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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

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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.
ANALYSIS FAVORITE GENERAL HOSPITALS IN WEST JAVA BASED ON INPATIENT VISITS USING K-MEANS SENTIMENT ANALYSIS Dadan Zaliluddin; Ii Sopiandi; Yoga Hermawan
INFOTECH journal Vol. 10 No. 1 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v10i1.10270

Abstract

This study examines the utilization of the K-Means algorithm for sentiment analysis in widely used hospital services utilizing the Python programming language. The main goal is to improve comprehension of patient satisfaction with the healthcare services provided at these hospitals. The data used for sentiment analysis was obtained via scraping patient evaluations from the web. The K-Means technique was utilized to classify the feelings into negative, neutral, and positive categories through the study of large-scale data. This investigation offers useful insights into the specific aspects that influence patients' opinions of healthcare services at their preferred hospitals. The study's findings provide valuable insights for hospital management to enhance the quality of healthcare services. Utilizing the K-Means algorithm in sentiment analysis facilitates the identification of prevalent trends and patterns that may not be discernible through manual techniques. Thus, this study integrates computational methodologies and sentiment analysis to offer a more holistic perspective on patient experiences at preferred hospitals.
PENERAPAN METODE UX HONEYCOMB DAN GAME DEVELOPMENT LIFE CYCLE PADA GAME FUTURE WARFARE Dadan Zaliluddin; Ade Bastian; Rivki Anja Afrenda
INFOTECH journal Vol. 12 No. 1 (2026)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v12i1.16914

Abstract

Pengembangan game modern menuntut penerapan metodologi terstruktur yang tidak hanya berfokus pada aspek teknis, tetapi juga pada kualitas pengalaman pengguna. Penelitian ini bertujuan menerapkan metode UX Honeycomb dan Game Development Life Cycle (GDLC) pada pengembangan game Future Warfare, yaitu game aksi bertema futuristik-lokal yang dikembangkan menggunakan Unity Engine. Metode UX Honeycomb digunakan untuk mengevaluasi tujuh dimensi pengalaman pengguna, yaitu useful, usable, findable, desirable, accessible, credible, dan valuable, sedangkan GDLC digunakan sebagai kerangka pengembangan mulai dari tahap konseptualisasi, perancangan aset, implementasi mekanika permainan, hingga pengujian. Pengumpulan data dilakukan melalui kuesioner berbasis skala Likert dan uji playtesting terhadap 30 responden. Hasil penelitian menunjukkan bahwa game Future Warfare memperoleh skor UX yang tinggi pada aspek usability dan desirability, namun masih ditemukan kelemahan pada aspek accessibility dan findability, terutama terkait ukuran teks dan navigasi antarmuka. Secara keseluruhan, penerapan kedua metode ini terbukti mampu menghasilkan proses pengembangan game yang lebih terstruktur serta memberikan gambaran menyeluruh terkait kualitas pengalaman pengguna. Temuan penelitian ini dapat dijadikan acuan dalam pengembangan game lokal dengan pendekatan UX yang komprehensif dan metodologi pengembangan profesional.
Global Sentiment Analysis of Video Surveillance Technology Using BERT Syifaa Puspita Rahayu; Ade Bastian; Dadan Zaliluddin; Ii Sopiandi; Ardi Mardiana
Journal of Applied Information System and Informatic (JAISI) Vol 4, No 1 (2026): MEI 2026
Publisher : Deparment Information System, Siliwangi University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jaisi.v4i1.17249

Abstract

The significant imbalance between population growth and the availability of video surveillance systems in several major cities across different countries has raised concerns regarding the effectiveness of public space monitoring. As urban areas become increasingly dense and complex, CCTV is expected to function not only as a security support tool but also as part of a broader strategy for crime prevention, public safety, and urban management. However, the implementation of video surveillance also generates diverse public opinions, especially on social media platforms such as Twitter (X), where users actively express their views, support, concerns, and criticism. This study aims to identify public sentiment trends toward video surveillance and evaluate the performance of the BERT (Bidirectional Encoder Representations from Transformers) model in classifying these sentiments. The research uses social media data collected from various countries and applies BERT as a contextual natural language processing model. The findings show that most users expressed positive sentiments toward video surveillance, indicating that CCTV is generally perceived as beneficial for improving security and monitoring public spaces. In terms of model performance, BERT achieved its highest accuracy of 0.85 during the third trial at epoch 15. However, a slight decrease in accuracy occurred at epoch 20, indicating the possibility of overfitting when the model was trained for too long. These findings suggest that BERT is effective in capturing public opinion contextually and can be used as a valuable analytical tool to support evidence-based decision-making related to surveillance technology implementation in urban environments.
Perancangan Game Kasada Aksara Dan Bahasa Sunda Sebagai Media Edukasi Menggunakan Unity Berbasis Android Didin Rudini; Ade Bastian; Dadan Zaliluddin
J-ENSITEC (Journal of Engineering and Sustainable Technology) Vol. 9 No. 02 (2023): June 2023
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jensitec.v9i02.4069

Abstract

The utilization of information technology as an educational medium is one of the efforts that can be chosen to preserve the Sundanese script and language because it is very relevant to modern times like now. Educational media in the form of Android-based Games can be a means of entertainment as well as provide information about the Sundanese script and language, besides that it is effortless to access because it is enough to use a device that uses the Android operating system. The type of Game chosen is a puzzle Game and a Game of arranging letters into words so that it can train the memory and accuracy of the users of this Game. The Game interface design process uses the Figma application and Adobe Illustrator, then the Game design process uses the Unity application. It is utilizing Android-based Games as educational media will provide a more enjoyable and flexible learning experience.
IMPLEMENTASI PIPELINE PRODUCTION ANIMATION 3D MEDIA PROMOSI UNIVERSITAS MAJALENGKA Tri Ferga Prasetyo; Dadan Zaliluddin; Maulana Ibrahim; Amam Nur Affandi
Indonesian Journal of Business Intelligence (IJUBI) Vol 7 No 1 (2024): Indonesian Journal of Business Intelligence (IJUBI)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/ijubi.v7i1.4275

Abstract

This study focuses on the implementation of a 3D animation production pipeline in promotional media, utilizing a variety of information technology tools to optimize processes and enhance visual effectiveness. The use of Agile project management software facilitates efficient team collaboration and rapid adaptation to changes, increasing productivity and design iteration quality. In the modeling and rendering processes, Blender and Autodesk Maya are employed to create complex 3D models and detailed visuals, supported by GPU processing to accelerate rendering and allow greater creative exploration. Unity is integrated to develop interactive simulations, adding game elements to the animations that enhance user engagement. Machine learning is applied in character rigging to automate and correct poses, reducing production time and improving visual expression. Procedural generation techniques are used to automate the creation of textures and environmental elements, is applied in the final presentation phase to deliver promotional content more immersively. This research reveals the significant potential of integrating information technology in speeding up 3D animation production and enhancing the visual and interactive user experience.
Prediksi Perubahan Luas Perkebunan Aren di Jawa Barat Berbasis Geospasial dengan Algoritma ARIMA dan Machine Learning Dadan Zaliluddin; Asep Dian Heryadiana; Dimar Pateman
Jurnal Sistem Informasi Vol. 13 No. 1 (2026)
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/djx30932

Abstract

Aren palm (Arenga pinnata) plays a significant role as an economic commodity and a renewable energy source in West Java, Indonesia. However, fluctuations in plantation areas caused by land use change, climate variability, and socio-economic factors have created challenges for sustainable management. Accurate prediction of aren plantation area dynamics is required to support decision-making and policy design for renewable energy development and environmental sustainability.This study aims to predict changes in aren plantation areas in West Java using a combination of Autoregressive Integrated Moving Average (ARIMA) for time-series forecasting and Machine Learning algorithms for enhanced prediction accuracy. Historical data of aren plantation areas from 2013 to 2023 were collected from official government databases. ARIMA was applied to model temporal trends, while Machine Learning approaches such as Random Forest and Long Short-Term Memory (LSTM) were employed to capture non-linear relationships and integrate external factors such as rainfall, soil characteristics, and urbanization patterns. In addition, a geospatial approach using Geographic Information System (GIS) was adopted to visualize spatial changes in plantation areas.Preliminary results indicate that ARIMA successfully models short-term trends with relatively low forecasting errors (RMSE < 15%). Machine Learning models demonstrate the potential to improve robustness and predictive accuracy by incorporating multidimensional variables. The integration of spatial visualization enables stakeholders to identify high-risk regions for land conversion and areas with strong potential for sustainable aren cultivation. The findings of this research provide a foundation for developing a decision support system to enhance sustainable plantation management and bioethanol policy planning in West Java. The proposed predictive framework contributes not only to the field of computational forecasting but also to the strategic alignment of renewable energy development with local socio-economic priorities. Keywords: ARIMA, Machine Learning, Geospatial, Aren Plantation, Forecasting  
Pemberdayaan UMKM Kuliner Melalui Digitalisasi Sistem Pemesanan Berbasis Qr Code Di Kabupaten Majalengka Dadan Zaliluddin; Tri Ferga Prasetyo; Ardi Mardiana; Riri Nurazizah
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 3 (2026)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jb.v7i3.19336

Abstract

Usaha Mikro, Kecil, dan Menengah (UMKM) kuliner di Kabupaten Majalengka masih menghadapi berbagai kendala operasional akibat penggunaan sistem pemesanan manual, seperti antrean pelanggan yang panjang, kesalahan pencatatan pesanan, serta pengelolaan transaksi yang belum terdigitalisasi. Kondisi tersebut berdampak pada menurunnya kualitas pelayanan dan daya saing usaha di era transformasi digital. Kegiatan pengabdian kepada masyarakat ini bertujuan memberdayakan UMKM kuliner melalui implementasi sistem pemesanan digital berbasis QR Code sebagai bentuk hilirisasi hasil penelitian dan pengembangan aplikasi. Metode pelaksanaan menggunakan pendekatan partisipatif yang meliputi analisis kebutuhan, sosialisasi, pelatihan, implementasi sistem, pendampingan, dan evaluasi. Teknologi yang diterapkan berupa aplikasi pemesanan berbasis web menggunakan framework Laravel yang memungkinkan pelanggan melakukan pemesanan melalui pemindaian QR Code pada setiap meja. Hasil kegiatan menunjukkan bahwa mitra mampu mengadopsi sistem pemesanan digital, meningkatkan literasi digital, mengurangi kesalahan pencatatan pesanan, mempercepat proses pelayanan, serta meningkatkan efektivitas pengelolaan transaksi. Pendampingan yang dilakukan juga meningkatkan kemampuan mitra dalam mengoperasikan sistem secara mandiri. Dengan demikian, penerapan sistem pemesanan berbasis QR Code terbukti mendukung transformasi digital UMKM kuliner, meningkatkan kualitas layanan, efisiensi operasional, dan daya saing usaha di Kabupaten Majalengka.
Co-Authors Abdurahman, Dede Abdurahman, Dede Ade Bastian Agung Pamungkas, Bayu Agus Muharom Aldien, Royan Gustio Almazmar, Giatul Khodijah Hodijah Amam Nur Affandi Anggi, Muhamad Ani Siti Ranifa Apriliyani, Techa Ardi Mardiana Asep Dian Heryadiana Azkiya, Muhammad Azkal Badhel, Yasser Gibran Berliani, Mega Budiman Cesoria, Yola Zerlinda Dadan Romadhoni Deden Rizal Mantopani Destiani, Putri Devi Sukrisna Didin Rudini Dimar Pateman 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 Hidayat, Rani Lestari Ii Sopiandi, Ii Indra Permana, Indra Irwanto, Dicky Jabbar, Fathir Abdul Jamhari Jamhari Khoerunissa, Salsa Kusdinar, Erlangga Mauda, Cecep Maulana Ibrahim 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 Riri Nurazizah Rivki Anja Afrenda Roni Hidayat Rully, Ade Rusmanto, Ayu Hafidzah Saepul Mahri Saepuloh, Aep Salwa, Alya Jihan Sarmidi Siti Julaeha, Siti Sudjana, Muhammad Ridwan Shaleh Suhendri Suhendri Syifaa Puspita Rahayu Tri Ferga Prasetyo Tri Ferga Prasetyo Wahid, Abrar Wahyuni, Kartika Sri Wiranagari, Relifa G Wita Nurjanah Yayat Sutaryat Yoga Hermawan Yohane, Novi Yuliana Purnama Citra Zahidah, Zahra