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Penguatan Kapasitas Pengelolaan Informasi Pegiat Desa dan Tata Kelola Sistem Informasi di Jalaksana Kabupaten Kuningan Yulyanto; Rio Andriyat Krisdiawan; Rio Priantama
Journal of Innovation and Sustainable Empowerment Vol. 3 No. 1 (2024)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jise.v3i1.35

Abstract

Workshop yang kami lakukan bersama ini adalah workshop pelatihan yang bertujuan untuk membantu perangkat desa di Kecamatan Jalaksana Kabupaten Kuningan untuk meningkatkan kinerja dan pengetahuan serta keterampilan dalam penggunaan dan pemanfaatan teknologi informasi. File sharing tersedia di desa secara online sehingga dokumen dan arsip pengurus desa, kecamatan dan kabupaten khususnya masyarakat dan lembaga pemberdayaan desa dapat bekerja lebih baik lagi. Selain itu, diharapkan dengan adanya workshop ini dapat meningkatkan pemahaman dan keterampilan pengelolaan website, sehingga website desa yang digunakan dapat menjadi lebih menarik dan mempromosikan potensi desa ke seluruh dunia, dan juga diharapkan setelah pelatihan ini semua Desa dapat mengembangkan dengan menggunakan teknologi yang ada di desa. Agar website desa dapat digunakan sebagai sarana pelaporan kemajuan dan hasil pembangunan desa berbasis web. Berperan sebagai alat komunikasi dan transmisi informasi kepada masyarakat, sumber informasi dan pengetahuan yang lengkap tentang desa dan alat untuk menyimpan informasi desa yang penting, panduan untuk perencanaan pembangunan desa, dan juga dapat berfungsi sebagai pengawasan administrasi. administrasi di desa.
Fuzzy-Driven Adaptive NPC Behavior in a Meme-Based Platformer Game for Android Mobile: Perilaku NPC Adaptif Berbasis Fuzzy dalam Game Meme Platformer Berbasis Ponsel Android Encep Sayid Amrulloh; Rio Andriyat Krisdiawan; Iwan Lesmana; Lutfi Rohmawati
NUANSA INFORMATIKA Vol. 19 No. 2 (2025): Nuansa Informatika 19.2 Juli 2025
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v19i2.440

Abstract

Game-based applications are increasingly used beyond entertainment to deliver adaptive, engaging user experiences. Yet, many mobile platformer games still rely on static enemy behaviors, leading to repetitive gameplay. This study introduces Pepe the Ponderland Warrior, a 2D platformer for Android that incorporates culturally relevant meme characters and dynamic NPC behavior using fuzzy logic. Developed with the Game Development Life Cycle (GDLC), the game uses the Fuzzy Sugeno inference system to adapt NPC responses based on player distance, health, and damage received. UML modeling guided the system design, while testing included black-box, white-box, and User Acceptance Testing (UAT). The fuzzy-based system enabled real-time, context-aware NPC decisions, creating more varied and challenging gameplay. The game passed functional and logical testing, with UAT from 30 users producing a high feasibility score of 81.2%, reflecting satisfaction in design, gameplay, and difficulty balance. By integrating fuzzy logic with meme-inspired content, this study offers a novel and efficient AI approach for mobile games, highlighting potential for expansion across platforms and with more adaptive inputs.
Real-Time Bayesian Knowledge Tracing for Adaptive Vocabulary Practice in an Adventure Educational Game: Architecture, Verification, and Reproducibility: Real-Time Bayesian Knowledge Tracing untuk Praktik Kosakata Adaptif pada Game Edukasi Bergenre Petualangan: Arsitektur, Verifikasi, dan Reproducibility Ikhsan Khaeruddin; Rio Andriyat Krisdiawan; Nida Amalia Nasikin
NUANSA INFORMATIKA Vol. 20 No. 1 (2026): Nuansa Informatika 20.1 Januari 2026
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v20i1.535

Abstract

Vocabulary learning in primary English classes is often constrained by heterogeneous learner readiness, where fixed game progression can under-serve both struggling and advanced students. This study aims to implement and technically validate a reproducible real-time adaptivity mechanism using Bayesian Knowledge Tracing (BKT) in a Unity-based Android vocabulary game. The research adopts a design-and-verification approach using the Game Development Life Cycle (GDLC), supported by requirements elicitation (classroom observation, teacher interview, and literature review). The adaptive engine applies BKT to update mastery after each quiz response and routes learners using a mastery-threshold policy, while event-level logs are stored locally and exportable for auditability. The main results demonstrate that adaptive mode activation, mastery updates, persistence of adaptive state, and mastery-gated progression function consistently in end-to-end black-box tests. Algorithm-level credibility is strengthened through white-box basis-path verification of the UpdateProbability() routine, ensuring independent execution paths for correct and incorrect responses are covered. This work contributes a deployable Unity/Android architecture for real-time BKT-driven adaptivity, accompanied by verification artifacts and reproducibility recommendations to support technical audit, replication, and subsequent controlled effectiveness studies.