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PEMBUATAN SISTEM DESAIN RUMAH BERBENTUK 3D MENGGUNAKAN UNITY Hanif, Irvan Imam; 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.v9i1.246

Abstract

Technology in the field of 3D design is currently developing and is in great demand by millennials. One area that uses 3D design a lot is in the field of advertising and film. Some of the applications used to create this Design System are SketchUp, Blender, and Unity. This study discusses how to create a 3D house design system where the manufacture of this system requires several stages in its completion. The first stage collects some data to understand how to create a 3D design system, the second stage creates objects / spaces that have length, width, and height that have shapes. And also making a GUI (Graphical User Interface) in the form of 2D using Adobe Photoshop Software. After creating a 3D design system object/space and 2D GUI creation, it is hoped that this system can help build a 3D house. From the results of testing the entire system is successful with a percentage of 100% and shows this system can help make 3D house designs. where in the system there is a choice of forms to create 3D designs and tools that can help make home designs.
SISTEM INFORMASI PERANGKINGAN KINERJA SALES PADA PT CAHAYA MOTOR SURABAYA MENGGUNAKAN METODE AHP Ardyansyah, Alvian Pramudya; Prasetya, Noven Indra
Melek IT : Information Technology Journal Vol. 9 No. 2 (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.v9i2.286

Abstract

Pada era modern saat ini pemberian penghargaan kepada sales yang memiliki kinerja tinggi diperlukan agar performa sales selalu baik dan optimal. Pada PT Cahaya Motor Surabaya sistem perangkingan terdapat kendala yaitu penilaian dilakukan oleh Pimpinan langsing dan sistem tidak dapat dilihat oleh semua pengguna. Untuk itu diperlukan sebuah sistem informasi yang dapat mempermudah Pimpinan dalam melakukan perangkingan sales. Salah satunya adalah sistem informasi perangkingan yang mengunakan metode AHP atau Analytical Hierarchy Process dan berbasis website.Dengan melakukan penelitian ini diharapkan yaitu terbentuknya sistem informasi monitoring perangkingan yang baik sehingga Pimpinan dapat memberikan penghargaan kepada sales yang memiliki prospek tertinggi dengan mudah.
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): January
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.
Perancangan Multiplayer Serious Game Pengolahan Tanah Menggunakan Bajak Singkal Lee, Michael Lee; Adisusilo, Anang Kukuh; Prasetya, Noven Indra
Intelligent System and Computation Vol 4 No 1 (2022): INSYST: Journal of Intelligent System and Computation
Publisher : Institut Sains dan Teknologi Terpadu Surabaya (d/h Sekolah Tinggi Teknik Surabaya)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52985/insyst.v4i1.191

Abstract

Salah satu metode pembelajaran yang populer dan efektif untuk mencapai tujuan pembelajaran adalah pembelajaran dengan menggunakan game. Serious game adalah suatu konsep game dengan tujuan untuk kepentingan training, advertising, simulasi dan edukasi. Serious game dengan tema edukasi merupakan game yang mengandung pengetahuan dan pengalaman yang dapat disampaikan kepada penggunanya dan dapat diterapkan di dunia nyata. Biasanya serious game yang bersifat single player akan menjadi membosankan sehingga timbulnya rasa jenuh dan tidak bersemangat untuk melakukan suatu aktivitas belajar. Oleh karena itu perlu adanya penerapan multiplayer ke dalam serious game. Serious game yang dapat dimainkan oleh banyak pemain (multiplayer) tentunya akan memberikan pengalaman bermain yang bersifat kompetitif atau kooperatif dan lebih menyenangkan selain itu dapat menghilangkan rasa jenuh daripada ketika dimainkan sendiri atau melawan AI (Artificial Intelligence). Pada penelitian ini menggunakan tema pengolahan tanah menggunakan bajak singkal sebagai patokan implementasi multiplayer serious game agar dapat mensimulasikan cara pembajakan yang optimal pada sebuah sawah dengan resiko kegagalan dan keberhasilan yang dapat diulang. Kegiatan pengolahan tanah memiliki hubungan erat dengan waktu yang hilang karena pengangkatan selama proses pengolahan tanah. Pengolahan tanah harus memperhitungkan tujuan penggunakan traktor agar lebih efektif dan efisien untuk mengurangi waktu berbelok karena pada waktu diangkat maka alat itu tidak bekerja tetapi tetap menghabiskan bahan bakar. Tujuan pengolahan tanah dengan traktor adalah untuk membuat keadaan tanah yang gembur agar sesuai untuk pertumbuhan tanaman dengan memanfaatkan peralatan bajak. Hasil yang diharapkan pada penelitian ini adalah meningkatnya semangat belajar dan pengetahuan pengguna terhadap efisiensi penggunaan bajak singkal di dunia nyata melalui serious game yang berbasis multiplayer.
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.
Pengembangan Application Programming Interface Berbasis REST API untuk Menampilkan Informasi Kegiatan Gereja Wibisono, Imanuel Sebastian; Prasetya, Noven Indra
INTEGER: Journal of Information Technology Vol 10, No 2 (2025): September
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.integer.0.v10i2.7243

Abstract

Penelitian ini bertujuan untuk mengembangkan Application Programming Interface (API) berbasis REST yang dirancang untuk menampilkan informasi kegiatan gereja secara real-time melalui integrasi antara Sistem Informasi Gereja (SIG) dan website gereja. Metodologi pengembangan yang digunakan adalah Waterfall, yang meliputi analisis kebutuhan, desain, implementasi, dan pengujian sistem. Analisis kebutuhan menghasilkan rancangan API dengan beberapa endpoint untuk mengelola data kegiatan gereja, seperti jadwal kebaktian, pelantikan, dan visitasi. Pengujian sistem dilakukan menggunakan metode Black Box Testing, yang menunjukkan bahwa REST API berfungsi sesuai spesifikasi dengan waktu respons rata-rata di bawah 300 ms. Hasil penelitian ini menunjukkan bahwa REST API tidak hanya meningkatkan efisiensi pengelolaan data, tetapi juga memberikan aksesibilitas informasi secara real-time kepada jemaat. Penelitian ini memberikan kontribusi signifikan terhadap digitalisasi institusi keagamaan, sekaligus membuka peluang pengembangan lebih lanjut, seperti integrasi dengan aplikasi mobile dan peningkatan keamanan data.
Meningkatkan Student Engagement dan Hasil Belajar Menggunakan Media Pembelajaran Pemrograman Berbasis Game Noven Indra Prasetya; Shofiya Syidada
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 16 No 1 (2026)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2026.v16.i1.p42-52

Abstract

Computer programming is an essential skill in the digital era, yet many students struggle due to teacher-centered lecture methods that rely heavily on one-way explanations and passive notetaking. This study aims to develop a game-based programming learning media to enhance student engagement and learning outcomes. Using Design-based Research (DBR) with the ADDIE model, a web-based media integrating game elements such as live coding, leaderboards, and level-based challenges was designed and tested. Participants included 276 students from Wijaya Kusuma Surabaya University, selected via purposive sampling. Data were collected through knowledge tests, engagement questionnaires, and user satisfaction surveys, then analyzed using descriptive statistics and paired sample t-tests. Results indicated significant improvements in student engagement (89% of students achieved high engagement) and learning outcomes (average score increase of 19.94 points). These findings demonstrate the effectiveness of game-based media in creating interactive and enjoyable learning experiences. The study contributes to the development of innovative educational methods in technology-based learning.
Penguatan Promosi MATIQ Al-Uswah Banyuwangi Melalui Pelatihan Digital Marketing Berbasis AI Menggunakan Platform Media Sosial Syidada, Shofiya; Prasetya, Noven Indra; Karyanto, Nonot Wisnu
PENITI BANGSA (Pemanfaatan Ilmu Pengetahuan dan Teknologi bagi Masyarakat) Vol 3 No 2 (2025): PENITI BANGSA
Publisher : Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/PENITI-BANGSA.v3i22025.869

Abstract

The era of digital transformation has drastically changed the promotional and marketing landscape. Educational institutions, including Madrasah Aliyah (MA), need to adapt to these changes to be able to compete with other schools. Digital marketing, especially using social media, is not only uploading photos or videos, but requires an understanding of algorithms, content strategies, and data analysis to achieve maximum results. In addition, current artificial intelligence (AI) capabilities can assist in this process, from faster content creation, writing interesting captions, to targeting more specific audiences. Therefore, the community service (PkM) activity aims to improve the competence of the media and Public Relations team of Madrasah Aliyah Tahfidzul Qur'an (MATIQ) Banyuwangi in designing and executing effective school branding strategies on digital platforms and shifting from mere promotion to building a strong and sustainable institutional image. The results achieved from this PkM activity include (1) Improving the competence of the school media team in viewing social media as a strategic tool for building a brand. (2) Mastery of technical skills, namely compiling a structured content plan, creating more persuasive promotions by utilizing AI such as chatGPT or gemini.
Penerapan Media Pembelajaran Interaktif Menggunakan Canva Pada SD IT Al Uswah 2 Banyuwangi Widiartin, Tjatursari; maslihah, maslihah; Indra Prasetya, Noven; Ihsan Pribadi, Teguh
PENITI BANGSA (Pemanfaatan Ilmu Pengetahuan dan Teknologi bagi Masyarakat) Vol 3 No 2 (2025): PENITI BANGSA
Publisher : Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/PENITI-BANGSA.v3i22025.871

Abstract

Sekolah Dasar IT Al Uswah 2 Banyuwangi masih menghadapi tantangan dalam pengembangan pembelajaran digital akibat kurang efektifnya manajemen sumber daya manusia serta rendahnya kompetensi digital para pendidik. Program kegiatan pengabdian kepada Masyarakat ini bertujuan untuk memberikan pelatihan kepada Guru SD IT AL USWAH 2 agar memiliki kemampuan dalam menggunakan aplikasi digital sebagai pendukung pembuatan media pembelajaran digital interaktif. Program kegiatan pengabdian kepada Masyarakat akan memberikan pelatihan teknologi Canva. Tahap awal akan diberikan sosialiasi, tahap kedua pelatihan, tahap ketiga penerapan teknologi, tahap keempat pendampingan.
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