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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) Abdimas Umtas : Jurnal Pengabdian kepada Masyarakat EDUMATIC: Jurnal Pendidikan Informatika Jurnal Teknologi Dan Sistem Informasi Bisnis Generation Journal JATI (Jurnal Mahasiswa Teknik Informatika) Jurnal Tekinkom (Teknik Informasi dan Komputer) Jifosi Indonesian Journal of Cultural and Community Development Journal of Informatics, Information System, Software Engineering and Applications (INISTA) Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Community Empowerment 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 IJIE IJHCS Smatika Jurnal : STIKI Informatika Jurnal Academia Open Jurnal Komunikasi Bisnis dan Teknologi Digital Journal of Artificial Intelligence and Digital Economy
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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.
Rancang Bangun Game Adventure 3D Kesehatan Gigi Naufal Luqmanul Hakim; Cindy Taurusta; Arif Senja Fitrani
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 14 No 02 (2024): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v14i02.1292

Abstract

Since good practices in childhood will influence adult habits, dental health education should start early. Until recently, the only way to get information about dental health care and good and bad food choices for teeth was through lectures and pamphlets. The traditional approach is considered boring, unnecessarily visualized, and not difficult enough for children to understand. Dr. Rizza Dwi Prasetya from K24 Dental Care Lamongan says that one of the most important things to maintain good dental growth and health is to instill the value of dental care in children from an early age. One way to do this is by creating a 3D adventure game for Android smartphones that teaches about oral health. The Multimedia Development Life Cycle (MDLC) approach, which consists of six stages-ideation, design, material collection, assembly, testing, and distribution-was used in making this application. With an indicator of 81% "Very Good", this 3D adventure game about dental health has gone through user acceptability testing and black box testing. This means that this application is suitable for use as an educational tool for children to help them care for and maintain oral health.
Implementasi Sistem Absensi Pada PG-TK AISYIYAH VI Sebagai Pendataan Absen Guru Gadafi Gadafi; Sumarno Sumarno; Cindy Taurusta
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 14 No 02 (2024): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v14i02.1333

Abstract

PG-TK AISYIYAH is a school with limited information system facilities, so an information system was created that refers to the method of recording attendance using a website with the aim of facilitating a more efficient and practical process when taking attendance. The purpose of this study is to design an attendance system that is applied to the website and automatically the attendance data will be listed, containing the name, time, minutes. In addition, an analysis was carried out at the school and data collection was carried out on teacher personal data. The research method used is through the stages of data analysis, design of the attendance system, implementation of the attendance system, testing and maintenance. At the testing stage using blackbox testing. The results of the study are that the attendance system shows that the application runs smoothly without errors. The admin confirms the attendance data and minutes provided by the teacher. All related entities in the application, with data from the teacher directly entering the admin system for confirmation.
Mentoring of Butterfly Pea Flower Processing Business through Brand Rebranding Trade and Game Theory as an Effort to Improve the ASMAN TEMAN SETIA Sawocangkring Economy’s Cindy Taurusta; Indah Apriliana Sari W; Ika Nur Aieni; Devinatasya Nurtarizka Effendi
ABDIMAS: Jurnal Pengabdian Masyarakat Vol. 7 No. 4 (2024): ABDIMAS UMTAS: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Muhammadiyah Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35568/abdimas.v7i4.5205

Abstract

The purpose of this activity focuses on mentoring partners who are a group of processed Telang Flower products in Sawocangkring Village, Sidoarjo. In the previous program, efforts were made to introduce village products through registering business locations on Google Business and Google Maps, as well as registering for Halal Certification. In this increasingly developing digital era, it affects the competitiveness of MSMEs, especially in gaining consumer trust in the products they sell. In this case, partners already have products that are halal certified, but do not yet have a trademark. The problems faced by partners in registering trademarks are that in addition to the lack of understanding of the importance of trademarks, there are several requirements that are difficult to do, for example, creating a logo that will be registered as a trademark. Therefore, this community service program provides mentoring in the field of business management and digital marketing to improve partners' knowledge and skills in managing businesses and marketing products effectively and efficiently. This activity also involves students in off-campus experiences and fulfills lecturers' obligations in community service related to IKU. Thus, this activity can contribute to improving the partner's economy and creating a more sustainable business area.
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.
Optimization of production and marketing of stamped batik based on local wisdom through digital marketing Inggit Marodiyah; Cindy Taurusta; Rizky Eka Febriansah; Aulia Putri Ramdhani; Aidah Fidayati; Ryan Ardiansyah; Muhammad Thariq Jabal Nurdin
Community Empowerment Vol 9 No 11 (2024)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/ce.12355

Abstract

The development of stamped batik based on local wisdom is a strategic effort to preserve culture and enhance the competitiveness of Indonesia’s batik industry. The partners in this program faced two main challenges: limited tools and materials for production and restricted marketing reach. This community service program aims to improve the efficiency of stamped batik production by providing the necessary equipment, such as batik stamp tools, while enhancing marketing efforts through digital marketing training. The implementation methods included the procurement of production tools, socialization, and training on stamped batik techniques, as well as mentoring to ensure high-quality production outcomes. On the marketing aspect, the program provided training on product photography and videography, registration on digital platforms such as Google Maps, Google Business, Instagram, and Shopee, as well as training on e-commerce utilization. The program results demonstrated increased production capacity with the addition of tools and materials, and expanded marketing reach through partner registration on various digital platforms. This program not only supports the sustainability of stamped batik culture based on local wisdom but also strengthens the competitiveness of the partners in a broader market.
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.
Co-Authors Abdul Muhid, Abdul Achmad Fauzi Makarim Ade Eviyanti Adi Bandono Afnizar Maulana Asiddiq Agung Mulya Rasyiidi Ahmad Muflih Aidah Fidayati Aidin Fajar Shodiq Agusman Aisha Hanif Al Fayyadh, Muhammad Zaid Aldo Reghan Ramadhan Alvito Dian Pratama Putra Amir, Mohammad Faisal Andre Pramanta Widianto Anis Farihah Anjarsari, Desy Annasdyto Virlib Aprillio Arif Senja Fitrani Arif Senja Fitriani Arifudin, Muchamat David Asiddiq, Afnizar Maulana Asrofi, Maulana Muhamad Atmaranti, Julia Atus Solicha, Fira Arma Aulia Putri Ramdhani Awad Awad Azmuri Wahyu Azinar Bachtiar, Ilham Wisnu Burhan, Norhapizah Binti Mohd Cholifatur Rohman Dimi Saputra Cindy Cahyaning Astuti Daud, Nathan Devinatasya Nurtarizka Effendi Dharma, Feri Adhi Dian Amalia Dini Nurul Hidayah Eko Fahmi Rosyada Eni Fariyatul Fahyuni Erma Puspita 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 Gadafi Gadafi Hafizh As Shoqri Hamzah Setiawan Handayani, Nana Nur Dwi Helen Rindy Affikasari Hibatullah Putra, Dimas Radito Hindarto Ichsan, Muhammad Nurul Ida Rindaningsih, Ida Ifaldi Danang Septiawan Ihsana El Khuluqo Ika Nur Aieni Ika Ratna Indra Astutik Ilham Wisnu Bachtiar Illusyia Insyiroh Indah Apriliana Sari Wulandari Indarso, Taruna Pratama Indira Sari Indira Sari Inggit Marodiyah Irwan Alnarus Kautsar Irwan Alnarus Kautsar Javier, Gomes Noor Julia Atmaranti Kaleksanan Dwi Ranjis Kartika Puspita Sari Kartika Puspita sari Kurnianingtyas, Diva Lailil S, Masyitah Lorin, Emelin Yuan M Aldi Setiawan Makarim, Achmad Fauzi MARIA BINTANG Marshanda Al Izza Putra Sudiono Masyitah Lailil Syafitri Maulana, Muhammad Fahri Metatia Intan Mauliana Moch Gesang Akbar Jani Moch Ifan Fadilah Fadilah Mochamad Alfan Rosid Mochamad Eza Foriansyah Foriansyah Mochamad Nashrullah Mochammad Iwan Ardiansyah Moh Rizal Ihsanuddin Mohammad Faisal Amir Mohammad Ikbaar Ath Thoriq Mohammad Suryawinata Muchamat David Arifudin Muchammad Bagus Sasmita Muchammad Sofyan Ariefbillah Muhamad Sarwo Edy Muhammad Alfin Fikri Muhammad Alfin Firdiansyah Muhammad Danil Haqewi Muhammad Husnul Khuluq Muhammad Ibnu Affan Muhammad Izza Arya Dwipa Muhammad Nur Kholis Muhammad Thariq Jabal Nurdin Muhammad Yazid Al Fakhri Muhammad Yazid Al Fakhri Muhammad, Utut Muhjudin Insan Karim Muhjudin Insan Karim Nadtasya Faizah Aqilah Naufal Galfan Syah Naufal Luqmanul Hakim Norhapizah Binti Mohd Burhan Norzila Binti Ali Musa Novia Ariyanti nu Azizah Nur Aieni, Ika Nuril Lutvi Azizah Nurmeini Wulandari Nurwijayanti Nyoman Suwarta Priyo Wahyu Setiyo Aji Puspitasari Putri Pambayun Putra, Dicky Andrey Cholisyah Putra, Zudha Surya Dilaga Rafhani Rosyidah Rahmania Sri Untari Retno Tri Hariastuti, Retno Tri Rian Septiawan Rindiani Rindiani Rizky Eka Febriansah Rizky Eka Febriansah Rohman Dijaya RR. Ella Evrita Hestiandari Rusminudi, Muhammad Rifaldi Ryan Ardiansyah Saesar Joko Pramono Sandi Wahyu Maulana Saputra, Cahnur Sari, Indah Apriliana Sari, Novi Nur Malaita Shafa Hayu Apsari Shiddqy Hidayat, Syahril Siska Dyah Pertiwi Sugyono, Ramadhani Suhendro Busono Sumarno Sumarno . Sumarno Sumarno Sumarno Sumarno Suprianto Suprianto Suprianto Suprianto1, Suprianto Tegar Mahendra Nur Hidayat Timur, Dimas Maulana Tri Mulyo Atmojo Uce Indahyanti Vini Rahmawati Widya Intan Amilya Wiwit Ardiansyah Yasinta, Aulia Nur Yodantius, Teddy Yulian Findawati Yunianita Rahmawati Yusuf, Farid Maulana Zainudhin, Achmad Zainudhin Zsendy Ernosa