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Journal : SEMINAR TEKNOLOGI MAJALENGKA (STIMA)

RANCANG BANGUN GAME ADVENTURE BAPER (ABAH SUPER) MENGGUNAKAN CONSTRUCT 2 BERBASIS ANDROID Saepul Mahri; Dadan Zaliluddin
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 7 (2023): STIMA 7.0 "Transformasi Peradaban Akademik Menyongsong Revolusi Industri 5.0"
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/stima.v7i0.856

Abstract

Culture is formed from many complex elements, including religious, political, customary, linguistic, tool-related, clothing, architectural, and artistic systems. According to the theory proposed by E.B. Taylor, culture is a comprehensive complex that encompasses knowledge, beliefs, art, morality, laws, customs, as well as human learning capabilities and other habits as members of society. Meanwhile, according to Koentjaraningrat, culture is a system of ideas, feelings, actions, and works produced by humans in their communal life. The term "game" refers to "permainan" in the English language. According to Clark C. Abt, a game is an activity involving player decisions, aiming to achieve goals that are "constrained by a specific context" (for example, limited by rules). In a game, there is usually a background that serves as the setting for the game, and for this game development, the author chose the case study of the forest in Sukamenak Village where monkeys frequently come down to the road to search for food, making it a potential tourist attraction and a source of income for the village. However, the lack of awareness about the forest and its history and culture in Sukamenak Village is a challenge.
SISTEM INFORMASI ANALISIS PLAYER TOURNAMENT MOBILE LEGENDS BERBASIS WEB PBESI MAJALENGKA Agung Pamungkas, Bayu; Zaliluddin, Dadan
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 7 (2023): STIMA 7.0 "Transformasi Peradaban Akademik Menyongsong Revolusi Industri 5.0"
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/stima.v7i0.871

Abstract

This research is motivated by the increasing number of E-Sports users or enthusiasts worldwide, as E-Sports has become an integral part of official sports competitions. Therefore, by creating an information system to process the data from Mobile Legends tournaments, the aim is to make informed decisions in identifying potential athletes who can bring honor to their region or country. In conclusion, this system is developed to provide support for decision-making, provide information related to the E-Sports organization that oversees the E-Sports ecosystem, namely the Indonesian Esports Association (PBESI), and offer prediction features to estimate the likelihood of victory for each player in the competition
IMPLEMENTASI CHATBOT KONSELING ANAK BERBASIS DIALOGFLOW UNTUK PENCEGAHAN BULLYING Pateman, Dimar; Zaliluddin, Dadan
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

This study aims to design and implement a chatbot-based counseling service for children to prevent bullying, utilizing Dialogflow integrated with Telegram. The research addresses the limited access children have to report bullying cases and receive initial counseling, particularly in regions with constrained resources. The development applied the waterfall method, covering requirements analysis, system design, implementation, Testing, and maintenance. The chatbot provides three main features: counseling services, bullying reporting, and educational content. Black Box Testing and User Acceptance Testing (UAT) showed that all features function according to specifications, with positive user feedback on accessibility and usability. The integration of Dialogflow's Natural Language Processing (NLP) capabilities enables the chatbot to understand user intent and provide contextually relevant responses. The solution is expected to support the Dinas Pemberdayaan Perempuan, Perlindungan Anak, dan Keluarga Berencana (DP3AKB) in Majalengka in monitoring and handling bullying cases, while offering children a safe and interactive platform for reporting and education.
PENERAPAN GAME EDUKATIF UNTUK MEMFASILITASI PERKEMBANGAN LITERASI ANAK PENDERITA DYSLEXIA PADA SEKOLAH DASAR DENGAN MENGGUNAKAN CONSTRUCT 2 Dzakirah , Nasya Rabbi; Zaliluddin, Dadan
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

This study investigates how using Construct 2-based educational games as interactive learning tools can help children with dyslexia develop their literacy skills in elementary school. More engaging and tailored learning media are needed because they often experience difficulties in reading, recognizing letters, and understanding text. To increase student engagement in the learning process, educational games have interactive visual displays, supporting sounds, and simple gameplay. The research methods used were design, development, and testing on students with dyslexia. The results showed that the use of this educational game can increase students' interest in learning, improve their ability to understand letters and words, and make the learning process enjoyable. Therefore, Construct 2-based educational games can be an alternative learning tool that is useful for supporting the literacy development of children diagnosed with dyslexia in elementary school.
PENGARUH IMPLEMENTASI GAME INTERAKTIF TERHADAP PERILAKU KOMUNIKASI MASYARAKAT DI LINGKUNGAN KULINER LOKAL Ramadan, Mohamad Faza Silmi; Zaliluddin, Dadan
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

The rapid development of digital technology has influenced various aspects of life, including entertainment and social interaction. This practicum focuses on the development of an interactive game called Timbel Curhat at Warung Nasi Timbel Mista Cigasong as a medium for building positive communication between customers. The research method used is the Game Development Life Cycle (GDLC), which consists of the initiation, pre-production, production, testing, beta, and release stages. The testing method used is black-box testing to ensure functionality. The result of this practicum is an interactive game that encourages customers to communicate positively while waiting for or after enjoying their meal. The implementation of this game is expected to increase customer engagement, create a more enjoyable dining atmosphere, and strengthen social interaction among visitors.
GAME EDUKATIF BERBASIS CONSTRUCT 3 SEBAGAI MEDIA PEMBELA-JARAN INTERAKTIF UNTUK ANAK USIA DINI DI RA-ALFARISI Rusmanto, Ayu Hafidzah; Zaliluddin, Dadan; Bastian , Ade
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The advancement of multimedia technology has fostered the emergence of interactive learning media that can enhance students’ interest and comprehension, particularly for early childhood education. This study aims to develop an educational Game using Construct 3 as an interactive learning medium at RA Al-Farisi. The development process applied the Single Development Life Cycle (SDLC) with a Rapid Prototyping approach, which included needs analysis, design, prototyping, testing, and evaluation. The Game content integrates basic educational materials such as the introduction of animals, the solar system, family members, communication tools, and religious values. The usability testing involved teachers and students of RA Al-Farisi using the System Usability Scale (SUS) instrument. The results indicate that the developed educational Game demonstrates good usability, is easy to understand, and engaging for young learners. Therefore, this Game is effective as an alternative interactive learning medium that stimulates children’s cognitive and motor development while enhancing their learning motivation.
Co-Authors Abdurahman, Dede Ade Bastian Agung Pamungkas, Bayu Agus Muharom Aldien, Royan Gustio Almazmar, Giatul Khodijah Hodijah Anggi, Muhamad Ani Siti Ranifa Apriliyani, Techa Ardi Mardiana Azkiya, Muhammad Azkal Badhel, Yasser Gibran Bastian , Ade Berliani, Mega Budiman Budiman Cesoria, Yola Zerlinda Dadan Romadhoni Dede Abdurahman Deden Rizal Mantopani Destiani, Putri Devi Sukrisna Didin Rudini Didin Rudini Dony Susandi Dzakirah , Nasya Rabbi Dzakirah, Nasya Rabbi Erdiyanti, Yucky Putri Fahmi Aziz, Muhamamad Faizah, Putri Alya Nur Fajar, Arif Nur Febriani, Rani Firmansyah Hendriyanto Firmansyah, Mochammad Bagasnanda Fitriani, Nadila Fortuna, Nia Fitriana Hapipah, Liza Darojatul Haq, Rosdiana Harun Sujadi Hendra Perdana Hermawan, Dicky Hermawan, Yoga Hidayat, Rani Lestari Ii Sopiandi, Ii Indra Permana, Indra Irwanto, Dicky Jabbar, Fathir Abdul Jamhari Jamhari Khoerunissa, Salsa Kusdinar, Erlangga Mauda, Cecep Muhamad Ikbal Muhammad Syifa Al Maroghi Nadila Noer Azizah Neng Siska Intantria Nugraha, Faisol Nunu Nurdiana Nurfajriah, Riska Nurhilda, Pebby Nurhimah, Enung Pateman, Dimar Permana, Iip Indra Pinasari, Repi Prahara, Ervin Gusti Dwi Priyadi, Deni Putra, Jalasena Dwi Putri, Vinna Septyara Rahmasari, Yulia Ramadan, Mohamad Faza Silmi Riepah, Ipah Rifki, Muhamamad Roni Hidayat Rully, Ade Rusmanto, Ayu Hafidzah Saepul Mahri Saepuloh, Aep Salwa, Alya Jihan Sarmidi Siti Julaeha, Siti Sudjana, Muhammad Ridwan Shaleh Suhendri Suhendri Tri Ferga Prasetyo Tri Ferga Prasetyo Wahid, Abrar Wahyuni, Kartika Sri Wiranagari, Relifa G Wita Nurjanah Yayat Sutaryat Yohane, Novi Yuliana Purnama Citra Zahidah, Zahra