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Development of Serious Games as A Programming Learning Platform for Informatics Students Prasetya, Noven Indra; Syidada, Shofiya; Retnawati, Lestari
Jurnal Paedagogy Vol 12, No 1 (2025): Jurnal Paedagogy (January 2025)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i1.12915

Abstract

This study aims to develop DolananCoding, a programming learning platform based on serious games designed for informatics students. The research employed the waterfall software development methodology, encompassing requirements analysis, system design, implementation, testing, and dissemination. The study participants consisted of second- and fourth-semester students from the Department of Informatics at Universitas Wijaya Kusuma Surabaya, totaling 264 students. The research instrument used is the end-user computing satisfaction (EUCS) questionnaire with a 5-point Likert scale to evaluate user satisfaction with the platform. Data analysis was conducted using descriptive statistics to assess user satisfaction across five dimensions: accuracy, ease of use, content, timeliness and format. The results indicated that the DolananCoding platform was validated and has received positive responses from students, achieving a user satisfaction score of 4.3 out of 5.0. This platform is expected to enhance students' motivation and engagement in programming learning while equipping them with the programming skills required to compete in the professional job market.
Peningkatan Kompetensi Guru Melalui Penguasaan Augmented Reality di SDI Raudlatul Jannah, Sidoarjo, Jawa Timur Retnawati, Lestari; Saurina, Nia; Pratama, Firman Hadi Sukma; Ikhsan, Teguh Pribadi; Prasetiya, Noven Indra
JPP IPTEK (Jurnal Pengabdian dan Penerapan IPTEK) Vol 8, No 2 (2024): November
Publisher : Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.jpp-iptek.2024.v8i2.6651

Abstract

Augmented reality (AR) adalah teknologi yang menggabungkan dunia nyata dan maya, memungkinkan pengguna berinteraksi secara real-time. Teknologi ini menarik perhatian dalam pendidikan karena potensinya memperkaya pengalaman belajar. Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan pemahaman tentang AR melalui webinar pengenalan dan pelatihan pembuatan AR. Peserta adalah guru SDI Raudlatul Jannah, Sidoarjo, dengan metode ceramah, demonstrasi, dan praktik. Pada akhir kegiatan, kuesioner disampaikan untuk mengukur perbedaan pengetahuan peserta sebelum dan sesudah pelatihan. Evaluasi meliputi pemahaman AR melalui transfer pengetahuan, penguasaan materi, kejelasan penyampaian, dan ketepatan alokasi waktu. Luaran dari pelatihan ini mencakup tiga hal utama: guru memperoleh pengetahuan tentang media pembelajaran AR dan kompetensi profesional, guru terampil membuat media pembelajaran AR, serta guru termotivasi meningkatkan kompetensi profesional dengan menciptakan media pembelajaran terkini. Hasil pelatihan ini dipublikasikan pada jurnal pengabdian masyarakat ber-ISSN atau media online. Pelaksanaan dilakukan secara tatap muka dengan metode klasikal, melalui tahapan persiapan, pelaksanaan, dan evaluasi, bertujuan meningkatkan kompetensi guru dalam memanfaatkan teknologi terkini untuk pembelajaran.
Utilizing Serious Games as an Interactive Platform for Programming Learning in Informatics Students Wicaksono, Manuel Yosia Krista Ananda; Prasetya, Noven Indra
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 13, No 1 (2025): January
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v13i1.10758

Abstract

Programming is a critical skill for informatics students, enabling them to design systems, develop software, and analyze user requirements. However, many students face significant challenges in understanding programming concepts and syntax, particularly during the initial stages of learning. These difficulties often stem from limited proficiency in reading, debugging, and writing code, coupled with low motivation and engagement in the learning process. To address these challenges, it is essential to adopt engaging and enjoyable instructional approaches. Serious games have proven to be an effective instructional method, enhancing students' motivation and engagement through game-based elements. This study introduces DolananCoding, a serious game developed as an interactive platform for teaching structured programming courses. DolananCoding incorporates two key features: live coding and a leaderboard, both designed to boost students' motivation and engagement in programming learning. The platform was rigorously evaluated through two testing methods: system testing and user testing. System testing validated the fulfillment of functional requirements, including modules, materials, and experience points, all of which met the expected standards. User testing assessed the platform's user satisfaction through a questionnaire administered to 76 students, yielding an average satisfaction score of 4.3 out of 5.0. These results indicate a positive reception among students, demonstrating the platform's readiness for integration into programming learning.
Meningkatkan Pengetahuan Masyarakat Dalam Menggunakan Microsoft Word Athallah, M. Rifqi Bima; Prakosa, Sagita; Rachmad, Ido Putra Setia; Mustofa, Erlangga Satria; Atsiil, Davin Rozaan; Prasetya, Noven Indra; Suharso, Akbar Bayu Kresno
PENITI BANGSA (Pemanfaatan Ilmu Pengetahuan dan Teknologi bagi Masyarakat) Vol 3 No 1 (2025): PENITI BANGSA
Publisher : Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/PENITI-BANGSA.v3i12025.163

Abstract

The advancement of the times requires everyone to keep up, including in the ability to use computer programs such as Microsoft Word. Many people in Indonesia still lack proficiency in using Microsoft Word, including residents in the Manukan area, Tandes District, Surabaya City. This community service activity aims to educate the public to understand and be able to operate the basic features of Microsoft Word. The activity was carried out through the delivery of materials and hands-on practice by creating a document. The results showed that participants experienced an improvement in their knowledge and skills in using Microsoft Word. Community service activities like this need to be continuously conducted to enhance technological literacy among people across all age groups.
Pembuatan Modul Quickshifter Menggunakan Arduino Uno Sebagai Pengganti Kompoenen Kopling Motor Himawan, Riswan Achmad; Himawan, Riswandha Achmad; Prasetya, Noven Indra
Melek IT : Information Technology Journal Vol. 11 No. 1 (2025): Melek IT: Information Technology Journal
Publisher : Informatics Department-Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/melekitjournal.v11i1.396

Abstract

Pembuatan modul quickshifter ini merupakan teknologi dalam dunia otomotif sepeda motor bertransmisi manual yang dikembangkan melalui gabungan Arduino Uno dan Bahasa C++. Tujuan penelitian ini memudahkan pengendara melakukan perpindahan gigi tanpa perlu menggunakan kopling dan menutup tuas gas. Manfaat yang didapatkan pengendara ialah kenyamanan, keefisien, dan mempertahankan akselerasi pada mesin. Fokus penelitian ini adalah penerapan Bahasa C++ untuk pembuatan modul quickshifter. Penelitian ini menggunakan Metode System Development Life Cycle (SDLC) yang dibagi menjadi empat tahapan. Hasil penelitian ini ditemukan adanya putaran mesin yang tidak mati ketika melakukan pergantian gigi, serta pemangkasan waktu 550milidetik setiap melakukan pergantian gigi dengan posisi kendaraan melaju. Adapun kenyamanan yang diberikan dalam berkendara tidak menambah beban fisik ketika kondisi jalanan padat atau macet.
Teknologi IMPLEMENTASI IMAGE PROCESSING UNTUK PENGAMBILAN DATA REAL TIME PADA ROBOT BERKAKI 6 (HEXAPOD) BERBASIS RASPBERRY PI 3: ELEKTRONIKA SISTEM SENJATA Prasetya, Noven Indra; Irwansyah, Achmad Afif; Saputra, Jeki
Jurnal Elkasista Vol 3 No 2 (2022): Jurnal Elkasista
Publisher : Pustaka Poltekad

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54317/elka.v3iOktober.323

Abstract

Tugas pokok TNI adalah menegakkan dan mempertahankan keutuhan serta kedaulatan wilayah Negara Kesatuan Republik Indonesia. Pada lingkup TNI-AD salah satu tugas operasi yang dilakukan adalah operasi pembebasan tawanan. Tugas Operasi ini bertujuan untuk melakukan pembebasan tawanan baik kelompok maupun perorangan dari musuh. Operasi ini membutuhkan ketelitian, kewaspadaan dan keterampilan yang tinggi serta harus mengetahui secara detail posisi dan keadaan sasaran yang akan dituju. Namun, saat ini proses pengamatan lokasi sasaran masih manual dengan cara menggunakan prajurit masuk secara langsung ke lokasi sasaran, sehingga hal ini beresiko terhadap gugurnya prajurit. Untuk mengatasi permasalahan tersebut, maka dibuat robot berkaki 6 yang dapat melakukan pengamatan lokasi sasaran guna mengurangi resiko tersebut serta dapat menunjang keberhasilan tugas operasi pembebasan tawanan. Robot ini dilengkapi dengan Image Processing pada Raspberry Cam untuk pengambilan data real time sehingga dapat melakukan pengamatan lokasi yang dilewati oleh robot dan akan ditampilkan dalam bentuk video real time pada layar monitoring. Pengambilan data real time dikirim melalui wireless dengan waktu yang real time pada layer monitoring dengan menggunakan Raspberry Pi 3. Pengambilan data real time berupa video tersebut akan tertampil pada tablet sehingga lokasi sasaran dapat langsung dilihat pada monitor tablet.
Ontology Design Of A Modern Learning Environment And Modern Pedagogy Using Protégé Software S. Auna, Hariyanto; Prasetya, Noven Indra; Surur, Agus Miftakus; Ulfa, Saida; Soepriyanto , Yerry; Salleh , Shaharuddin Md
Indonesian Journal of Multidisciplinary Educational Research Vol. 2 No. 1: April 2024
Publisher : LP2M Institut Agama Islam Negeri (IAIN) Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/ijomer.v2i1.2755

Abstract

This article discusses ontology design for modern learning environments and modern pedagogy using Protégé software. Library research methodology is used to formulate an ontology that reflects the structure, relationships and properties of modern learning entities. This ontology serves as a formal representation that allows a better understanding of the essential elements in modern learning and the relationships between them. The ontology approach provides a clear framework for designing and developing adaptive and responsive learning environments, as well as for designing teaching strategies that suit individual needs. By using Protégé, researchers can systematically describe key concepts in modern learning, including collaborative learning methods, technology integration, and personalized learning. The results show that the resulting ontology can be a useful tool for curriculum developers and teachers to design learning experiences that are more effective and relevant to current demands.
Pelatihan Pembuatan Branding IGPAUDMNU Melalui Optimalisasi Instagram pratama, firman hadi sukma; Nia Saurina; Lestari Retnawati; Nonot Wisnu Karyanto; Noven Indra Prasetya; Udik Pudjianto
PENITI BANGSA (Pemanfaatan Ilmu Pengetahuan dan Teknologi bagi Masyarakat) Vol 2 No 1 (2024): PENITI BANGSA
Publisher : Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/PENITI-BANGSA.v2i12024.136

Abstract

Branding is the definition and development of identity for a brand includingcharacter, content, and relationship with consumers in any type ofcommunication or interaction. Institutional branding is the identity of aninstitution that can create a perception in the minds of readers, namelyregarding the values ​​and qualities held by the owner of the name. Branding ofan institution is also a way to shape self-image, personal character, areas ofexpertise and interest as well as special things for the community with the aimof forming positive perceptions. In the personal branding process, self-imagecan be formed when uploading photos and videos on Instagram.IGPAUDMNU is an association of Early Childhood Education Teachers underthe auspices of the Muslimat Nadhalatul Ulama whose members are teachersthroughout East Java Province. The aim of this community service activity isInstagram training to improve Institutional Branding for IGPAUDMNU EastJava Province using Instagram.The implementation method in community service uses qualitative methodswhich include delivering material, collecting data by interviews. Thedescription of the material starts from motivation about technology to lateroperation and optimization of the application. Data collection was carried outby interviews and taking documentation through pictures of each social mediaowned by Wijaya Kusuma University Surabaya with the ukwsmediacenter igaccount.Community service activities can provide benefits for teachers in terms ofinformation services, communication and documentation facilities for everyactivity carried out by young children as students of the participants which canbe seen by the entire community. Teachers can understand how to use socialmedia as a means of communication, information and documentation.Keywords: institutional branding, Instagram, IGPAUDMNU
SISTEM PENDUKUNG KEPUTUSAN PENERIMAAN BEASISWA PADA SMA YPI DARUSSALAM CERME MENGGUNAKAN METODE SIMPLE ADDITIVE WEIGHTING Ayu Candra Ningtyas; Ningtyas, Ayu Candra; Prasetya, Noven Indra
Melek IT : Information Technology Journal Vol. 8 No. 2 (2022): Melek IT: Information Technology Journal
Publisher : Informatics Department-Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/melekitjournal.v8i2.216

Abstract

The provision of scholarships to YPI Darussalam High School students was made to lighten the burden of students in paying tuition fees. Technology in the era of globalization is now quite important for people's daily lives, computerization is needed to help facilitate people's daily activities. Based on this, a decision support system is needed. For this reason, the research method used is the sample additive weighting (SAW) method, the SAW method is known as the weighted addition method, for the basic concept in this method is to find the weighted summation of the performance ratings on each alternative in all attributes. It is called by the term that the author has described, because basically the SAW method will operate a weighted addition for all attributes in each alternative. The ultimate goal is that the SAW method can compare alternatives in a more balanced way and produce better calculations.
Rancang Bangun Sistem Penggajian Pekerja Lapangan pada Perusahaan Kontruksi Denpasar, Bali: Rancang Bangun Sistem Penggajian Pekerja Lapangan pada Perusahaan Kontruksi Denpasar, Bali Apriliyanti, Andini; Prasetya, Noven Indra
Melek IT : Information Technology Journal Vol. 9 No. 1 (2023): Melek IT: Information Technology Journal
Publisher : Informatics Department-Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/melekitjournal.v9i1.233

Abstract

The Denpasar, Bali Construction Company is engaged in the construction sector whose work is focused on field work. This company is a subsidiary of Company X. One of the human resources in a construction company is field workers. The company has a payroll system to provide salaries to field workers. However, in the Company there is a payroll calculation system that is fairly manual with manual recording and bypassing payroll rules, so it takes a long time. Therefore, a payroll system for field workers was created to facilitate field supervisors in calculating workers' salaries. The development method used is the waterfall because it is a systematic process so as to minimize errors, testing to ensure there are errors in a system. The results of testing the entire system are successful with a 100% percentage, can make it easier for field supervisors to calculate salaries, the finance department can view payroll reports and download, and make it easier for workers to take attendance and get payslips.  
Co-Authors Agus Miftakus Surur, Agus Miftakus Akbar Bayu Kresno Suharso Anam Ma,ruf Anang Kukuh Adisusilo apriliyanti, andini Ardyansyah, Alvian Pramudya Athallah, M. Rifqi Bima Atsiil, Davin Rozaan Ayu Candra Ningtyas Deka Aldi Tri Buana putra Ekky Nanda Permana, Ekky Nanda Emmy Wahyuningtyas Farhan Tuakia Fery Setyawan Firman Hadi S Pratama Firman Hadi S Pratama, Firman Hadi S Firman Hadi Sukma Pratama Hanif, Irvan Imam Himawan, Riswan Achmad Himawan, Riswandha Achmad Ihsan Pribadi, Teguh Ikhsan, Teguh Pribadi Indo Baruna Irafan Munthoriq Irwansyah, Achmad Afif Jeki Saputra Karyanto, Nonot Wisnu Kristanto, Wahyu Lee, Michael Lee Lestari Retnawati Ma,ruf, Anam Maslihah Maslihah Moch Anwar Syafii Muchammad Husni Muhammad Rizal Bayu Aji Munthoriq, Irafan Mustofa, Erlangga Satria Nana Windiarto Nia Saurina Nia Saurina Ningtyas, Ayu Candra Nirmansyah, Suhardik Nonot Wisnu Karyanto Nonot Wisnu Karyanto Nonot Wisnu Karyanto Prakosa, Sagita Prasetyo, M Nouval Pratama, Firman Hadi S Purwandono, Wienda Gatoet Rachmad, Ido Putra Setia Retnawati, Lestari Riza Ari Pratama Riza Ari Pratama, Riza Ari S. Auna, Hariyanto safii, Mohamad anwar Saida Ulfa Salleh , Shaharuddin Md Setyawan, Fery Shofiya Syidada Shofiya Syidada Suhardik Nirmansyah Supeno Djanali Tjatursari Widiartin Tjatursari Widiartin Udik Pudjianto Wahyu Kristanto Wahyuningtyas, Emmy Wibisono, Imanuel Sebastian Wicaksono, Manuel Yosia Krista Ananda Widiartin, Tjatursari Wienda Gatoet Purwandono Wijaya, Adam Wiranata Said Wisnu Yudo Untoro Yerry Soepriyanto Yulianto, Ananda Yulianto, Ananda Kresna Yuliar Syamyu Dhuhaa