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Evaluasi Gameplay pada Game Fall Guys menggunakan Metode Heuristic Evaluation of Playability (HEP) Haris Mahmudi; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Game Fall Guys was released on August, 2020. It was from Steam application. On TV program Liputan 6, August 4th, 2020, this new game was reported reaching a large amount of profit. In 24 hours, more than 1,5 million players played this game. This game got a positive respond from more than 20.000 players in Steam application. In addition, more than 100.000 players played the game because of some reasons such as funny characters and also attractive costumes they wear in the game. Although the first month game was released really hype and we could see many players played on Steam from August until now, the positive reviews from month to month were decreasing. Not only the positive reviews but also negative responses from players who were using cheat or challenges. To respond this, it is necessary to evaluate the gameplay using the Heuristic method then need 3 to 4 evaluators from the closest person to researcher which aim to see the advantages and disadvantages in terms of gameplay contained in the Fall Guys game.
Perancangan Antarmuka Pengguna Aplikasi Mobile Learning pada Mata Pelajaran Komputer dan Jaringan Dasar dengan Metode Human Centered Design (Studi Kasus: Kelas X TKJ di SMKN 1 Dlanggu Mojokerto) Nurul Fikriyah; Hanifah Muslimah Az-Zahra; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 12 (2021): Desember 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mobile learning application in Computer and Basic Network subjects is an innovation from the Vocational Hight School 1 Dlanggu school. The purpose of innovation in making this application is an application that is shown in the teaching and learning process. In making or developing applications, an interface design display is needed in the form of a prototype. The design process in the mobile learning application user interface uses the Human Centered Design (HCD) method that focuses on users and user needs. In testing the prototype using the heuristic evaluation method. Heuristic evaluation (HE) to assess and find usability problems based on heuristic principles for e-learning with the help of an expert or expert as an evaluator. After heuristic testing has been carried out, the next step is to carry out tests involving users using the System Usability Scale (SUS) method to produce user satisfaction or satisfaction. The results of the solution design prototype were carried out 2 times of heuristic testing, the first stage found findings of 36 problems and the second stage decreased by 20 problems to 16 problem findings in the evaluation of the solution design. While the results of the system usability scale (SUS) questionnaire get a score of 73, which means that the results of the dolution design prototype can be accepted by the user. The results of this study can be used as design recommendations in the development of mobile learning applications.
Perancangan Tampilan Antarmuka Pengguna Aplikasi Web Praktik Kerja Industri (Prakerin) menggunakan Metode Design Thinking. (Studi Kasus: SMKN 2 Singosari) Maya Dwi Wijayanti; Hanifah Muslimah Az-Zahra; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Industrial Work Practice (Prakerin) is a mandatory activity held by every vocational high school (SMK) which is carried out for up to one year. During carrying out these activities, students are required to perform all sequences of activities manually or offline. Activities carried out manually are considered difficult from the side of students and teachers who have to manually ask the company, especially in this digital era. The existence of this internship web application will later be able to support and simplify the entire process of these activities, starting from information on companies that have collaborated, registration of activities, licensing activities, monitoring the activity process, to assessment and reporting. Before making the website application, of course, it is necessary to design a user interface. So a user interface design was made on the Industrial Work Practice (Prakerin) web application at SMKN 2 Singosari. In this study, the researcher decided to use the Design Thinking method in implementing the design implementation. This method has stages, namely Empathize which is a data collection process, Define is a problem analysis process and needs exploration, Ideate is the process of getting ideas and solutions, Prototype which is the process of implementing ideas and solutions into user interface designs and Testing, namely design testing. interface to the user. After being tested, the results of the design get a test score of 83, which can be categorized into a proper design as a school website application.
Pengembangan Sistem Antrian Permohonan Paspor dengan menerapkan Metode User Centered Design (Studi Kasus: Kantor Imigrasi Kelas I Kota Malang) Amelia Achsandini Puteri; Adam Hendra Brata; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Indonesian passports work as identification or identity of Indonesian citizens abroad. Therefore Indonesian citizens who wish to visit abroad for tourism, service or diplomatic activities must have a passport. Applications for passport are generally submitted to the nearest Immigration Office / Passport Service Unit through the Online Passport Service application. With this application, the application queue process should be easy to do. But in fact, many complaints against the application found. App ratings indicate that the current app was unhelpful. In addition, there are several requirements for passport applicants that have not yet been applied to the queue application that is currently used. The design and implementation of a website-based passport application queue system is builded using the user centered design method. The user centered design method applied so that the resulting system can be more accepted and easier to use by passport applicants because system users have diverse demographic backgrounds. By applying the UCD method to the passport application queue system, the usability value is quite high (good). The average value generated by the PSSUQ questionnaire method obtained a value of 1.03 for the System usefulness criteria, 1.28 for the Information quality criteria, 1.40 for the Interface quality criteria and 1.20 for the Overall satisfaction category. The PSSUQ questionnaire has the principle that the smaller the value (closer to 1), the higher the usability value, so it can be concluded that this system is acceptable and easy to use by users.
Analisis Minat Bermain pada Gim DOTA 2 dengan Metode Game Design Factors Moch Meidhike Wirazitanra Jayadi; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Defense of Ancient 2 (DOTA 2) is PC game application with Multiplayer Online Battle Arena (MOBA) genre. This game application has 900 thousand daily active users in 2019. To know the reason behind the high number of actove players in DOTA2 game application, it is very important to collect information so that an evaluation of the behavior of gamers can be carried out which is divided into 2 parties. The first parties are people who play DOTA2 but haven't played other MOBA game applications. The second parties are people who play DOTA 2 but have played other MOBA game applications. Mixed methods will be used to collect information, especially qualitative interviews and quantitative questionnaires based on game design factors. After collecting information, an evaluation can be carried out to find differences in the size of the mean value of the questionnaire between the 2 parties and to find the relationship between the questionnaire scores and the result of the intervews so that conclusions can be drawn. The results of the questionnaire evaluation between 2 parties resulted in 11 statements of insignificant differences and 24 which had a significant difference, then the results from the interview of respondents proved that game design factors have reasons and impacts with the large number of active players in the DOTA2 game application.
Perancangan User Interface Sistem Informasi Perpustakaan berbasis Web menggunakan Metode Human Centered Design (Studi Kasus: Perpustakaan SMKN 2 Blitar) Hernindya Annisa Rahayu; Hanifah Muslimah Az-Zahra; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SMKN 2 Blitar is a vocational school located in Blitar City. One of the existing facilities is the school library. The school library aims to support the activities of the school learning process. The library has activity functions including the management of book data, transaction data, member data, and report preparation. The function of these activities is still done manually so that an information system is needed to help the management process efficiently and effectively. Making a library information system does not only focus on content, but must consider user interface. The design of the user interface in this study uses the Human Centered Design (HCD) method to accommodate all the different needs of users. The Human Centered Design (HCD) method is a user-focused approach. Solution design user interface are evaluated using Heuristic Evaluation (HE) by the evaluator. This evaluation involves 2 types of evaluators, namely domain experts and system experts. The design of the user interface that was created resulted in 3 design views based on roles , namely library administrators, library users, and admins. The results of the evaluation of the user interface resulted in a total of 19 problems by the evaluator.
Penerapan Model Pembelajaran Self Organized Learning Environments (SOLE) pada Kegiatan Pembelajaran Daring untuk Meningkatkan Hasil Belajar (Studi Kasus pada Mata Pelajaran Desain Grafis Percetakan Kelas XI Multimedia SMK Negeri 5 Malang) Zaky Nur Abyan; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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One of the characteristics of the application of the SOLE model is the use of internet access during the learning process so that it can make it easier for students to learn online. The SOLE learning model was chosen because it is in accordance with the current state of students who do not take part in face-to-face learning due to the impact of the pandemic, which makes learning activities carried out online. The SOLE learning model is an independent learning process by utilizing the internet and smartphones owned by students. To be able to find out student learning outcomes in printing graphic design subjects, research was carried out using the Self Organized Learning Environment (SOLE) learning model. The development of learning methods is used as a means to facilitate the learning process. One of the most frequently used supports for the learning process is a smartphone. During the pandemic, the learning process in schools is done online. Learning is not done face-to-face directly but by utilizing applications and smartphones for the learning process. The learning system uses classroom applications with power point materials and assigns assignments to students. In the online learning process, the problem that occurs is that the teacher cannot find out student learning outcomes about the printed graphic design lessons given because during the pandemic students are not enthusiastic if only given material with the lecture method. In the application of the SOLE learning model there is an influence on student learning outcomes.
Perancangan Desain Antarmuka Pengguna Media Pembelajaran berbasis Mobile dengan Model Instruksinoal Gagne dan Pendekatan Design Thinking (Studi Kasus pada Mata Pelajaran Desain Grafis Percetakan Bab Fotografi di SMK Negeri 5 Malang) Setia Khoirunisa'; Retno Indah Rokhmawati; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Dipublikasikan di SENTRIN 2022
Pengembangan Media Pembelajaran Augmented Reality pada Mata Pelajaran Informatika Dicky Pujakesuma; Aryo Pinandito; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The Merdeka curriculum requires students to explore more knowledge including basic subjects in technology, namely informatics. Informatics subject is a compulsory subject in all class X. Existing facilities are not sufficient to support practicum activities in this subject. One of the technologies that can be used as learning media to overcome these problems is Augmented reality. This technology really helps users to obtain, process, and remember information. Educational institutions that use the latest technology in the learning process will provide more experience than conventional learning processes, including for students who have inadequate skills and cognitive backgrounds. Augmented reality has the opportunity to be able to attract, motivate, inspire, explore, and be able to control from different perspectives so that students can see 3D objects without reducing the practicum experience. The research design in this research is implementative-development and the method of developing this learning media uses the waterfall which is considered effective for the development of small-scale learning media.testing black box obtained 100% function and meet the functional requirements that have been analyzed. The media expert test results obtained a value of 91.875% and material experts obtained 84% which means that this learning media is very feasible to use. The Cohen Kappa calculation shows that the appointed experts carry out the tests consistently and objectively.
Evaluasi Hasil Belajar Problem Based Learning pada Mata Pelajaran Desain Multimedia Interaktif (Studi pada Siswa Jurusan Multimedia Kelas XII SMKN 12 Malang) Tahmidya Kamila Putri Nicahya; Wibisono Sukmo Wardhono; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Problem Based Learning is a learning model where students are given problems related to the real world. From this problem students are directed to study and construct these problems based on the knowledge and experience they have learned before. This study aims to determine student learning outcomes in the subject of Interactive Multimedia Design using the Problem Based Learning model based on cognitive aspects in class XII students majoring in Multimedia at SMKN 12 Malang. This study used the Quasi Experiment method which was divided into two classes, namely the experimental class which was given treatment in the form of applying the Problem Based Learning model and the control class which was not given treatment. The results of this study indicate that the pretest and posttest values of the experimental class (M = -35.00, SE = 1.535) with the implementation of Problem Based Learning are higher than the pretest and posttest values of the control class (M = -19.33, SE = 0.67). The difference is significant with t = 6.199 and p = 0.001. Price Sig. (2-tailed) < 0.05. So it can be concluded that there is a significant difference that the pretest and posttest scores in the experimental class are better than the pretest and posttest scores in the control class.
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 &#039;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&#039; 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