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All Journal Teknologi dan Kejuruan: Jurnal teknologi, Kejuruan dan Pengajarannya INOTEKS : Jurnal Inovasi Ilmu Pengetahuan, Teknologi, dan Seni SITEKIN: Jurnal Sains, Teknologi dan Industri JINOP (Jurnal Inovasi Pembelajaran) SMATIKA Journal of Animation & Games Studies Fountain of Informatics Journal Jurnal Ilmiah KOMPUTASI Math Didactic: Jurnal Pendidikan Matematika Jurnal Pendidikan Informatika dan Sains JIEET (Journal of Information Engineering and Educational Technology) Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Jurnal Informatika Universitas Pamulang Technomedia Journal Journal of Education Technology JURIKOM (Jurnal Riset Komputer) Surya Abdimas JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) EDUMATIC: Jurnal Pendidikan Informatika Jurnal Teknologi Dan Sistem Informasi Bisnis Generation Journal Jurnal Tekinkom (Teknik Informasi dan Komputer) Jifosi Indonesian Journal of Cultural and Community Development Journal of Informatics, Information System, Software Engineering and Applications (INISTA) JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Jurnal Pengabdian Kepada Masyarakat Patikala EXPLORER Indonesian Journal of Education Methods Development Indonesian Journal of Innovation Studies Prosiding Seminar Nasional Teknik Elektro, Sistem Informasi, dan Teknik Informatika (SNESTIK) PELS (Procedia of Engineering and Life Science) Procedia of Social Sciences and Humanities JOINCS (Journal of Informatics, Network, and Computer Science) SAGA: Journal of Technology and Information Systems Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Physical Sciences, Life Science and Engineering Indonesian Journal of Applied Technology Journal of Technology and System Information IJHCS Smatika Jurnal : STIKI Informatika Jurnal Academia Open Jurnal Komunikasi Bisnis dan Teknologi Digital
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RANCANG BANGUN GAME ADVENTURE 3D PENGENALAN ALPHABET PADA ANAK USIA DINI Tegar Mahendra Nur Hidayat; nu Azizah; Cindy Taurusta
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1019

Abstract

This research develops a 3D adventure game application as a learning media to assist TK At-Taqwa students in recognizing and memorizing alphabet letters. Based on the concept that effective education starts at an early age, the application is designed using the Multimedia Development Life Cycle (MDLC) method. The research stages include observation, design, development, and application testing. Results show that the game is effective in enhancing students' ability to recognize and memorize alphabet letters, as evidenced by the User Acceptance Test (UAT) averaging 85.5%, rated "Very Good". With engaging interfaces, supportive background music, and challenging game levels, this application provides a fun and effective learning experience for early childhood education. Thus, the game serves as an effective alternative for alphabet learning in kindergartens, addressing challenges of boring learning methods and student motivation issues.
PERANCANGAN GAME “TALES OF SARIP TAMBAK OSO” BERBASIS DESKTOP MENGGUNAKAN UNITY Alvito Dian Pratama Putra; Cindy Taurusta; Irwan Alnarus Kautsar
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1183

Abstract

Folklore is a story from the past that has been passed down from generation to generation in a society that serves as a medium to convey the values contained in the life believed by the community. One of the folktales originating from Sidoarjo that contains character education values in the development of the storyline is "Sarip Tambak Oso". However, in modern times and rapid technological developments like today, the folktale "Sarip Tambak Oso" and other folktales are at risk of extinction, because the impact of globalization has an impact on people's preferences, causing folklore to often be marginalized by popular cultural content from various countries. Therefore, it is necessary to design a game with a combined visual novel genre with an action genre entitled "Tales of Sarip Tambak Oso" as an effort to bring back the folklore of "Sarip Tambak Oso". The development of the Folklore Game "Tales of Sarip Tambak Oso" uses the GDLC (Game Development Life Cycle) method. Some tests that have been carried out are Black Box testing with 100% results and user response testing gets an average result of 89.5%, from the results of these percentages can be stated in the category of very good and is expected to be able to arouse public interest in the folklore of Sidoarjo which began to fade by the entry of outside culture.
PERANCANGAN GAME PARKOUR 3D BESERTA DAMPAK POSITIFNYA PADA KETERAMPILAN KOGNITIF PEMAIN Hafizh As Shoqri; Cindy Taurusta; Sumarno Sumarno
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1208

Abstract

Parkour 3D games have gained popularity and attracted the interest of players and game developers. These games not only serve as entertainment but also have the potential to enhance cognitive skills such as speed, agility in thinking, and decision-making. However, there is a lack of focus on the relationship between 3D parkour games and the enhancement of speed, agility in thinking, and decision-making. This study aims to explore the impact of playing parkour 3D games on speed, agility in thinking, and decision-making, providing insights into the role of games in developing cognitive and motor skills and the contribution of technology in improving quality of life. The research findings from questionnaires and game analysis indicate that playing parkour 3D games has significantly improved players' speed of thinking, agility, decision-making skills, focus, and concentration, leading to the conclusion that the design of 3D parkour games has been successful in enhancing cognitive skills.
Mobile Counselling Online an Alternative Counselling Guidance System for Millennial Era Student Fahyuni, Eni Fariyatul; Taurusta, Cindy; Hariastuti, Retno Tri; Bandono, Adi; Muhid, Abdul
Journal of Education Technology Vol. 5 No. 3 (2021): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i3.36191

Abstract

During the COVID-19 pandemic, there is a shortage of counseling guidance services, so students have difficulty consulting with teachers. This study aims to analyze the counseling service system during the COVID-19 pandemic on the introduction of potential and preparation of learning strategies for middle and high school students in the Sidoarjo district. This research design is a mixed-method with quantitative and qualitative approaches using exploratory factor analysis, and further research and development (R&D) is carried out to produce products in the form of online counseling guidance services. The qualitative exploratory factor analysis results revealed various problems experienced and needed by students during the COVID-19 pandemic. Quantitatively showing eight forms of guidance and counseling services, strengthening skills with the highest score of 0.999 affected increasing self-efficacy and achievement motivation. The findings of this study indicate that online counseling services are very much needed to recognize potential and problems. The online counseling guidance service developed must meet three factors: understanding the potential for effective learning, developing and developing learning strategies, and building internal and external motivation. The innovation of online counseling guidance services must consider the factors of convenience, convenience, and user confidentiality that are adaptive, flexible, and unlimited in the millennial era.
Implementasi Frida Framework untuk Manipulasi Alur Kerja pada Aplikasi Android Ramadhan, Aldo Reghan; Fitriani, Arif Senja; Rosid, Mochamad Alfan; Taurusta, Cindy
Physical Sciences, Life Science and Engineering Vol. 1 No. 2 (2024): March
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/pslse.v1i2.198

Abstract

Peningkatan keamanan pada perangkat Android telah menjadi tantangan bagi para peneliti keamanan. Bypass root adalah salah satu metode yang sering digunakan untuk menghindari deteksi oleh mekanisme keamanan. Dalam penelitian ini, menjelaskan penggunaan Frida, sebuah framework dynamic instrumentation, untuk melakukan bypass root pada perangkat Android. Dengan memanfaatkan kemampuan Frida untuk melakukan intersepsi dan modifikasi kode pada saat runtime, dapat mengubah perilaku aplikasi yang mencoba mendeteksi keberadaan root. Penulis melakukan serangkaian percobaan menggunakan Frida dan berhasil melewati mekanisme deteksi root yang umum digunakan. Hasil penelitian ini menunjukkan potensi Frida sebagai alat yang efektif dalam melakukan bypass root dan serangkaian pengujian keamanan pada perangkat Android. Penelitian ini memberikan pemahaman lebih lanjut tentang penggunaan Frida dalam konteks keamanan perangkat Android.
Aplikasi Edukasi Jenis Narkoba Berbasis Augmented Reality Sebagai Media Pembelajaran Bagi Generasi Muda Makarim, Achmad Fauzi; Taurusta, Cindy
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 15 No 01 (2025): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v15i01.1497

Abstract

Drugs are a serious threat to public health, especially the younger generation. Drug education has been carried out by the national narcotics agency but the reduction is not optimal, so a technology known as Augmented Reality (AR) is needed. The aim of research on educational applications on types of drugs for the young generation based on Augmented Reality is to make it easier for the young generation to understand about drugs and make users more interactive and interesting. This research was developed using the Multimedia Development Life Cycle research method. This method has six stages starting from the concept to the distribution results of the applications that have been created. From the research stages that have been carried out, the results of the Augmented Reality Education application on the types and side effects of drugs were obtained. This application still has limitations on Samsung Android devices. It doesn't support the Easy AR plugin. This application was created using the Markless Bassed Tracking method and uses black box testing with a very good category. This application can be used for education for the younger generation and the wider community.
Augmented Reality Application for Human Five Senses Recognition Bachtiar, Ilham Wisnu; Taurusta, Cindy; Azinar, Azmuri Wahyu
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 15 No 01 (2025): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v15i01.1503

Abstract

This study aims to design a maekerless Augmented Reality based application as a interactive learning media for the introduction of the five human senses for elementary school students. This application uses the Multimedia Development Life Cycle (MDLC) method because it is in accordance with the manufacturing stage. Features in This application displays 3D visualization of the organs of the five senses that can be manipulated by the user, complete with additional information in the form of text and audio. Feasibility testing conducted on elementary school students and teacher showed that the app had an excellent succes rate, with an average score of 98,1% based on a Likert Scale. This result shows that the application succesfully increasses student interest and effectively improves students understanding of the aterial of the five senses.
Augmented Reality-Based Laptop Digital Catalog Application Shiddqy Hidayat, Syahril; Taurusta, Cindy; Eviyanti, Ade; Senja Fitrani, Arif
International Journal on Human-Computing Studies Vol. 7 No. 1 (2025): International Journal of Human Computing Studies (IJHCS)
Publisher : Research Parks Publishers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31149/ijhcs.v7i1.5455

Abstract

Augmented Reality is a system that supports the real world with virtual (computer-generated) objects that appear together in the same space/place as the real world. One of the uses of Augmented Reality is as a promotional medium. The application of Augmented Reality (AR) in promotional media aims to increase the interest of consumers who are not satisfied with conventional promotional media. With conventional media, the attractiveness of an item is still not maximized. Based on the results of the research and the application made, it can be concluded that the "AR Laptop Catalog" application can help increase consumer interest by knowing the real form of the product and can help determine the desired laptop. The "AR Laptop Catalog" application was created with the aim of introducing Augmented Reality as a new promotional media, with the existence of AR-based promotional media it is hoped that it can be a reference for the development of further promotional media
Design and Build The Game "Mickey Adventure Saves His Friend From Monsters" Using The Finite State Machine Method Arifudin, Muchamat David; Taurusta, Cindy; Suprianto, Suprianto
International Journal on Human-Computing Studies Vol. 7 No. 3 (2025): International Journal of Human Computing Studies (IJHCS)
Publisher : Research Parks Publishers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31149/ijhcs.v7i3.5485

Abstract

A few years ago, during the pandemic, people tended to experience high levels of stress because they considered the coronavirus to be a dangerous virus, resulting in psychological impacts in the form of fear, anxiety, and stress. To reduce stress due to the pandemic, people work around it by playing games. So with this, the author wants to make a game with the Adventure genre is a good solution in relieving stress during the pandemic, besides that adventure games are games that are easy to understand by all people, from children to adults. Besides relieving stress, Adventure games can train patience and decision-making.
Application Decision support System for superior and high Achieving using the Analytical Hierarchy Process Method Indarso, Taruna Pratama; Taurusta, Cindy; suprianto, Suprianto
Journal of INISTA Vol 7 No 2 (2025): May 2025
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v7i2.1655

Abstract

Traditional student selection methods often rely on subjective judgment, resulting in inconsistencies and potential biases. Therefore, a more systematic, objective, and efficient method is needed. The proposed system evaluates students based on four key criteria: religious competence, academic performance, extracurricular activities, and ethics. The Analytical Hierarchy Process (AHP) is used to assign priority weights to each criterion through a series of pairwise comparisons, facilitating a structured evaluation process. The Decision Support System (DSS) was developed using the Waterfall model, which includes stages of requirement analysis, system design, implementation, testing, and maintenance. Real student data from grades 7, 8, and 9 were used during system testing at Junior High School TPI Porong. This study aims to develop a mobile-based DSS to identify high-achieving students at Junior High School Taman Pendidikan Islam (TPI) Porong using the AHP method. The ranking results generated by the system were compared to manual evaluations conducted by teachers and showed over 90% consistency. Furthermore, a feasibility test involving 15 teachers indicated a 98.7% satisfaction rate, highlighting the system’s effectiveness and ease of use. The application presents rankings in a user-friendly interface, enabling teachers and school administrators to make informed decisions about student achievement. By implementing this system, schools can ensure a more transparent and data-driven process for selecting high-achieving students. The DSS not only improves the evaluation process but also supports the development of a fairer and more accountable education system. This research contributes to the advancement of technology-based educational tools that assist in decision-making within school environments.
Co-Authors Abdul Muhid, Abdul Achmad Fauzi Makarim Ade Eviyanti Afnizar Maulana Asiddiq Ahmad Muflih Aidin Fajar Shodiq Agusman Aisha Hanif Al Fayyadh, Muhammad Zaid Aldi Setiawan, Aldi Aldi Setiawan, M Alvito Dian Pratama Putra Amir, Mohammad Faisal Andre Pramanta Widianto Anis Farihah Anjarsari, Desy Arif Senja Fitrani Arifudin, Muchamat David Asiddiq, Afnizar Maulana Asrofi, Maulana Muhamad Astutik, Ika Ratna Indra Atmaranti, Julia Atus Solicha, Fira Arma Awad Awad Azizah , Nuril Lutvi Azmuri Wahyu Azinar Azmuri Wahyu Azinar Bachtiar, Ilham Wisnu Bandono, Adi Burhan, Norhapizah Binti Mohd Busono, Suhendro Cholifatur Rohman Dimi Saputra Cindy Cahyaning Astuti Daud, Nathan Dharma, Feri Adhi Dian Amalia Dini Nurul Hidayah Eko Fahmi Rosyada Eni Fariyatul Fahyuni Errindha Brilliana Karuniansyah Fadillah, Lucky Johan Faisyal Rochimul Amri Faizah A, Nadtasya Fajar Muhammad Ferry Adhi Dharma Filsa Okta Ari Putri Fira Arma Atus Solicha Fitria Nur Hasanah Fitriani, Arif Senja Hafizh As Shoqri Handayani, Nana Nur Dwi Helen Rindy Affikasari Hibatullah Putra, Dimas Radito Hindarto Ichsan, Muhammad Nurul Ida Rindaningsih Ida Rindaningsih, Ida Ifaldi Danang Septiawan Ihsana El Khuluqo Ika Ratna Indra Astutik Ika Ratna Indra Astutik Ilham Wisnu Bachtiar Illusyia Insyiroh Indarso, Taruna Pratama Indira Sari Indira Sari Irwan Alnarus Kautsar Javier, Gomes Noor Kaleksanan Dwi Ranjis Kartika Puspita sari Kartika Puspita Sari Kurnianingtyas, Diva Lailil S, Masyitah Lorin, Emelin Yuan Makarim, Achmad Fauzi MARIA BINTANG Marodiyah, Inggit Maulana, Muhammad Fahri Mauliana, Metatia Intan Metatia Intan Mauliana Moch Ifan Fadilah Fadilah Mochamad Alfan Rosid Mochamad Eza Foriansyah Foriansyah Mochammad Iwan Ardiansyah Moh Rizal Ihsanuddin Mohammad Faisal Amir Mohammad Suryawinata Muchammad Bagus Sasmita Muchammad Sofyan Ariefbillah Muhamad Sarwo Edy Muhammad Alfin Fikri Muhammad Alfin Firdiansyah Muhammad Husnul Khuluq Muhammad Ibnu Affan Muhammad Nur Kholis Muhammad Yazid Al Fakhri Muhammad Yazid Al Fakhri Muhammad, Utut Muhjudin Insan Karim Muhjudin Insan Karim Naufal Galfan Syah Norhapizah Binti Mohd Burhan Novia Ariyanti nu Azizah Nur Aieni, Ika Nuril Lutvi Azizah Nurwijayanti Priyo Wahyu Setiyo Aji Puspitasari Putri Pambayun Putra, Dicky Andrey Cholisyah Putra, Zudha Surya Dilaga Rafhani Rosyidah Rahmania Sri Untari Ramadhan, Aldo Reghan Retno Tri Hariastuti, Retno Tri Rian Septiawan Rindiani Rindiani Rizky Eka Febriansah Rohman Dijaya RR. Ella Evrita Hestiandari Rusminudi, Muhammad Rifaldi S Suprianto Sandi Wahyu Maulana Saputra, Cahnur Sari, Indah Apriliana Sari, Novi Nur Malaita Senja Fitrani, Arif Setiawan, Hamzah Shafa Hayu Apsari Shiddqy Hidayat, Syahril Siska Dyah Pertiwi Sugyono, Ramadhani Sumarno Sumarno . Sumarno Sumarno Suprianto Suprianto1, Suprianto Suwarta, Nyoman Tegar Mahendra Nur Hidayat Timur, Dimas Maulana Tri Mulyo Atmojo Vini Rahmawati Widya Intan Amilya Wiwit Ardiansyah Yasinta, Aulia Nur Yodantius, Teddy Yulian Findawati Yunianita Rahmawati, Yunianita Yusuf, Farid Maulana Zainudhin, Achmad Zainudhin