Claim Missing Document
Check
Articles

RANCANG BANGUN GAME EDUKASI HURUF HIJAIYAH SEBAGAI PEMBELAJARAN ANAK USIA DINI BERBASIS CONSTRUCT 2 zalra; Nurgiyatna
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 11 No 2 (2026): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v11i2.8277

Abstract

Learning Hijaiyah letters for early childhood education is still commonly carried out using conventional methods, such as books and whiteboards, which are often less effective in attracting children's attention during the learning process. Advances in technology have created opportunities for utilizing games as educational media to support a more engaging and enjoyable learning environment. This study developed an educational game for learning Hijaiyah letters using the Construct 2 game engine. The game is intended to serve as a learning medium to facilitate the educational process for early childhood students at TK IT Taruna Teladan. The development process employed the Waterfall-based Game Development Life Cycle (GDLC) method, which consists of several stages, including requirement analysis and identification, design, implementation, testing, and system maintenance. System testing was conducted using the Black Box Testing method to ensure that all features functioned according to their intended design, while the System Usability Scale (SUS) instrument was used to evaluate user responses and assess the application's usability from the users' perspective. The results of this study produced an educational game equipped with features such as Hijaiyah letter recognition, letter-matching games, pronunciation audio, sound settings, and a scoring system. Based on the evaluation results, the application was able to perform all its functions properly. The average System Usability Scale (SUS) score of 75, categorized as "Good," indicates that the game is suitable for use as a learning medium for teaching Hijaiyah letters to early childhood learners.
Systematic Literature Review: Application of Deep Learning in Tuberculosis Diagnosis Using Chest X-Ray Images – A Focus on Models, Challenges, and Research Opportunities Janera Almasahni; Nurgiyatna
JURIKOM (Jurnal Riset Komputer) Vol. 13 No. 3 (2026): Juni 2026
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v13i3.9880

Abstract

Tuberculosis (TB) is an infectious disease with a high mortality rate worldwide. Deep learning offers promising opportunities for automated TB diagnosis from chest X-ray (CXR) images. This systematic literature review (SLR), conducted following PRISMA 2020 guidelines, analyzes 66 articles from Scopus (2021–2026) to examine deep learning models, datasets, evaluation methods, challenges, and research opportunities. Findings reveal that CNN models remain dominant (42.42%), followed by hybrid CNN-Transformer models (37.88%), while public datasets are most frequently used (63.64%). Key challenges include dataset limitations, poor generalization, computational complexity, and lack of interpretability. This review contributes a comprehensive taxonomy of deep learning architectures for TB detection, identifies emerging trends toward hybrid and ensemble approaches, and provides actionable recommendations for future research, including federated learning, explainable AI, and clinical integration. These findings offer valuable guidance for researchers and practitioners developing reliable AI-based TB diagnostic systems.
Game Edukasi Matematika untuk Pembelajaran Materi Perkalian dan Pembagian Siswa SD Kelas 4 Tyar Berliana Umi Kalsum; Nurgiyatna Nurgiyatna
Jurnal Ilmiah Global Education Vol. 7 No. 2 (2026): JURNAL ILMIAH GLOBAL EDUCATION
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/jige.v7i2.5765

Abstract

Learning multiplication and division mathematics for 4th grade elementary school students still faces various challenges, one of which is the limited availability of interactive learning media. This study aims to design and develop a Construct 2-based educational mathematics game as an alternative learning medium that is attractive, easy to use, and suitable for schools with limited technological facilities. The game development process follows the Waterfall model, which includes needs analysis, design, implementation, testing, and evaluation. The developed game includes learning materials, gradual game levels, gamification elements, and an automatic assessment system. Testing was conducted using the Black-Box Testing method, the System Usability Scale (SUS), and pretests and posttests to measure student understanding. The test results showed that all game functions functioned well. The usability evaluation resulted in an average SUS score of 86.65, which is categorized as very good, while the pretest and posttest results showed an increase in students' average score from 67.3 to 82.3. Based on these results, the developed educational mathematics game is considered suitable for use as a supporting medium for mathematics learning in elementary schools.