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All Journal International Journal of Electrical and Computer Engineering IAES International Journal of Artificial Intelligence (IJ-AI) IJCCS (Indonesian Journal of Computing and Cybernetics Systems) Dinamik Seminar Nasional Aplikasi Teknologi Informasi (SNATI) JURNAL SISTEM INFORMASI BISNIS Jurnal Sistem Komputer JSI: Jurnal Sistem Informasi (E-Journal) Prosiding SNATIF Jurnal Teknologi Informasi dan Ilmu Komputer Scientific Journal of Informatics Journal of Information Systems Engineering and Business Intelligence Khazanah Informatika: Jurnal Ilmu Komputer dan Informatika JOIV : International Journal on Informatics Visualization Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) International Journal of Artificial Intelligence Research INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi JURNAL MEDIA INFORMATIKA BUDIDARMA Desimal: Jurnal Matematika INOVTEK Polbeng - Seri Informatika BAREKENG: Jurnal Ilmu Matematika dan Terapan International Journal on Emerging Mathematics Education Jurnal ULTIMA InfoSys MATRIK : Jurnal Manajemen, Teknik Informatika, dan Rekayasa Komputer Jurnal Teknologi Sistem Informasi dan Aplikasi Journal of Information Technology and Computer Engineering J-SAKTI (Jurnal Sains Komputer dan Informatika) Aptisi Transactions on Management JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Aptisi Transactions on Technopreneurship (ATT) EDUKATIF : JURNAL ILMU PENDIDIKAN Building of Informatics, Technology and Science Jutisi: Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Progresif: Jurnal Ilmiah Komputer Journal of Information Systems and Informatics KAIBON ABHINAYA : JURNAL PENGABDIAN MASYARAKAT Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) ICIT (Innovative Creative and Information Technology) Journal Computer Science and Information Technologies Jurnal Bumigora Information Technology (BITe) Aiti: Jurnal Teknologi Informasi Jurnal Teknik Informatika (JUTIF) ADI Bisnis Digital Interdisiplin (ABDI Jurnal) IAIC Transactions on Sustainable Digital Innovation (ITSDI) JOINTER : Journal of Informatics Engineering International Journal of Engineering, Science and Information Technology Advance Sustainable Science, Engineering and Technology (ASSET) Journal of Information Technology (JIfoTech) J-SAKTI (Jurnal Sains Komputer dan Informatika) Jurnal Nasional Teknik Elektro dan Teknologi Informasi Jurnal Pengabdian Papua Jurnal Ilmiah Sains Magistrorum et Scholarium: Jurnal Pengabdian Masyarakat JEECS (Journal of Electrical Engineering and Computer Sciences) Metris: Jurnal Sains dan Teknologi Midang Scientific Journal of Informatics Advance Sustainable Science, Engineering and Technology (ASSET) International Journal of Information Technology and Business INOVTEK Polbeng - Seri Informatika JuTISI (Jurnal Teknik Informatika dan Sistem Informasi) Jurnal DIMASTIK International Journal of Marketing and Digital Creative (IJMADIC)
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The Strategic Role of Orange Technology in Cultivating Innovation and Well-Being Daniel Yeri Kristiyanto; Hindriyanto Dwi Purnomo; Galih Putra Cesna; Nyree Ani
IAIC Transactions on Sustainable Digital Innovation (ITSDI) Vol 7 No 1 (2025): October
Publisher : Pandawan Sejahtera Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/itsdi.v7i1.707

Abstract

This paper examines the integration of Orange Technology a human-centred paradigm advancing health, happiness, and care (H2O triad) within strategic management frameworks. While strategic management provides the processes of environmental scanning, formulation, implementation, and evaluation, Orange Technology introduces models that emphasize well-being as a strategic asset. Employing an exploratory conceptual design, this study synthesizes interdisciplinary literature across information technology, biomedical engineering, psychology, and cognitive sciences, and maps them against the established stages of strategic management. The analysis highlights the potential for Orange Technology to enrich strategic processes by embedding health and happiness indicators into value propositions, governance systems, and performance evaluation tools. A phenomenon-level gap persists, however, as empirical evidence on governance systems, interdisciplinary adoption, and performance measurement remains scarce. To bridge this divide, two propositions are advanced for embedding an Orange Index into Balanced Scorecard frameworks, and developing a Three-Dimensional Transformational Balanced Scorecard to evaluate human centred innovation. Finally, emerging applications such as TRAIVIS demonstrate how Orange Technology principles extend beyond healthcare into education, combining AI, blockchain, and human centred learning to foster innovation and societal well-being.
FUN LEARNING WITH COMPUTER BAGI SISWA TK KRISTEN 1 SATYA WACANA SALATIGA Hermawan, Anton; Nataliani, Yessica; Dwi Purnomo, Hindriyanto; Christianto, Erwien; Setyanti, Angela Atik; Yulia, Hanita; Krismiyati, Krismiyati; Juliastomo Gundo, Adriyanto; Bayangkariwati Tacoh, Yuliana Tien; Wellem, Theophilus; Hendry, Hendry; Chandra, Dian W.
Midang Vol 3 No 3 (2025): Midang, Oktober 2025
Publisher : Unpad Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24198/midang.v3i3.63906

Abstract

ABSTRACT. The rapid development of information technology necessitates adjustments across various sectors, including education, particularly in early childhood education. Introducing technology at an early age is considered a strategic step in preparing children to face the challenges of the digital era. This community service program aimed to introduce technology, specifically computers, to kindergarten students. The program was in-person for students aged 4 to 5 years at TK Kristen 1 Satya Wacana, Salatiga. The training was conducted over multiple sessions, starting with an introduction to computer hardware, then developing mouse-handling skills, and engaging in interactive learning activities through educational games that addressed subjects like letters, numbers, geometric shapes, and different types of vehicles. Evaluation results revealed that the participants showed high enthusiasm throughout the sessions. The students also began to recognize computers as an alternative learning medium and other digital devices commonly used at home, such as smartphones and tablets. These findings suggest that a digital game-based learning approach can effectively enhance both students’ learning motivation and basic computer operation skills at an early age. Keywords: childhood education, computer training, education game, fun learning, gamebased learning.
IMPLEMENTASI Q-LEARNING PADA AGEN YANG MEMAINKAN PERMAINAN SOS Vinsensius Wijaya; Hindriyanto Dwi Purnomo
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 4 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i4.6497

Abstract

Permainan SOS merupakan permainan kertas dan pensil sederhana yang dimainkan oleh dua pemain dengan tujuan membentuk sebanyak mungkin pola “S-O-S”. Meskipun sederhana, permainan SOS menawarkan tantangan strategis yang dapat dijadikan sebagai platform untuk menguji algoritma pembelajaran mesin. Penelitian ini berfokus pada implementasi algoritma Q-Learning dalam permainan SOS dan menganalisis efektivitas algoritma Q-Learning. Q-Learning, sebuah metode reinforcement learning, digunakan untuk mengajarkan agen melalui pengalaman bermain, dengan Q-table yang diperbarui secara dinamis berdasarkan aksi dan reward yang diterima. Implementasi dilakukan menggunakan bahasa pemrograman Python. Agen Q-Learning dilatih melalui self-play sebanyak 100.000 kali dengan parameter learning rate 0,5, discount factor 0,9, epsilon awal 1,0, epsilon minimum 0,01, dan decay rate epsilon 0,0000005.Eksperimen dilakukan dengan agen Q-Learning yang bermain melawan agen acak pada grid berukuran 3x3 dalam 1.000 permainan. Hasil penelitian menunjukkan bahwa agen Q-Learning secara signifikan mampu meningkatkan persentase kemenangannya seiring dengan bertambahnya episode pelatihan, mencapai rata-rata kemenangan 84,07%. Penelitian ini menyimpulkan bahwa algoritma Q-Learning efektif dalam mengajarkan agen untuk bermain permainan SOS. Temuan ini memperluas aplikasi Q-Learning dalam permainan yang lebih kompleks, meskipun ada beberapa keterbatasan seperti waktu pelatihan yang panjang. Studi lebih lanjut diperlukan untuk mengatasi keterbatasan ini, termasuk integrasi dengan teknik pembelajaran lain seperti deep learning.
Co-Authors Ade Iriani Adi Nugroho Adimas Tristan Nagara Hartono Adriyanto Juliastomo Gundo Agung Wibowo Agus Priyadi Ahmad Bayu Yadila Andre Kurniawan Andreas A. Sukmana Andrew Aquila Chrisanto Pabendon Andry Ananda Putra Tanggu Mara Andry Tanggu Mara Angela Atik Setiyanti Anton Hermawan Anton Hermawan Anwar, Muchamad Taufiq April Firman Daru April Lia Hananto Aris Puji Widodo Aris Tri Joko Harjanto Arseta, Gama Astawa, I Wayan Aswin Dew Atik Setyanti, Angela Atmoko Nugroho Aziz Jihadian Barid Azzahra Nurwanda Bandung Pernama Baun, Sindy Cristine Bayangkariwati Tacoh, Yuliana Tien Betty E. Kristiani Budhi Kristianto Budi Kristianto Budi Kristianto, Budi C. Leuwol, Sylvie Cahyaningtyas, Christyan Cahyo Dimas K Chandra Halim Chandra, Dian W. Charitas Fibriani Christyan Cahyaningtyas Daniel Kurniawan Daniel Kurniawan Daniel Yeri Kristiyanto Danny Manongga Danu Satria Wiratama Deden Rustiana Dedy Prasetya Kristiadi Didit Budi Nugroho Dody Agung Saputro Dwi Hosanna Bangkalang Edwin Zusrony Eka Purnama Harahap Eko Sediyono Eliansion Ivan eremia Silvester Sutoyo Erwien Christianto Evang Mailoa Evangs Mailoa Fajar Rahmat Faudisyah, Alfendio Alif Fauzi Ahmad Muda Feibe Lawalata Florentina Tatrin Kurniati Galih Putra Cesna Giner Maslebu Gladis Tri Enggiel Griya Jitri Pabutungan Gudiato, Candra Hanita Yulia Hanna Arini Parhusip Hari Purwanto Hendra Kusumah Hendra Waskita Hendradito Dwi Aprillian Hendro Steven Tampake Hendry Hendry Hendry Heni Pujiastuti Hermanto Abraham, Rendy Heru Riza Chakim Hery Santono Hery Santono HR. Wibi Bagas N Hsin Rau Huda, Baenil Hui-Ming Wee Irdha Yunianto Irwan Sembiring Istiarsi Saptuti Sri Kawuryan Istiarsih Saputri Sri Kawuryan Iwan Setiawan Iwan Setyawan Janinda Puspita Anidya Jihot Lumban Gaol Joanito Agili Lopo Jonas, Dendy Juliastomo Gundo, Adriyanto Kainama, Marchel Devid Karema Sarajar, Dewita Kho, Delvian Christoper Krismiyati Kristoko Dwi Hartomo Lea Klarisa Lumban Gaol, Jihot Markus Permadi Mau, Stevanus Dwi Istiavan Maya Sari Mellyuga Errol Wicaksono Merryana Lestari Mira Mira Mira Muhammad Aufal Muhammad Rizky Pribadi Nadya Octavianna Lompoliuw Nahak, Yosef Jeffri Silvanus Nahusona, Ferry Nanle, Zeze Nina Rahayu Nina Setiyawati Ninda Lutfiani Ninda Lutfiani Nurrokhman, Nurrokhman Nyree Ani Oliver Sauntos Permadi, Markus Picauly, Irma Amy Pratyaksa Ocsa Nugraha Saian Priatna , Wowon Purwanto - Purwanto Putri, Violita Eka Radius Tanone Ramos Somya Raynaldo Raynaldo Raynaldo Raynaldo, Raynaldo Richard William Kho Riko Yudistira Robert William Ruhulessin Rufina Rahma Ajeng Setyaningsih Saekoko, Agatha Marilin Safitri, Adila Sakalessy, Afelia Jozalin Elisa Sampoerno Santoso, Fian Julio Santoso, Fian Yulio Santoso, Joseph Teguh Setiyaji, Akhfan Setyanti, Angela Atik Sri Kasmiyati Sri Kawuryan, Istiarsi Saptuti Sri Sri Yulianto Joko Prasetyo Sugiman, Marcelino Maxwell Sutarto Wijono Syahrul Mu’Arif Wahid Syamsul Arifin Tad Gonsalves Tad Gonsalves Teguh I. Bayu Teguh Indra Bayu Teguh Wahyono Theopillus J. H. Wellem Tio Nurtino Tirsa Ninia Lina Tri Wahyuningsih Trivena Andriani Tukino, Tukino Tumbade, Marcho Oknivan Tungady, Cornelius Arvel Pratama Untung Rahardja Utama, Deffa Ferdian Alif Valentino Kevin Sitanayah Que Vinsensius Wijaya Walangara Nau, Novriest Umbu Wibowo, Mars Caroline Widyarini, Liza Wilujeng Ayu Nawang Sari Winny purbaratri Wisnu Wibisono, Indra Wiwien Hadikurniawati Yerik Afrianto Singgalen Yessica Nataliani Yos Richard Beeh Yudistira, Riko Yuli Agung Suprabowo, Gunawan Yusuf, Natasya Aprila Zakaria, Noor Azura