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Pembangunan Gim Edukasi Peraturan Lalu Lintas Kawasan Ganjil Genap di Jakarta Berbasis Android Raudya Enggar Randiani; Harya Bima Dirgantara
Jurnal Buana Informatika Vol. 11 No. 1 (2020): Jurnal Buana Informatika Volume 11 - Nomor 1 - April 2020
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jbi.v11i1.2943

Abstract

Abstract. This study aims to create an educational game for odd-even traffic rules in Jakarta on an android-based platform called "Tilang Ganjil Genap". This game was developed since there are still many traffic violations that occur in the society. One of the traffic violations that still often occurs is a traffic area violation on the odd-even rule in Jakarta. In fact, to handle this violation, traffic police are still lacking to raise the public awareness. Therefore, an educational game for traffic rules in odd-even areas was built using the Game Development Life Cycle (GDLC) method with stages consisting of initiation, pre-production, production, trial, beta and release. This "Tilang Ganjil Genap" educational game aims to convey information about even odd traffic rules to the public through interesting and fun learning media. Based on the user trial results, it is found that 100% (14 users) state that this game provides a knowledge understanding about odd-even traffic rules area regulation.Keywords: Educational Games, Game Development Life Cycle, Odd Even Rule, AndroidAbstrak: Penelitian ini bertujuan untuk membangun gim edukasi peraturan lalu lintas ganjil genap di Jakarta berbasis android yang diberi nama “Tilang Ganjil Genap”. Gim ini dikembangkan karena masih ada pelanggaran lalu lintas yang terjadi pada masyarakat. Salah satu pelanggaran lalu lintas yang masih sering terjadi adalah pelanggaran kawasan lalu lintas pada peraturan ganjil genap di Jakarta. Upaya polisi lalu lintas dalam penanganan pelanggaran ini masih kurang untuk menyadarkan masyarakat. Oleh karena itu, gim edukasi peraturan lalu lintas kawasan ganjil genap ini dibangun dengan metode Game Development Life Cycle (GDLC) dengan tahapan: inisiasi, pre-produksi, produksi, uji coba, beta dan rilis. Gim edukasi “Tilang Ganjil Genap” ini mempunyai tujuan untuk menyampaikan informasi mengenai peraturan lalu lintas ganjil genap kepada masyarakat melalui media pembelajaran yang menarik dan menyenangkan. Dari hasil uji coba pengguna didapatkan hasil bahwa 100% (14 pengguna) menyatakan bahwa gim ini memberikan pemahaman pengetahuan tentang peraturan kawasan lalu lintas ganjil genap.Kata Kunci: Gim Edukasi, Game Development Life Cycle, Peraturan Ganjil Genap, Android
Pemanfaatan Etika Komputer Dalam Jaringan Peer To Peer Studi Kasus : Torrent Harya Bima Dirgantara
Media Aplikom Vol 7 No 2 (2016)
Publisher : Sekolah Tinggi Ilmu Komputer YOS SUDARSO Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33488/1.ma.2016.2.63

Abstract

Sharing information in the world of technology has become easier with peer-to-peer applications such as torrents. This application allows everyone from anywhere to share various kinds of files ranging from movies, music, software, games, and others. But sometimes what is found in torrents are pirated files. It could be a software or game crack, a scan or a copy of a book, a film recording using a personal camera, and so on. Copyright issues, piracy, and malware are what make torrents seem like a free black market. From this application sometimes there is a malware that harms the downloader so that they become a botnet for malware spreaders to mine bitcoins. This ethical issue will be discussed based on Kantian ethics and an analysis of information technology ethics that produces policy proposals regarding the use of torrents. This research uses the methodology of solving ethical problems of information technology according to Meyenn by producing policies to regulate the use of Torrents. Keywords: information sharing, peer to peer, torrent, information technology ethics, botnet, bitcoin
Pengembangan Gim Edukasi 2D Pemilahan Sampah Daur Ulang Berbasis Android Adjie Wahyudinata; Harya Bima Dirgantara
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 20 No 1 (2020)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (964.583 KB) | DOI: 10.30812/matrik.v20i1.860

Abstract

Setiap orang wajib membuang sampah pada tempatnya menurut jenis pewadahannya. Namun berdasarkan hasil survei yang dilakukan oleh Katadata Insight Center (KIC) sebanyak 50,8% dari 354 responden tidak memilah sampah. Kurang maksimalnya sosialisasi dan edukasi pemilahan sampah menjadi salah satu penyebab masyarakat tidak memilah sampah. Tujuan dari penelitian ini adalah mengembangkan game edukasi aksi 2D tentang pemilahan sampah daur ulang berbasis android yang dapat dijalankan di perangkat tanpa internet. Dengan memainkan gim ini diharapkan dapat menjadi media alternatif untuk sosialisasi dan edukasi pemilahan sampah. Gim ini dibangun menggunakan perangkat lunak mesin gim Unity 2D berbasis Android menggunakan bahasa pemrograman C#. Metode yang digunakan untuk mengembangkan gim ini adalah metode Game Development Life Cycle (GDLC). Tahapan GDLC terdiri dari 6 tahapan yaitu Inisiasi, Pre-Produksi, Produksi, Testing, Beta, dan Rilis. Hasil akhir dari penelitian ini adalah gim edukasi aksi pemilahan sampah daur ulang berjudul “Kita Pilah Sampah Anda” dengan spesifikasi minimal gawai Android 6.0 marshmallow. Dari total 21 responden masyarakat umum, 76,2% responden termotivasi untuk memilah sampah daur ulangnya sendiri setelah bermain gim ini.
Pengembangan Game Edukasi Geografi Archipelaquiz Berbasis Android Harya Bima DIrgantara
INTEK : Jurnal Informatika dan Teknologi Informasi Vol. 5 No. 2 (2022)
Publisher : Universitas Muhammadiyah Purworejo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37729/intek.v5i2.1869

Abstract

Tujuan penelitian ini adalah mengembangkan game yang bertujuan mengedukasi pemain mengenai pulau terluar di Indonesia, agar pemain mengetahui bahwa pulau terluar di Indonesia adalah sebuah potensi sebagai destinasi yang jarang sekali diketaui banyak orang. Pulau terluar tersebut anara lain: Pulau Rote, Pulau Miangas, Pulau Natuna, Pulau Nunukan, dan Pulau Weh. Metode yang digunakan dalam pembuatan game Archipelaquiz ini adalah Game Development Life Cycle. Dalam metode Game Development Life Cycle terdapat beberapa tahapan antara lain: Inisiasi, Pra-produksi, Produksi, Testing, Beta, dan Rilis. Hasil dari penelitian ini adalah sebuah game edukasi mengenai pulau terluar Indonesia yang bernama Archipelaquiz. Pengembangan game ini menggunakan sebuah aplikasi yang bernama Unity Engine. Dalam game ini, terdapat lima tampilan yang akan dilihat pemain, antara lain: Main Menu, Peta Indonesia, Pop up Informasi pulau, kuis, dan Hasil akhir kuis. Game ini dapat diinstal pada smartphone dengan minimum sistem operasi Android Lolipop.
Pelatihan Pengenalan Konsep Pembangunan Game Bagi Murid SMK Sint Joseph Harya Bima Dirgantara; Muhammad Adrinta Abdurrazzaq; Tedi Lesmana Marselino; Yulia Ery Kurniawati; Edwin Lesmana Tjiong
ABDIMAS Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 1 (2023): Pengabdian Kepada Masyarakat
Publisher : Research and Community Service INSTITUT TEKNOLOGI DAN BISNIS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/abdimas.v4i1.1800

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Pengabdian Kepada Masyarakat (PKM) merupakan salah satu kegiatan wajib bagi dosen berdasarkan Tri Dharma Perguruan Tinggi. Artikel ini membahas mengenai perlunya mengadakan pelatihan berkaitan dengan pengenalan konsep pembangunan video game. Hal ini dianggap perlu karena melihat banyaknya peluang yang terbuka di industri video game. Ditambah lagi dengan fakta bahwa Indonesia merupakan pangsa pasar video game terbesar di Asia Tenggara. Pengembang video game lokal bahkan hanya menguasai 0.4% pangsa pasar di Indonesia. Disisi lain, Indonesia memiliki kurikulum pendidikan yang bertujuan untuk menyiapkan sumberdaya manusianya untuk menguasai kemampuan industri dengan pendidikan setingkat Sekolah Menengag Atas (SMA) yang disebut Sekolah Menengah Kejuruan (SMK). Motivasi yang kuat untuk menguasai kemampuan industri pada pelajar SMK menjadikan SMK menjadi target yang cocok untuk diberikan pembekalan mengenai pembangunan video game. Maka dari itu, Institut Teknolgi dan Bisnis Kalbis serta SMK Sint Joseph bermitra untuk mengadakan pelatihan ini. Dari kegiatan PKM yang telah dilakukan, kegiatan ini memiliki hasil evaluasi yang sangat baik berdasarkan kuisioner yang diisi peserta. Berdasarkan antusiasme dan saran dari peserta membuat pelatihan ini juga layak untuk diadakan kembali dengan materi pembelajaran yang baru dan lebih mendalam.
Development of an Android Based First Person Shooter Math Educational Game Application Muhammad Maulidiy Sahli; Harya Bima Dirgantara
International Journal of Educational Technology and Artificial Intelligence Vol. 2 No. 1 (2023): Educational Technology and Artificial Intelligence
Publisher : CV TOPAZART

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Abstract

This study aims to develop an Android-based math education game with the Unity game engine as a learning medium for elementary school children. The formulation of the problem of this research is how to build an Android-based first-person shooter (FPS) math educational game as a learning medium for elementary school students. The researcher only took the material model that was applied to a limited game for the calculation model for the addition and subtraction of integers. The type of game used is a first-person shooter (FPS). The method used by the researcher is the Game Development Life Cycle (GDLC) method with stages: initiation, pre-production, production, game testing, beta, and release. The benefit of this research is to provide exciting and interactive alternative mathematics learning media. The final result of this research is an educational game entitled “Pistol Math” which can be played on Android devices. Based on user trial interviews with 20 respondents, 18 of 20 children became more interested and enthusiastic about learning with the learning method while playing the educational game “Pistol Math”.
Analisa Kebutuhan dan Perancangan Game Edukasi Pengenalan Makanan Hewan Untuk Siswa SD Henri Septanto; Arum Kusuma Wardani; Nur Hayati; Harya Bima Dirgantara
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 10 No. 1 (2023): Sains dan Teknologi
Publisher : Research and Community Service INSTITUT TEKNOLOGI DAN BISNIS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v10i2.2139

Abstract

Abstract:Needs Analysis and Design of Educational Games must be done before an educational game application program is used because Educational Games are currently not only an alternative in the learning process, but many have made it a part of the learning process. The system design is carried out using the GDLC model and the modeling language using UML (United Modeling Language). The implementation of this research is planned to produce a Learning Game application that is useful for elementary school students and also useful as a fun learning medium and also useful for elementary school teachers as a teaching aid. In accordance with the current situation and conditions coupled with the age of 1st grade elementary school children, where at that age children will prefer to learn while playing, then the analysis and design of this educational game is made with the hope that the resulting educational game will produce an educational game. games that support the learning process. Keywords: Analysis, Design. Game, Education
Pengembangan Gim Edukasi Mengenai Narkoba Berbasis Desktop Muhammad Ahimsa Dhia; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

This study discusses the development of an educational desktop-based game that addresses narcotics, psychotropics, and addictive substances. This "Kuis Anti Narkoba" game aims to be an interactive medium for learning about drugs. This game was developed using the Game Development Life Cycle (GDLC) methodology, which has 6 stages: initiation, pre-production, production, testing, beta, and release. The result of this research is a game titled "Kuis Anti Narkoba", which according to the results of test that have been conducted, 13 out of 14 people claim to be positive that this application can be an interesting learning medium about drugs and their types.
Pengembangan Gim Kuis Pengenalan Sejarah Perang Dunia I Berbasis Desktop Zanuar Fitrian Ardi; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to create an educational quiz game about the introduction of history of World War I desktop-based and can be run on a desktop with a Windows 10 operating system. This game was built using a 2D unity game engine. the method used to make this educational game using the Game Development Life Cycle (GDLC) method. This method consists of 6 stages: Initiation, Pre-Production, Production, Testing, Beta, and Release. In the final results of the educational game about introduction of World War I history with the title "Kuis Perang Dunia 1" has a minimum specification using the Windows 10 operating system. from the total of 12 respondents that have submitted to author, 66.7% of respondents can understanding world war I history after playing this game.
Pengembangan Aplikasi Pemasaran Design Dekorasi Panggung Pernikahan Menggunakan Realitas Tertambah Berbasis Android Jeremy Otniel Rorimpandey; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

This study seeks to develop an application that visualizes a three-dimensional (3D) wedding stage decoration design. This research is motivated by the fact that bride and groom couples frequently lack fundamental knowledge of wedding stage decoration. Multimedia Development Life Cycle is the employed method (MDLC). This program was created with Unity 3D and uses Augmented Reality (AR) technology to manipulate three-dimensional objects. The outcome of this research is an application for Android smartphones that can convert certain markers and display three-dimensional objects of wedding decorations, allowing for greater time and energy efficiency in the selection of decorations and a more appealing marketing design. And it can be concluded from the results of the user trial that the application is feasible.