pembelajaran Mendalam dan Pemanfaatan Digital Bagi Kepala SD di Kabupaten Magelang Imron Imron; Subur; Uky Yudatama
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2026): Transformasi Digital dan Pemberdayaan Masyarakat Berbasis Potensi Lokal dalam P
Publisher : IndoCompt Publisher

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Abstract

Pelatihan ini bertujuan meningkatkan pemahaman dan keterampilan Kepala Sekolah dalam penerapan pembelajaran mendalam dan pemanfaatan teknologi digital di sekolah dasar. Kegiatan dilaksanakan dalam dua sesi utama, yaitu In House Training dan On the Job Training, yang berlangsung dari Juli hingga Oktober 2025. Pelatihan mencakup penyusunan materi sesuai kebutuhan peserta, penyuluhan tentang konsep dasar, pelatihan teori dan praktik, serta pendampingan di lapangan. Peserta diberikan kesempatan untuk mengaplikasikan pengetahuan dalam menyusun Rencana Pelaksanaan Pembelajaran berbasis teknologi dan Pembelajaran Mendalam. Hasil evaluasi pre-test dan post-test menunjukkan peningkatan signifikan dalam pemahaman dan keterampilan peserta, terutama dalam merancang pembelajaran berbasis teknologi. Sebanyak 31 Kepala Sekolah mengikuti pelatihan ini, yang membawa dampak positif berupa peningkatan kualitas pembelajaran dan penguatan digital leadership Kepala Sekolah, serta peningkatan kompetensi dalam mengelola pembelajaran berbasis teknologi di Kabupaten Magelang.