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Adaptive Maze-Based Islamic Educational Games Using MOORA Method Nugroho, Fresy; Ridho, Muhammad; Melani, Roro Inda; Pebrianti, Dwi; Hammad, Jehad AH; Lestari, Tri Mukti; Maharani, Dian; Nurrahma ‘N, Alfina
Jurnal Nasional Pendidikan Teknik Informatika: JANAPATI Vol. 14 No. 2 (2025)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v14i2.100064

Abstract

The degradation of students' knowledge in Islamic education is increasingly concerning, driven by the negative influence of internet exposure. This study develops an educational game, Harta Karun Pengetahuan, as an interactive gamified learning medium incorporating core Islamic content. The game applies adaptive difficulty adjustment using the Multi-Objective Optimization on the Basis of Ratio Analysis (MOORA) method based on player performance. The success of the MOORA method in providing recommendations for players is shown by how players will be directed to the next maze according to the success of the previous game. The game was tested with 20 students (aged 18–21) with two approaches evaluation, the System Usability Scale (SUS) and the Igroup Presence Questionnaire (IPQ), achieving an average SUS score of 84 (indicating high usability) and an overall IPQ score of 4.64 (indicating strong player immersion). Results showed that General Presence and Involvement had the highest average scores, indicating that players felt emotionally engaged and present in the virtual learning world. Although the Realism dimension was generally positive, it suggests room for improvement in visual and interactive fidelity. The findings demonstrate that integrating Islamic content into digital games can provide meaningful learning experiences and support students in achieving cognitive, affective, and psychomotor competencies in a contextual IRE setting.
Penerapan Metode Pose to Pose dalam Film Animasi 3D Edukasi Nura Sang Cahaya Harapan Mubarok, Muhamad Husni; Nugroho, Fresy; Hasanah, Novrindah Alvi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i1.9887

Abstract

This research aims to develop an educational 3D animation film titled "Nura the Light of Hope" by applying the Pose to Pose method as the main technique in character animation. The story focuses on the main character, Nura, a humble old lamp, which teaches moral values such as gratitude, humility, and the importance of appreciating differences. The animation production process is divided into three main stages, namely pre-production (script writing, character design, and storyboard), production (modeling, texturing, rigging, animating, rendering), and post-production (final rendering, dubbing, and editing). The results obtained show that the use of the Pose to Pose method is able to create expressive character movements and in accordance with the emotions of the story, thus supporting the delivery of educational messages effectively to children aged 7-12 years. This movie is expected to be an alternative learning media that is interesting and meaningful in the context of children's education in the digital era.
Implementasi Metode Pose to Pose pada Perancangan Animasi "Ali & Umar" arfianto, farhan dzaffa; Hasan, Muhammad; Nugroho, Fresy; Karami, Ahmad Fahmi
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol. 7 No. 1 (2025): Journal of Digital Education, Communication, and Arts (DECA)
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v7i1.7939

Abstract

Animation, as a rapidly evolving art form, requires effective techniques to produce realistic and engaging movements. The pose-to-pose method, which focuses on creating key poses, is utilized in the design of the animation "Ali & Umar." This article explores the application of this method using Blender to enhance animation quality. Through this method, animators can better control each movement and add additional poses to increase dynamism. The pose-to-pose technique involves planning the animation by setting key poses at various stages of movement, allowing animators to achieve smooth and realistic motion and easily correct errors. The production process of this animation is divided into three main stages: preparation, creation, and refinement. In the preparation stage, the story and characters are designed with the help of artificial intelligence (AI) to facilitate initial visualization. The creation stage includes 3D modeling, texturing, rigging, and animating the characters and other visual elements, with the pose-to-pose method ensuring accurate character movements. Finally, the refinement stage involves editing and optimizing video quality and adding sound. The results of this study indicate that the pose-to-pose method is effective in producing educational 3D animations, aiming to convey an Islamic message about the dangers of shirk through an engaging medium. These findings open opportunities for the development of more innovative Islamic educational media in the future.
Improving Urban Heat Island Predictions Using Support Vector Regression and Multi-Sensor Remote Sensing: A Case Study in Malang Arif, Yunifa Miftachul; Rohma, Salma Ainur; Nurhayati, Hani; Kusumadewi, Tarranita; Nugroho, Fresy; Karami, Ahmad Fahmi
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 10 No 2 (2024): July
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v10i2.5022

Abstract

The Urban Heat Island (UHI) phenomenon is characterized by higher temperatures in urban areas compared to surrounding rural areas. This condition poses various environmental risks and adversely impacts public health, particularly in Malang, Indonesia. This study aims to predict land surface temperature (LST) in Malang to better understand and mitigate the effects of UHI's. Support Vector Regression (SVR) is employed using remote sensing data from Landsat-8, Sentinel-2, and SRTM. Normalized Difference Vegetation Index (NDVI), Normalized Difference Built-up Index (NDBI), Normalized Difference Water Index (NDWI), Normalized Difference Moisture Index (NDMI), elevation, and LST are calculated and normalized to ensure accurate data representation. Model testing results indicate that the Radial Basis Function (RBF) kernel performs best with hyperparameter settings of C = 10, Epsilon = 0.1, and gamma = 1. This model achieves an R² of 0.887, an MSE of 1.625, and a MAPE of 2.71%. These findings confirm that SVR with an appropriately tuned RBF kernel can improve prediction accuracy. Consequently, the study provides a robust foundation for developing more effective predictive models to address UHI management in urban areas.
Penggunaan Metode Pose to Pose dalam Perancangan Animasi 3D Islami dengan Judul “Beli Sepatu” Sa’aduddin, Farid Ahmad; Taufiqulhakim, Adnan Muhammad; Raidah, Afiifah Zain; Wulandari, Suci; Nugroho, Fresy; Fadilaaa, Juniardi Nur
Jurnal Sarjana Teknik Informatika Vol. 11 No. 2 (2023): Juni
Publisher : Program Studi Informatika, Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/jstie.v11i2.26373

Abstract

Penelitian ini memiliki urgensi menghadirkan animasi 3D Islami berkualitas tinggi yang menginspirasi dan mengajarkan dengan memanfaatkan teknik perancangan yang tepat. Penelitian ini akan mengkaji penggunaan metode pose to pose dalam perancangan animasi 3D Islami. Tujuan penelitian ini adalah mengaplikasikan teknik pose to pose ke dalam pembuatan animasi 3D Islami. Metode ini memprioritaskan perencanaan pose-pose kunci untuk menghasilkan animasi yang halus dan ekspresif. Metode ini juga memberikan kerangka kerja sistematis dan membantu animator mengatur gerakan karakter dengan efisien. Penelitian ini meliputi tiga tahap: pra-produksi, produksi, dan pasca produksi. Pose-pose kunci menjadi referensi animator dalam membangun animasi secara keseluruhan. Proses implementasi dilakukan menggunakan kakas Blender. Hasil penelitian menunjukkan bahwa penggunaan metode pose to pose dalam animasi 3D Islami menghasilkan animasi yang halus, ekspresif, dan mampu menyampaikan pesan Islami. 
APPLICATION OF MULTI-CRITERIA PROMETHEE METHOD TO ASSIST CHARACTER SELECTION IN THE ENDLESS RUNNER GAME Nurrahma, Alfina; Nugroho, Fresy; Buditjahjanto, I.G.P. Asto; Pebrianti, Dwi; Hammad, Jehad A.H.; Fachri, Moch; Lestari, Tri Mukti; Maharani, Dian; Prakasa, Aji Bagas
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 4 (2024): JUTIF Volume 5, Number 4, August 2024
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.4.2183

Abstract

The endless runner game is one of the most popular game genres, but selecting the optimal character for different map challenges poses a significant problem for players. In this context, this research was conducted to help select characters in the endless runner game using the PROMETHEE method. This selection is recommended based on the weight and difficulty of each map which varies, including the rice field map, road map and alley map. The implementation of calculating character recommendations uses the Preference Ranking Organization Method for Enrichment Evaluation (PROMETHEE) method with the highest score as the best ranking. Rank suitability can be determined by comparing the PROMETHEE method with the TOPSIS method on 15 characters alternatives with 6 criteria. As a result, the PROMETHEE method has significant value, but some still have the same best ranking as the TOPSIS method. Furthermore, usability testing was carried out on 57 respondents using the System Usability Scale (SUS) with an overall score from the evaluation of 78,8. The final score obtained based on the acceptance scale was included in the category suitable for use.
Penerapan Kecerdasan Buatan Pada Tingkat Kerumitan Game Edukasi Mitigasi Bencana Berbasis Capaian Pemain Nugroho, Fresy
Innovative: Journal Of Social Science Research Vol. 4 No. 3 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i3.11285

Abstract

Penelitian ini bertujuan untuk menginvestigasi penggunaan kecerdasan buatan dalam sebuah game edukasi mitigasi bencana. Jenis kecerdasan buatan yang dipilih adalah jaringan saraf tiruan. Dalam penelitian ini, diajukan penggunaan jaringan saraf tiruan untuk menentukan tingkat kerumitan game berdasarkan capaian pemain. Jaringan saraf tiruan propagasi balik menggunakan arsitektur 7-4-3-4 (7 masukan, 4 dan 3 hidden neuron, serta 4 keluaran) dengan fungsi aktivasi dan optimizer. Kemudian diuji untuk mencari jenis fungsi aktivasi dan optimizer mana yang memiliki akurasi tinggi yang digunakan untuk menentukan tingkat kerumitan dalam game edukasi mitigasi bencana. Tujuh masukan yang digunakan adalah nilai pemain, waktu bermain, nyawa pemain, jumlah musuh, nilai musuh, jumlah barang dan nilai barang. Sedangkan sisi keluaran berupa kombinasi ketebalan kabut, sisi kognitif, afektif dan psikomotor dari konten edukasi yang di tampilkan dalam game. Berdasarkan pengujian terhadap 100 dataset, dengan skenario pengujian 70 data latih dan 30 data uji, memiliki loss paling rendah yaitu 0.0011 dan akurasi 1. Sedangkan dari sisi penggunaan fungsi aktivasi ReLU dan optimizer Adam, memberikan akurasi 1.
Pemilihan Skill Terbaik Menggunakan TOPSIS Berbasis OWA Untuk Game Nugroho, Fresy; Zidan, Muhammad; Lestari, Tri Mukti; Pebrianti, Dwi
SinarFe7 Vol. 7 No. 1 (2025): SinarFe7-7 2025
Publisher : FORTEI Regional VII Jawa Timur

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

Abstract

Perkembangan game modern, khususnya pada genre Role Playing Game (RPG), menghadirkan tantangan baru bagi pemain dalam menentukan strategi yang efektif melalui pemilihan skill. Banyaknya pilihan skill dengan karakteristik beragam, ditambah dengan dinamika situasi pertempuran, sering kali menyulitkan pemain dalam memilih strategi yang paling optimal. Untuk mengatasi permasalahan tersebut, penelitian ini mengusulkan sistem rekomendasi skill pada game Pedjoeang dengan mengintegrasikan metode Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS) dan Ordered Weighted Averaging (OWA). Integrasi ini memanfaatkan keunggulan TOPSIS dalam menghitung kedekatan relatif terhadap solusi ideal, sekaligus fleksibilitas OWA dalam mendistribusikan bobot kriteria secara lebih adaptif. Sistem ini mengevaluasi enam alternatif skill terhadap enam kriteria, dengan bobot kriteria ditentukan melalui perhitungan OWA. Hasil pengujian menunjukkan bahwa Skill 5 memperoleh nilai closeness coefficient tertinggi (0,4846) dan menempati peringkat pertama, sedangkan Skill 4 mendapatkan nilai terendah (0,4538) dan berada pada peringkat terakhir. Selain itu, perbandingan antara TOPSIS konvensional dengan metode TOPSIS–OWA menunjukkan adanya perbedaan peringkat, khususnya pada Skill 3 dan Skill 4, yang membuktikan bahwa penerapan OWA meningkatkan sensitivitas sistem terhadap kriteria tertentu. Kontribusi utama penelitian ini adalah membuktikan efektivitas integrasi OWA pada metode TOPSIS dalam sistem rekomendasi berbasis game, yang mampu menghasilkan rekomendasi lebih adaptif dan kontekstual. Temuan ini memperkaya literatur mengenai pengambilan keputusan multikriteria di lingkungan interaktif serta membuka peluang penerapan pada genre game lain dengan kompleksitas lebih tinggi. Lebih jauh, pendekatan ini dapat meningkatkan pengalaman pemain melalui rekomendasi skill yang lebih cerdas, sehingga mendukung pengambilan keputusan strategis dalam gameplay yang dinamis.
Enhancing Student Engagement in Islamic Religious Education Through a Finite-State Machine and Guided Inquiry-Based Serious Game Marandy, Yuniar Setyo; Nugroho, Fresy; Kusumawati, Ririen; Handayani, Tuti; Marudin, Marudin
Didaktika Religia Vol. 13 No. 2 (2025): December
Publisher : Postgraduate Program, Institut Agama Islam Negeri (IAIN) Kediri, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/didaktika.v13i2.3611

Abstract

This study aims to develop interactive learning media in the form of a serious game based on Finite State Machine (FSM) and guided inquiry approach to improve student engagement and understanding of Islamic Education material, especially the exemplary story of Ashabul Kahfi. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. The game was developed with enemy characters based on Finite State Machine (FSM), consisting of three main conditions: patrol, pursuit, and return to the path, to create dynamics and challenges in educational games. Fourth-grade elementary school students were the main subjects in testing the effectiveness of the media, which involved pre-tests and post-tests to measure learning outcome improvement, as well as validation by subject matter and media experts. The results showed that the developed media met the feasibility criteria with a subject matter expert validation score of 3.5 and a media expert validation score of 4.0, as well as an N-Gain value of 0.53, which is in the moderate category. These findings indicate that the combination of FSM and guided inquiry methods in serious games can create an interactive, enjoyable, and effective learning experience that increases student engagement and critical thinking skills in PAI material. The research results recommend this media as an alternative for interactive digital learning at the elementary school level.
Calligraphy Style Personalization in Serious Games Using User-Based Collaborative Filtering with Cosine Similarity N, Alfina Nurrahma; Nugroho, Fresy; Arif, Yunifa Miftahul
TIN: Terapan Informatika Nusantara Vol 6 No 7 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v6i7.8744

Abstract

This study aims to develop the Try Calligraphy serious game equipped with a personalized recommendation system to assist players in selecting the most suitable Arabic calligraphy style (khat) based on their performance. The primary objective of this research is to optimize learning personalization by implementing a User-Based Collaborative Filtering approach that predicts the most appropriate handwriting styles for new players based on similarity to prior users. Performance data consisting of final scores generated from decoration, neatness, and completion time are recorded and compared to construct player similarity profiles. The system calculates predicted scores for untested calligraphy styles using cosine similarity and subsequently recommends the top three styles with the highest estimated performance potential. Two experimental scenarios were conducted to assess predictive performance. The results show Mean Absolute Error (MAE) values of 16.08 and 13.92, indicating a moderate level of accuracy. These findings suggest that while the system is capable of providing relevant and targeted recommendations, additional training data and improved similarity parameter design can further enhance predictive precision. Usability evaluation using the GUESS-18 instrument involved ten respondents and produced average scores above 3.7 across all constructs, reflecting positive user perceptions in terms of usability, aesthetics, enjoyment, and personal engagement. Overall, the system demonstrates that the integration of User-Based Collaborative Filtering in a serious game environment can enhance personalized learning, increase user involvement, and support the digital preservation and education of Islamic calligraphy art.
Co-Authors Adnan Muhammad Taufiqulhakim Afiifah Zain Raidah Agung Teguh Wibowo Almais Ahmad Fahmi Karami Al Hamidy, Kautsar Quraisy Al Mahdi, Prayuda Zaky Alfarisi, Muhammad Firyal Aljawad, Ulil Albab arfianto, farhan dzaffa Arief, Yunifa Miftachul Arif, Yunifa Mifachul Arif, Yunifa Miftahul Asyhari, Hamzah Faizal Atmaja, Gumilang Azhar Affandi Azzahra, Alivia Baihaki, Achmad Fahry Biktarinanda, Arneizha Cahyo Crysdian Dian Maharani, Dian Eko Mulyanto Yuniarno Fachri, Moch Fachrul Kurniawan Fadilaaa, Juniardi Nur Farid Ahmad Sa’aduddin Ferdianto, Akhmad Faizal Ferelian, Muhammad Hammad, Jehad A.H. Hammad, Jehad AH Hani Nurhayati Harfianti, Nadya Putri Harto, Sumber Hidayatullah, Fauzil I Gusti Putu Asto Buditjahjanto Ida Ayu Putu Sri Widnyani Ihsan, Afif Nuril Ikhlayel, Mohammed Juniardi Nur Fadila Khomariyah, Aniek Nurul Lestari, Tri Mukti Maharani, Elfira Putri Mahmud, Azkiya Makarim, Muhammad Abyan Marudin, Marudin Mitachul Arif, Yunifa Mochamad Hariadi Mokhamad Amin Hariyadi Muhamad Husni Mubarok Muhammad Andryan Wahyu Saputra Muhammad Faisal Muhammad Faisal Muhammad Hasan Muhammad Ridho Mutaqin, Ghani Mutaqin, Rizal N, Alfina Nurrahma Najwa Mazaya, Nada Nadhira Nandana, Prana Wijaya Pratama Nazira, Yuzema Mala Novrindah Alvi Hasanah Nuraini, Salsabila Ramadanti Nurrahma ‘N, Alfina Nurrahma, Alfina Pebrianti, Dwi Prakasa, Aji Bagas Pratama, Dicky Arya Prima Astuti Handayani Puspa Miladin Nuraida Safitri A. Basid Raidah, Afiifah Zain Ririen Kusumawati Rohma, Salma Ainur Roro Inda Melani RR. Ella Evrita Hestiandari Sahary, Fitry Taufiq Sa’aduddin, Farid Ahmad Sifaulloh, Hafizzudin Suci Wulandari Suci Wulandari Suhartono Suhartono Suyanta Suyanta Syawab, Moh Husnus Tamaulina Br Sembiring Tarranita Kusumadewi Taufiqulhakim, Adnan Muhammad Utama, Isma Izha Wafiy Anwarul Hikam Yuliawan, Audi Bayu Yuniar Setyo Marandy Yunifa Miftachul Arif Zidan, Muhammad Zifora Nur Baiti ’N, Alfina Nurrahma