Claim Missing Document
Check
Articles

Pengembangan Aplikasi Permainan Edukasi Untuk Pengenalan Warna Dasar Menggunakan Markerless Augmented Reality Vio Cesar Melano Yonanta; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (529.989 KB)

Abstract

Early childhood needs education and coaching to help their growth and development. One of the coaching efforts for children is to introduce basic colors to them. The way for children to improve their cognitive abilities so they can recognize basic colors, and get a pleasant visual experience in recognizing basic colors is a challenge for teachers and parents. Therefore, an educational game or game application is made that utilizes marker-less augmented reality technology to provide a pleasant experience such as watching virtual objects join the real world to children and improve children's cognitive abilities in recognizing basic colors by giving instructions through augmented reality technology. The method used in this study is the Game Development Life Cycle (GDLC). Based on the research conducted, it was concluded that the gameplay of the educational game developed can improve children's visual experience in recognizing basic colors and children's cognitive abilities in recognizing basic colors can be increased by the influence of educational games that have been developed.
Pengembangan Gim Edukasi Mengetik menggunakan Metode Touch-Typing untuk Meningkatkan Kecepatan Mengetik Muhammad Wahyu Pamengas; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.079 KB)

Abstract

Typing skill is an important ability to have in modern times. According to Norb Winslow, the average typing speed of adults (classified as beginners) is 30 WPM, while the average typing speed for those who use the keyboard quite often (intermediates) is 40 WPM. The problem is, the minimum typing speed required for efficient work is 40 WPM. One way to increase typing speed is by practicing touch-typing techniques. The typist's focus remains on the reading source and at the same time typing it. Users of this technique use muscle memory to determine the position of each key on the keyboard. With this technique, the typist does not need to look at the keyboard when typing, so the typing speed becomes faster. This research aims to develop an educational game that can help improve typing speed. The game is developed using the DGBL-ID model and the drill method is used as a learning method in the game. Testing is done by observing three respondents who have been selected using convenience sampling. The results of the test analysis show that there is a positive impact of the use of game on player's typing speed.
Penerapan Design, Dynamics, Experience (DDE) Framework Pada Perancangan Gim Bermain Peran Karma Darin Nadhifah; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (449.828 KB)

Abstract

Role playing is one type of video game that people are interested in. With the abundant story provided, players can interact more freely in playing this type of game. In the preparation of this game there are also many types of frameworks, depending on what the designer wants to achieve when the game is released and starts playing. One of the most well-known and most widely applied frameworks is Mechanic, Dynamic, Aesthetic (MDA). This framework can be used in all types of video games, so sometimes many aspects are missed in its design. Therefore, in this thesis project, the design of the role playing game uses a new framework that supports the designer to be able to exploit aspects of the experience of the players in the design of the role playing game. The karma role playing game is designed using the DDE (Design, Dynamic, Experience) framework and is implemented in the GameMakerLanguage language in the GameMaker Studio video game engine. The karma game is done using the Iterative and Rapid Prototyping process model. From the design process that enters the ‘Design' stage in DDE and trials to the tester enters the ‘Experience' stage. The 'Dynamic' stage exists to bridge the 'Design' stage and the 'Experience' stage. The results are obtained when the designer can meet the satisfaction of the testers.
Pengembangan Aplikasi Mobile Learning Bahasa Jawa (JawApp) berbasis Android dengan Metode Prototyping Moh. Faiz Fanani; Agi Putra Kharisma; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 6 (2020): Juni 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Mobile learning is now widely used as an alternative medium to support teaching and learning in schools. One of them is learning Javanese at the junior high school level. As in one of the schools sampled in this study is SMPN 3 Malang. From previous interviews, with Ms. Fita Mayasari as a regional language teacher at SMPN 3 Malang, it was concluded that from the many alternative learning media that have been used, there are still some redundant features and are not in line with the needs of supporting teaching and learning in SMPN 3 Malang. Therefore, it is necessary to make an alternative learning media application that is suitable to the needs during the learning process, especially learning Javanese. Application made based on Android. This is because the majority of smartphone users in Indonesia are users of devices with the Android operating system. The application development process is carried out with a prototyping method approach in order to produce a valid product in accordance with stakeholder needs. From the results of the tests conducted, it was found that functional testing results on 14 requirements were declared valid. Then in terms of usability with the USE questionnaire method, the results obtained in all aspects above 71% so that it was declared feasible. In addition, the results of the compatibility of the application also work well on Android devices starting from version 5.0 (Lollipop) to version 9.0 (Pie).
Pengembangan Gim Edukasi Chemistry Fusion pada Perangkat Bergerak menggunakan Metode Iterative And Rapid Prototyping Annisa Hestiningtyas; Wibisono Sukmo Wardhono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 6 (2020): Juni 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The learning methods used in the learning process in the formal education world that take place in schools are generally limited to discussions, presentations and direct explanations conducted by the teacher only. In addition, the use of instructional media used during the learning process in class can be said to be inadequate, so students tend to be passive in following the learning process. One of the subjects taught in the 2013 education curriculum at the high school level as basic material is chemistry. In the world of education in the subject of chemistry material about hydrocarbons and petroleum is needed by students who want to deepen chemistry. To help provide efforts in shaping an innovative and creative learning culture in schools through the use of digital-based learning media, namely educational games. So an educational game application was developed that focused on chemistry subjects, especially hydrocarbon and petroleum materials. The development of this educational game application applies the iterative and rapid prototyping method. Quality assurance results using black-box testing show that all functions in the Chemistry Fusion educational game application can run smoothly according to their functions. Usability test results using a questionnaire to get the calculation results with a presentation of 81.62%. The calculation results are then converted using the Likert scale interpretation reference so that it shows the parameter "Very Eligible" and can be used as a learning medium.at SMA Negeri 2 Tenggarong Seberang.
Pengembangan Permainan Edukasi Aksara Jawa Berteknologi Augmented Reality Rizaldy Ilham Akbar; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 13 (2020): Publikasi Khusus Tahun 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Artikel dipublikasikan di JTIIK
Penerapan Multiplayer Pada Gim Tower Defense Menggunakan Photon Unity Shena Star Sarwodi; Wibisono Sukmo Wardhono; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 9 (2020): September 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Online multiplayer game is a game that necessarily need an internet connection and ease to be played anywhere remotely, known as an advantage of this game. Tower defense is a subgenre of strategy which purposely used to defend player's territory or property by blocking enemies as an attacker through defense structures by placing along their roadway of attack. The framework that can be used for multiplayer game development is Photon Unity. Photon Unity is a real-time multiplayer framework that has server and internet services. The objective of this study is to increase interactivity in tower defense genre games by implementing a multiplayer system using photon unity. Based on the Game Experience Questioner (GEQ) researched which used to determine the impact of implementation of this multiplayer feature, it was found that female players had more empathy and negative feelings towards their opponents. Meanwhile, male players have higher behavioral involvement. Players who have never played a real-time strategy genre have a higher sense of empathy to their opponent. Whereas, players who have played a real time strategy genre game have negative feelings and has higher behavioral involvement towards their opponents.
Pengembangan Aplikasi Mobile Pencatat Hasil Lomba Tembak Reaksi menggunakan Stop plate Sensor Getar berbasis Arduino Rakha Hasan Pramudito; Herman Tolle; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 10 (2020): Oktober 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The task carried out by a Range officer in overseeing the course of a practical shooting match is quite a lot. From supervising participants, recording the results of the stage execution, handling damage to stage equipment if there is damage during the competition. In addition, the longer a competition lasts, the greater the possibility of errors in recording the results of the stage results. This can happen because of lack of energy, weather conditions, location of the match, and so on. To reduce the task load of the range officer, a recording application is needed to assist the range officer in recording the results of each stage carried out by each participant, as well as conducting data collection and recapitulation of the results of the competition, and directly upload data to the database. The recording system for a practical shooting match was developed using a combination of three technologies, namely an android smartphone, an arduino microcontroller, and a structured database. Smartphones are used as a tool to manage competition data and enter values into the database, microcontrollers are used to make stop plates that are used at the match stage, and databases are used for storing match data. In the android application implemented using the Kotlin programming language, the database is implemented using MySQL. After conducting black box testing to ensure the implementation of functional requirements has functioned as required, it was found that all the needs have been successfully implemented. Hit factor calculation test is done by comparing the calculation of the range officer helper application with the WinMSS program. The results of these tests get the difference calculation does not produce a significant difference that can affect the results of the match
Pengembangan Aplikasi Penyesuai Playlist Musik dengan Konsep Geofencing menggunakan Spotify API Berbasis Android Fachri Rachmanda; Agi Putra Kharisma; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 10 (2020): Oktober 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Listening to music is one of the biggest uses of smartphones, because certain music is considered to be able to affect mood and mind in carrying out various activities. One of the most popular music listening service providers is Spotify, which currently does not provide location-based music playback services. Therefore an application development for Android-based smartphones is conducted to adjust the playback of the type of music from Spotify based on the user's activities with the location as a reference for the adjustment. This application applies the concept of geofencing which is implemented with the Java programming language on the Android SDK (Software Development Kit). The results of functional testing with black box testing show that the function of this application has fulfilled the main functional needs of the system in adjusting the playlist and complementary functions that support the main function. In the usability test using the SUS (System Usability Scale) method involving ten respondents obtained 60.75% results or included in the category of "Poor" which can be concluded that the application has not been fully accepted by users so it still needs to be developed for the better.
Pengembangan Gim Edukasi Matematika Dasar berbasis Android Sendi Rachmat Fadillah; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 3 (2021): Maret 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

These days technology is growing rapidly throughout the world. One of the technologies that is growing rapidly is mobile information and communication technology (smartphones). Many elementary school students in Indonesia now use smartphones just to play games. As a result, enthusiasm for learning, especially in mathematics began to decrease. Mathematics is still a subject that is considered difficult, especially by elementary school level students. This research will develop an educational game with android-based with mathematical theme. The goal is to help elementary school level students to increase their enthusiasm for learning in mathematics through learning media in the form of games. In its development the researcher using the Game Development Life Cycle method. There are 6 stages including Initiation, Pre-Production, Production, Testing, Beta, and Release. The test will be carried out using the Test Flow Diagram method to test the gameplay flow based on the player's point of view. For Beta testing in this study using the Fun Testing method. Players will try the games that have been made then fill out the questionnaire. The results of the Test Flow Diagram test show that the gameplay flow is going well. Whereas the results of Fun Testing on the level of pleasure of players in playing this educational game are 85% of 20 elementary school level students in grades 1 to 3.
Co-Authors Abdul Azis Abdul Hakim Adam Hendra Brata Adji Reno Muhammad Admaja Dwi Herlambang Admaja Dwi Herlambang Agan Philothra, Gerry Agi Putra Kharisma Agung, Albertus Wisnu Alfian Darmawan Amelia Achsandini Puteri Amminul Akbar Ananda Widya Pratama Anindita Setyamurti Anis Wardlatul Ulfa Wahidah Annisa Hestiningtyas Ari Bayu Prasetyo Arifaldi Jayaputra Aristyo Pramana Ary Budi Laksono Aryo Pinandito Aswin Suharsono Bagus Setiawan Beril Sanda Billawal Nadipa Pelealu Cristina Pravitasari Dany Muhammad Darin Nadhifah Desi Fatmawati Dicky Pujakesuma Dimas Setyo Utomo Ellya Kusna Aura Dewi Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhammad Adams Jonemaro Fachri Rachmanda Fadillah Eka Putri Fajrian Muchtar fakhri, abdullah hasan mufid Firly Wahyudi Firman Syah, Mohammad Firmanda Mulyawan Nugroho Fransnesa Fransnesa Galih Muhammad Gayus Reinaldy Manere Sulli Danan Gunawan, Muhammad Vikriyadi Hanifah Muslimah Az-Zahra Hanifatul 'Izza Haris Mahmudi Herdianto Tri Setyaji Herman Tolle Hermawan Wijaya Hernindya Annisa Rahayu Hrizto Hanie Del Piero Indriadi Setiawan Irfan Noor Agdhian Irsyad Fauzan Noor Issa Arwani Issa Arwani Kurnila Putri Islamawati M. Rizkiyan Zaka Riawan Maya Dwi Wijayanti Mikhanael Mual Parsaulian Simanjuntak Moch Meidhike Wirazitanra Jayadi Mochamad Chandra Saputra, Mochamad Chandra Mochammad Hafidz Moh. Faiz Fanani Moh. Laksamana Adhitama Mohamad Faisal Amir Mohamad Ilham Monel Lindu Sagala Muh. Fadhil Fathi Rizal Muhammad Aminul Akbar Muhammad Hasbi Rahman Muhammad Syarifuddin Muhammad Wahyu Pamengas Muhammad Yudha Yusi Putra Muthia Rifdah Mardatillah Nurul Fikriyah Pradhana Hafiizh Bachtiar Qonita Rahmawati Rahma Nur Anggraeni Rakha Hasan Pramudito Ramadhan Rizki Arga Putra Ratih Kartika Dewi Renno Andika Syawaludin Retno Indah Rokhmawati Rizal Darmawansyah Rizaldy Ilham Akbar Rizky Afwan Austin Ryan Edbert Jeremiah Sabhian Bagaspati Susilo Sandhi Wistara Satrio Agung Wicaksono Satrio Hadi Wijoyo Sendi Rachmat Fadillah Septian Pratama Widianto Setia Khoirunisa' Shena Star Sarwodi Suryo Utomo Tahmidya Kamila Putri Nicahya Tibyani Tio Allin Subiantoro Tri Afirianto Tri Afirianto Unggar Salsabila HSS Vio Cesar Melano Yonanta Viqi Hanada Yanitra Dwi Luthansyah Yanuardi Firmansyah Yudha Hadi Pratama Yuki Pradana Zaky Nur Abyan