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Pengembangan Game Edukasi dengan Genre Role Playing Game Untuk Mendukung Pembelajaran Sistem Komputer Tiar Gumilang Dhia Anwar; Sukirman
Decode: Jurnal Pendidikan Teknologi Informasi Vol. 4 No. 1: MARET 2024
Publisher : Program Studi Pendidikan Teknologi Infromasi UMK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51454/decode.v4i1.353

Abstract

Sistem komputer merupakan salah satu mata pelajaran yang wajib dipelajari oleh siswa menengah kejuruan (SMK) khususnya kelas X. Untuk meningkatkan pemahaman dalam pembelajaran tersebut, diperlukan media interaktif yang dapat membantu siswa belajar secara mandiri, salah satunya dengan permainan edukatif. Penelitian ini bertujuan untuk mengembangkan game edukasi dengan genre role playing game (RPG) yang didalamnya terdapat materi pembelajaran sistem komputer. Metode pengembangan game menggunakan Multimedia Development Life Cycle (MDLC) yang terdiri dari: concept, design, material collecting, assembly, dan testing. Partisipan yang terlibat dalam pengujian game sebanyak 20 siswa yang terdiri dari 10 laki-laki dan 10 perempuan dengan umur 16 – 17 tahun. Pengujian game dilakukan menggunakan game experience questionnaire (GEQ) yang terdiri dari 40 item pertanyaan. Berdasarkan kuesioner yang dikumpulkan dan dianalisis, diperoleh hasil 61,37% dan dikategorikan baik. Saat pengujian, partisipan mudah memahami alur game dan mendapatkan pengalaman yang positif saat memainkan, yang terlihat dari nilai Tingkat Capaian Responden (TCR) sebesar 94% positif experience dan 90% return to reality, serta dalam memainkan game ini tidak mengalami kelelahan dan kesulitan dengan nilai TCR 30% negative experience dan 31,5% tiredness. Dengan demikian dapat disimpulkan bahwa game RPG yang dikembangkan ini dapat digunakan untuk mendukung pembelajaran sistem komputer.
Pengembangan Media Pembelajaran Berbasis Augmented Reality Untuk Belajar Flowchart Isnan Burhanuddin; Sukirman
Didaktika: Jurnal Kependidikan Vol. 13 No. 001 Desemb (2024): Didaktika: Jurnal Kependidikan (Special Issue 2024)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.1490

Abstract

Penelitian ini bertujuan untuk mengetahui : (1) Mengembangkan media pembelajaran berbasis Augmented Reality (AR) untuk materi flowchart. (2)Menguji kelayakan media pembelajaran berbasis Augmented Reality untuk belajar flowchart. Penelitian ini dilakukan pada siswa kelas XI SMK N 1 Pedan. Penelitian ini menggunakan teknik Analisa data deskriptif kualitatif. Penelitian dilakukan dengan model 4D meliputi Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan), Disseminate (Penyebaran). Analisis data menggunakan metode Research and Development (R&D). Instrumen yang digunakan dalam penelitian ini adalah wawancara, observasi dan angket kuisioner. Hasil Penelitian menunjukkan : (1) Media pembelajaran berbasis Augmented Reality (AR) merupakan pengembangan teknologi terbaru di dunia pendidikan yang membuat siswa melek teknologi. (2) Media pembelajaran berbasis Augmented Reality (AR) mendapat nilai 79 (Grade B) dari pengujian SUS, sehingga aplikasi layak untuk digunakan sebagai media pembelajaran pada materi flowchart di jenjang SMK karena mudah digunakan dan menarik.
A Comparison of Community Clustering Techniques: Fruchterman-Reingold and Wakita-Tsurumi Yuliana, Irma; Sukirman, S; Sujalwo, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2017: Proceeding ISETH (International Conference on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/iseth.2318

Abstract

The study of social network analysis depends on the relationships of people and online community. The relationships define who they are and how they act. Personality, educational background, race, and ethnicity, all of these interact with the patterns of relationship. Thus, by observing and analyzing such patterns, people can reveal and answer many questions about society. The relationship can be visualized in many ways, e.g. online community. Fruchterman-Reingold is a standard method force-directed algorithm or spring embedders place vertices by assigning forces according to the edges connecting the vertices. Meanwhile, Wakita-Tsurumi is a clustering algorithm used for cluster detection. It uses the metric of modularity (Q) as a quality measure of division in a network, based on the idea that networks with inherent community structure deviate from random networks and that networks with high modularity have denser connections inside a community, but fewer connections between nodes of different communities. The comparison shows the ability of both techniques to recognize the community based on sociometric and its contents. Both of the graph detected the same number of vertices (363), edges (5814) and density (0.02975511).
Development of Educational Mobile Game for Interactive Learning Media Sukirman, S; Yuliana, Irma; Sujalwo, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2017: Proceeding ISETH (International Conference on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/iseth.2327

Abstract

Numerous games are developed today, it leads people to easily obtain many kind of games, for example from online application store such us Google Play and Apple store. This paper reports the development of mobile game application containing educational content for primary school students who study mathematics. The game is called JarMat. The students can learn about addition, subtraction, multiplication, and division by doing tasks that are interactively provided by the game. The tasks are randomly generated by the game system, and players should finish it within a limited time. The game will be over when they fail three times, then the score will be accumulated and stored. Reward will be given if they finish the task before the end of time limit and get a higher score. The difficulty level of the task is determined by the ability of players which depends on experience and time to finish the task. The research of this game development is conducted through reference studies and similar educational games. The game is expected to provide another apps that contains educational content, can be used further for student learning media, mainly 2nd grade of primary school who learn mathematics.
Pengembangan Game RPG Edukatif dan Evaluasi Motivasi Belajar dengan Instructional Materials Motivation Survey (IMMS): Penelitian Skripsi Syamsudin Qois, Zulfikar; Sukirman
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.35173

Abstract

Motivasi belajar merupakan faktor fundamental dalam mencapai hasil belajar yang efektif, banyak sekolah masih menerapkan pendekatan pembelajaran konvensional yang mengakibatkan rendahnya minat belajar dan motivasi intrinsik siswa, diperlukan media interaktif guna meningkatkan motivasi belajar pada siswa, salah satunya dengan permainan berbasis Role Play Game (RPG). Penelitian ini bertujuan mengembangkan game RPG dan mengevaluasi motivasi belajar dengan Instructional Materials Motivation Survey (IMMS). Penelitian ini menggunakan metode pengembangan Game (Research and Development/R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Partisipan yang terlibat dalam penelitian ini sebanyak 30 siswa yang terdiri dari 10 laki-laki,dan 20 perempuan dengan usia 15-17 tahun. Pengujian dilakukan menggunakan kusioner IMMS. Berdasarkan Hasil Analisis data yang dilakukan secara keseluruhan skor rata-rata Attention (4.871), Relevance (4.406), Confidence (4.598), Satisfaction (4.578), Keempat dimensi ARCS mencapai nilai Sedang dengan kecenderungan sangat tinggi (semua M > 4.5), dengan Mean agregat sebesar 4.656 masuk kategori Sedang dengan kecenderungan sangat tinggi menunjukkan bahwa desain game telah berhasil mengintegrasikan empat elemen kunci motivasi yang diusulkan oleh Keller, menghasilkan pengalaman belajar yang menarik (Attention), terhubung dengan kehidupan nyata (Relevance), meningkatkan kepercayaan diri (Confidence), dan memuaskan (Satisfaction). dapat disimpulkan Game RPG Edukatif yang dikembangkan mampu meningkatkan motivasi belajar siswa.
Strengthening the Culture of Computational Thinking through VR Game-based Learning in Vocational High School Pramudita, Dias Aziz; Hermawan, Hardika Dwi; Sukirman; Nisa, Anis Khoerun; Permana, Adira Bintang
Buletin Literasi Budaya Sekolah Vol. 7 No. 2 (2025): Vol. 7, No. 2, Desember 2025
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/blbs.v7i2.15677

Abstract

Computational Thinking (CT) is an essential competence for students in vocational education to support problem-solving, systematic thinking, and adaptability to workplace demands. However, the development of CT in vocational high schools is often limited to technical instruction and has not been fully integrated into students’ learning culture. This study aims to examine the role of Virtual Reality (VR) Game-Based Learning in strengthening the culture of computational thinking among vocational high school students. The study focuses on how VR-based game learning activities foster habitual patterns of logical, systematic, and problem-solving thinking within vocational classroom practices. Using a qualitative descriptive approach through classroom observations, analysis of learning activities, and student reflections, this research explores changes in student engagement, learning interactions, and thinking habits during the implementation of VR Game-Based Learning. The findings indicate that VR-based games create an immersive and contextual learning environment that encourages active participation, collaboration, and sustained engagement, contributing to the formation of a computational thinking culture relevant to vocational learning contexts. This study suggests that VR Game-Based Learning can function as an effective pedagogical practice to support the development of a positive learning culture aligned with the needs of vocational education.
Development and Usability Evaluation of an Elective Course Recommendation System Based on Student Interests and Abilities Mochammad Yussack Saputra; Sukirman Sukirman; Dias Aziz Pramudita
Journal of Innovation and Research in Primary Education Vol. 5 No. 2 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i2.3643

Abstract

Elective course selection is a critical academic decision in higher education; however, students frequently rely on peer conformity rather than systematic self-assessment, resulting in competency–course mismatches and suboptimal academic outcomes. Existing decision support systems have addressed this problem algorithmically, yet few have integrated psychological interest profiling within a usability-evaluated web-based platform. This study employed a Research and Development (R&D) design with the waterfall development model across four phases: needs analysis, system design, implementation, and testing. A web-based elective course recommendation system — integrating a psychological interest assessment as the recommendation engine — was developed using PHP, MySQL, Laravel, and Bootstrap. Usability was evaluated by 10 purposively selected students using the System Usability Scale (SUS), and data validity was assessed through Pearson correlation analysis. The system achieved a mean SUS score of 81.3, classifying it within the "Good to Excellent" category (Grade B). All 10 SUS items returned Pearson correlation coefficients exceeding the critical r-table value of 0.576, confirming full instrument validity. These findings demonstrate that a psychologically grounded, web-based recommendation system can attain above-benchmark usability, supporting its potential as a scalable academic advising supplement. The study contributes an empirically validated model integrating psychological profiling with usability-centered system design — an approach underexplored in prior educational recommender systems literature.