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Evaluasi User Experience Pada Game Playerunknowns Battleground Mobile Menggunakan Game Experience Questionnaire Iwan Prasetiyo Hakiki; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Playerunknowns Battleground Mobile is mobile version from game with same name which first realease on PC or Steam platform. Is a popular game today, with a total downloader of more than 100 million people. As time goes by, similar games that became rivals of PUBG Mobile began to emerge. To maintain the popularity, PUBG Mobile an evaluation needs to identify the weakness and advantages of PUBG Mobile from user experience side and weakness that have been identified can be repaired to increase attractiveness. The result of the evaluation can also be used as reference material in developing a game. This time, many evaluation methods that can be used, one of them is Game Experience Questionnaire, an evaluation method that designed to evaluate user experience in game. Based on the evaluation results, PUBG Mobile has disadvantage in competence aspect in non-gamer group and return to reality aspect in non-gamer and gamer group.
Pengembangan Sistem Informasi Manajemen Sarana Prasarana (Studi Pada: SMK Muhammadiyah 1 Malang) M. Abdul Algoniu; Satrio Agung Wicaksono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SMK Muhammadiyah 1 Malang is one of the academic institutions that is following the development of information technology in the inventory of infrastructure facilities. In the process of inventorying infrastructure, still applying bookkeeping and assistance from Ms. Excel. This raises a problem, namely the slow information needed to find out the amount of data on facilities and infrastructure in schools. Based on the problems identified, in this study developed a web-based infrastructure infrastructure management information system in the inventory process. This study applies the Waterfall System Development Life Cycle (SDLC) without the deployment process. In analyzing system requirements, this study applies interview methods and observation methods to physical documents on school inventories. From the results of interviews and observations, there were 3 (three) users / actors, namely staff, waka (wakil kepala), and school principals with 17 needs for functionality in the system. From the results of the analysis of needs that have been obtained, then enter the modeling phase applying a unified modeling language. The implementation stages apply the programming language PHP, CodeIgniter framework, and Mysql. In the testing process applying the black-box testing and UAT (user acceptance testing) method. From the black-box testing, the results show that the functionality requirements are 100% valid, while the user acceptance testing (UAT) results are outlined, the application is running well and all functions are running well.
Implementasi Virtual Reality Pada Game Edukasi Penyeberangan Jalan (PELAN) Fathurrahman Annafabi; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Educational games have been widely used as a learning media. Educational Games are designed to help the learning process and provide experience to the players, and are proven to be effective to use as a learning media. A game called PELAN has been created to help children learning to cross the road on a computer program, where the use of Augmented Reality in games has a positive effect on children's learning. With the advent of Virtual Reality (VR) technology, which is a virtual environment generated by the computers, users can enter into the reality that has been created, so that the addition of VR with Google Cardboard in the game can add to the gaming experience and indirectly add to the learning process provided from playing the game. The research was conducted to develop the PELAN game using VR technology with the aim of increasing the experience given to users that played it and so that it indirectly improves the learning performance provided by the game. The implementation of the game uses the Big Bang method, a software development model that has the flexibility and ease of change design that is expected to help answers the needs of the research. The game that has been made has been tested for its functionality using Black Box Testing, where each functionality in the study is declared valid, and the Game Experience Questionnaire (GEQ) questionnaire is held, where the average score of the positive component is approximately three, which is good , and the average negative effect value is less than 2 which means less than enough, along with the comparison if using kinect as a game controller.
Pengembangan Media Pembelajaran Interaktif untuk Ranah Kognitif pada Mata Pelajaran Sistem Komputer di Kelas X Teknik Komputer dan Jaringan SMK Negeri 3 Malang dengan Model Pengembangan 4D Laras Krisnayuwati Suwardi; Admaja Dwi Herlambang; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SMKN 3 Malang is a Vocational High School that provides competency in Computer and Network Engineering expertise. Problems encountered in learning activities are in the cognitive domain, where the daily tests of 36 students in class X Computer and Network Engineering SMKN 3 Malang get an average value of 56.89 in Computer System lessons with Basic Competence material 3.4 and 4.4, which is not complete because it is not sufficient Minimal Completeness Criteria. Based on the problems found, it is necessary to develop an Interactive Learning Media. The study was conducted using the 4D development model through 4 stages, namely define, design, develop, and disseminate. The subjects of this study were students of class X Computer and Network Engineering SMKN 3 Malang. Data obtained through observation, interviews, questionnaires, and tests for pretest and posttest. The results of the validation of material experts get a percentage of 98.00% (Very Good), the validation of media experts get a percentage of 60.00% (Good), the results of student responses get a percentage of 93.40% (Very Good). The average pretest produced a value of 55.83, the average posttest produced a value of 87.63, and the different test produced a significance of 0.00 (sig ≤ 0.05). Based on the increase in the average value of pretest and posttest of 31.8 and the results of the effectiveness test carried out, so it can be concluded that the developed Interactive Learning Media is proven to assist students in improving learning outcomes in the cognitive domains.
Implementasi 2D Skeletal Based Animation Engine Menggunakan OpenGL Mokhamad Zukhruf Mifta Al Firdaus; Eriq Muh. Adams jonema; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In making 2D animation there are several techniques which are quite popular, one of them is skeletal-based animation technique. Skeletal-based animation is a technique where animator only needs parts form character, then adjust the location according to a virtual skeleton, this technique is the same as the animation technique in 3D. But in its development, motion capture or 3D laser scanner technology in making 3D animation have not been used for making 2D animation, especially with skeletal-based animation. And to produce 2D animation needs 50 to 300 animator to draw thousands of characters in different poses with human hands. This causes the animator mostly laborious and time-consuming in making animation. This research focuses on the implementation of 2D skeletal-based animation engine using OpenGL. Animation engine that is implemented using the OpenGL API because OpenGL is a specific API for graphics processing, both 2D and 3D. Also using a Kinect sensor which is one of motion capture technology that no need marker. The result of this research shows the valid result on functionality testing for AnimateFrame and playImportKeyframe component, it shows the animation engine successfully implemented by using OpenGL API and Kinect sensor and can produce animation with skeletal-based animation technique.
Rekomendasi Pembuatan Roda Berbahan Dasar Polyurethane Menggunakan Metode Simple Additive Weighting (SAW) Studi Kasus Pada CV. Sumber Rejeki Teknik Muhammad Vidi Mycharoka; Nurul Hidayat; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the world of industry the application of Polyurethane wheels are commonly used for factory and warehouse. At CV. Sumber Rejeki Teknik is a manufacturer of Polyurethane based wheels that focuses on making wheels for forklifts and trolleys. In manufacturing Polyurethane wheels, CV. Sumber Rejeki Teknik uses several Polyurthane materials because with a number of different material variations and characteristics, it is necessary to look for the best material for making Polyurethane wheels with the appropriate preferences and at low prices. Use the Simple Additive Weighting Method to find recommendations for the best material with a ranking form, the results of the agreement using the Simple Additive Weighting method then evaluating it using the Spearman Rank Correlation and Rank Correlation method. The results obtained based on the testing showed that the accuracy for forklifts was 58.333% and for trolleys was 41,666%. In testing carried out using Spearman Rank Correlaton the results for forklifts were 0.21678 and for trolleys were 0.24475.
Sistem Pendukung Keputusan Pemilihan Produk Promo Dengan Menggunakan Metode Analytical Hierarchy Process - Simple Additive Weighting (AHP - SAW) (Studi Kasus : Geprek Kak Rose) Royan Krisnanda Tiony; Niken Hendrakusma Wardani; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Decision making on a product must be taken appropriately and in line with company's objectives so that a business will have a long product life cycle and win the market competition. One form of decision making undertaken by a company is through the process of Decision Support System (DSS). The DSS implementation in the culinary business Geprek Kak Rose will help the company in decision making process related to products promotion recommendation to be more accurate and faster to make the company reach target and stay competitive. In determining the product promotion, the company uses a number of criteria that are used as references such as Price, Sales, Durability, and Inventory. These criteria will be the main guideline in DSS using the AHP (Analytical Hierarchy Process) - SAW (Simple Additive Weighting) method. AHP method is used for the criteria weighting process, then proceed with the SAW method for the best performance ranking process based on all available alternatives. To see the suitability of DSS made with a manual decision from the user, this study uses a Spearman correlation test that produces a value of 0.737 which means it has a very strong relationship.
Perancangan User Experience Aplikasi Informasi Lomba Karya Tulis Ilmiah Mahasiswa Menggunakan Metode Human-Centered Design Kresna Rizka Carisfian; Agi Putra Kharisma; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Scientific paper is a work created and presented in scientific form on a scientific media. The Information Application for Student Scientific Paper Contest or Berlaga aims to facilitate the search for information scientific paper competitions, facilitate the committee in promoting the competition they hold. User Experience is a perception and response that user achieve from using system or product, this perception and response include emotion, faith, perception choice, physic response, psychological, behavior, and that's achieved by user from before using, using it, and after using it, Human-Centered Design is a method inside the sistem design that have purposes which is, making interactive sistem that focused to the system utilization, human factors application, or even ergonomic aspect that have function to increase efficiency, effectiveness, and user satisfaction. After being tested with usability testing for Berlaga application, the result is 96.5% and categorized as very good or the value is above 80%, the detail is 100% for effectiveness aspect, 100% for efficiency aspect, and 89.75% for satisfaction aspect. For the UEQ test, the value for the scale of attractiveness 2.38, perspicuity 2.46, efficiency 2.25, dependability 2.40, stimulation 2.18, and novelty 2.30, categorized as excellent with 10% best average from interval UEQ benchmarck.
Perancangan Game Pembelajaran Pengucapan Bahasa Inggris Berbasis Pengenalan Suara Fikri Ihsan Ahmad; Tri Afirianto; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

English is the language of all countries in the world in its position as a global lingua franca. Indonesia must place English in a very important and urgent position as a global player, in order to be come more competitive in international market competition. English education in Indonesia has been conducted since elementary school, but the learning process only focuses on mastering vocabulary and grammar, without regard to mastering pronunciation. Educational games can be interactive learning media for mastering English pronunciation, making the learning process more fun and effective. International Poetic Alphabet (IPA) is a symbol that can represent the sounds of English pronunciation, for facilitate the learning process. Iterative Prototyping is a research method used to design and implement English pronunciation learning games, each will iterated to meet the needs of the target players. The design is an iteration process that produces a prototype paper, from the collection of needs analysis to the target user. The implementation is an iteration process that produces a digital prototype base on the design, that can be played on the Android mobile platform. The results of the study show that educational games can have a positive influence on English pronunciation skills.
Pengembangan Gim Edukasi Mengenai Virus Menggunakan Teknologi Augmented Reality Hrizto Hanie Del Piero; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Each individual learning method has a different concept, related to this learning media also has an important role with the learning process. Quality education can only be realized if supported by quality learning, so that all factors will be supporting in the aspect of education, in this case can be exemplified as Augmented Reality (AR) technology which is one of the merging technologies between the concepts of 2D objects or 3D objects to be applied in environments that model virtual objects in a real state of time. According to research on game education produces that one of the learning media or modeling learning concepts in one of the techniques is to use Education Game. Associated with the study stated that learning conducted by class X students has learning constraints when memorizing Biology material. The memorization of the Biology class X class is stated in internal factors during the process of teaching and learning activities. Several other internal factors are related to students' interest in conducting the learning process, so an external factor is needed as a support for learning in the form of Student learning tools. This learning tool can be implemented in the Education Game using Iterative Rapid Prototyping, which is a method that supports the design of an iteration system, so that the needs implemented in the system will be in accordance with the definition of needs to meet the wishes of the players. This research experienced three iterations in the design phase and two iterations in the implementation phase. The testing phase in this study uses SUS (System Usability Scale) to test interface interactions in the game. Based on a value of 73,25 that has been obtained, it was concluded that the virus classification education game application is easy to use by users.
Co-Authors Abdul Azis Abdul Waris Achmad Fauzi Harismawan Ade Darmawan Ade Suluh Novriananda Aditya Yudha Agung N Adji Reno Muhammad Admaja Dwi Herlambang Afandi, Yosi Agi Putra Kharisma Akbar Ilham Alfin Noor Afyuddin Alva Yonara Puramandya Andini Ayu Larasati Anindita Setyamurti Arda Satata Fitriajie Asrina Fitri Bariq Najmi Rizqullah Kartiko Putro Bella Nemesias Prasetiyani Billawal Nadipa Pelealu Budi Darma Setiawan Dany Muhammad Dave Putra Radin Davin Benaya Dessy Amri Raykhamna Dinda Ayu Ludfiana Safitri Drajat Khoirul Muslim Dwi Prasetyo Edwar Budiman Edy Santoso Eko Cahyo Wahyudi Elfi Atus Zahroh Eriq Muh. Adams jonema Eriq Muhammad Adams Jonemaro Ervin Winardo Toepak Ezar Chrisdinan Diass Fathurrahman Annafabi Fikri Ihsan Ahmad Fitra Wahyuda Fransnesa Fransnesa Gifary Dhimas Fadhillah Guidita Suryani Hakky Affandy Latief Hanifah Muslimah Az-Zahra Hawim Mahfudah Herman Tolle Hrizto Hanie Del Piero Ikrar Amalia Sholekhah Ilham Rachmad Zunaidi Indi Rachmah Winona Intan Sartika Eris Maghfiroh Iqbal Firmansyah Issa Arwani Isthofi Aslim Sofyan Iwan Prasetiyo Hakiki Kadek Dwitya Arya Sujaya Kevin Maulana Komang Candra Brata Kresna Rizka Carisfian Laras Krisnayuwati Suwardi Liya Suci Kurniawati Luh Putu Novita Budiarti Lutfi Fanani M Kevin Pahlevi M. Abdul Algoniu M. Ali Fauzi M. Rizkiyan Zaka Riawan Maskur Maskur Mei Mukti Wardana Mikhanael Mual Parsaulian Simanjuntak Mochamad Halim Moh. Faiz Hidayatulloh Mohammad Alauddin Mohammad Daffa Saifullah Mokhamad Zukhruf Mifta Al Firdaus Muhammad Aminul Akbar Muhammad Anang Mufid Muhammad Azzam Al-Ghifari Habiburrahman Muhammad Dikri Robinsyah Muhammad Farhan Abdur Rosyid Muhammad Fhadli Muhammad Haikal Fisabilillah Muhammad Rifqi Ramdhani Muhammad Vidi Mycharoka Muhammad Wahyu Pamengas Nanang Yudi Setiawan Naufal Rizky Akbar Ngurah Pradipta Surya Mandala Niken Hendrakusma Wardani Nisriinaa 'Aaliyah Nurul Hidayat Oktaviani Dwi Nur Aini Panji Yodantara Pradhana Hafiizh Bachtiar Primananda Kurnia Santoso Putra Aditya Primanda Putra, Firnanda Al Islama Achyunda Ratih Kartika Dewi Retno Indah Rokhmawati Reza Saputra Rezza Ananda Yoanko Rizal Darmawansyah Rizaldy Ilham Akbar Royan Krisnanda Tiony Ryan Aristo Salma Berliana Putri Satrio Agung Wicaksono Satrio Hadi Wijoyo Septian Pratama Widianto Steven Willy Sanjaya Vio Cesar Melano Yonanta Wibisono Sukmo Wardhono Winny Ardhian Septiko Wiwit Susilo Ningsih Yahya Sahaja Yoga Sadewa Yuan Edo Ramadhana Yulfa Hadi Wicaksono Zahrotul Indah Mulyasari