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Implementasi Algoritma Fisher Yates Shuffle pada Game Adventure Edukasi Jenis Hewan Berdasarkan Makanan Rosman, Yoga Febriana; Krisdiawan, Rio Andriyat; Yulyanto, Yulyanto
Digital Transformation Technology Vol. 5 No. 2 (2025): Periode September 2025
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v5i2.6165

Abstract

SDN 1 Cikijing, Kabupaten Majalengka, merupakan salah satu sekolah dasar yang mengajarkan materi klasifikasi hewan berdasarkan jenis makanannya pada mata pelajaran Ilmu Pengetahuan Alam (IPA). Pembelajaran yang hanya mengandalkan buku paket sering kali membuat minat siswa rendah dan pemahaman materi kurang optimal. Penelitian ini bertujuan mengembangkan media pembelajaran alternatif berbasis game edukasi dengan memanfaatkan algoritma Fisher–Yates Shuffle untuk mengacak posisi objek makanan, sehingga setiap sesi permainan lebih variatif dan menantang. Metode yang digunakan meliputi studi pustaka, observasi, dan wawancara untuk menganalisis kebutuhan pengguna, dilanjutkan dengan pengembangan menggunakan model Game Development Life Cycle (GDLC). Tahap implementasi mencakup perancangan antarmuka, integrasi algoritma pengacakan ke dalam mekanik permainan, serta pengujian fungsional melalui White Box Testing dan Black Box Testing. Evaluasi kelayakan dilakukan menggunakan User Acceptance Test (UAT) yang melibatkan 31 responden. Hasil pengujian menunjukkan tingkat kelayakan 97,7%, yang menandakan penerimaan sangat baik terhadap aspek tampilan, navigasi, konten, dan audio. Penelitian ini berkontribusi dengan menghadirkan bukti empiris bahwa integrasi algoritma Fisher–Yates Shuffle dalam game edukasi berbasis sains dapat meningkatkan variasi, keterlibatan, dan pemahaman siswa, serta memberikan model penerapan algoritma pengacakan dalam media pembelajaran interaktif.
THE EFFECTIVENESS OF THE JOLLY PHONICS METHOD ON LETTER RECOGNITION ABILITY IN 5-YEAR-OLD CHILDREN THROUGH LETTER CARD MEDIA Mayarita, Yulva; Amelasasih, Prianggi; Yulyanto, Yulyanto
Jurnal Impresi Indonesia Vol. 3 No. 2 (2024): Jurnal Impresi Indonesia
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/jii.v3i2.4640

Abstract

Children aged 0-6 years are a fundamental educational period because development at this age determines development at the next age, which is determined by various stimuli provided from an early age. This research aims to determine the effectiveness of the jolly phonics method in improving the ability to recognize letters in five year old children using letter cards at TK X Surabaya. This type of research is experimental research in the form of Single Subject Research (SSR) using an ABAB design. The subject of this research was one of the TK X students in Surabaya. Data collection techniques in this research used pretest and posttest. The data obtained was analyzed using comparative descriptive. The results of the research show that the grades obtained by children have increased from before. At the first baseline the score was 2, and after the first intervention the child's score increased to 4. At the second baseline measurement the child obtained a score of 6, and after the second intervention the child's score increased to 8. Based on the research results, the use of the jolly phonics method is efficacious in improving children's letter recognition skills through letter cards for Kindergarten X Surabaya children.
Implementasi Algoritma Fisher Yates Suffle Pada Game Things Bedroom Pratama, Asep Sabilah; Krisdiawan, Rio Andriyat; Yulyanto
Digital Transformation Technology Vol. 4 No. 1 (2024): Periode Maret 2024
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v4i1.3753

Abstract

SDN 2 Ciwiru menerapkan Kurikulum Merdeka yang memberikan keleluasaan kepada pendidik untuk menciptakan pembelajaran berkualitas yang sesuai dengan kebutuhan dan lingkungan belajar peserta didik. Materi Pengenalan Things Bedroom merupakan bagian dari materi Bahasa Inggris yang dipelajari oleh siswa kelas 4. Pembelajaran materi pengenalan things bedroom dengan menggunakan buku teks bergambar dan juga LKS yang terbatas, sehingga siswa kurang tertarik dan juga interaktif dalam pembelajaran yang menyebabkan sebanyak 75% siswa mengikuti remedial. Solusi dibuatkan media alternatif pembelajaran yang dapat manrik minat belajar siswa. Metode yang digunakan pada penelitian ini yaitu menggunakan metode Rational Unified Process (RUP). Penelitian ini bertujuan untuk membuat game pengenalan things bedroom dengan menggunakan algoritma fisher yates suffle. Penerapan algoritma fisher yates pada penelitian ini untuk pengacakan kosakata dan soal. Pengujian terhadap game pengenalan things bedroom ini menggunakan blackbox testing, whitebox testing, dan UAT yang hasilnya sebanyak 94% siswa lulus dan 6% siswa mengikuti remedial.
Penguatan Kapasitas Pengelolaan Informasi Pegiat Desa dan Tata Kelola Sistem Informasi di Jalaksana Kabupaten Kuningan Yulyanto; Rio Andriyat Krisdiawan; Rio Priantama
Journal of Innovation and Sustainable Empowerment Vol. 3 No. 1 (2024)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jise.v3i1.35

Abstract

Workshop yang kami lakukan bersama ini adalah workshop pelatihan yang bertujuan untuk membantu perangkat desa di Kecamatan Jalaksana Kabupaten Kuningan untuk meningkatkan kinerja dan pengetahuan serta keterampilan dalam penggunaan dan pemanfaatan teknologi informasi. File sharing tersedia di desa secara online sehingga dokumen dan arsip pengurus desa, kecamatan dan kabupaten khususnya masyarakat dan lembaga pemberdayaan desa dapat bekerja lebih baik lagi. Selain itu, diharapkan dengan adanya workshop ini dapat meningkatkan pemahaman dan keterampilan pengelolaan website, sehingga website desa yang digunakan dapat menjadi lebih menarik dan mempromosikan potensi desa ke seluruh dunia, dan juga diharapkan setelah pelatihan ini semua Desa dapat mengembangkan dengan menggunakan teknologi yang ada di desa. Agar website desa dapat digunakan sebagai sarana pelaporan kemajuan dan hasil pembangunan desa berbasis web. Berperan sebagai alat komunikasi dan transmisi informasi kepada masyarakat, sumber informasi dan pengetahuan yang lengkap tentang desa dan alat untuk menyimpan informasi desa yang penting, panduan untuk perencanaan pembangunan desa, dan juga dapat berfungsi sebagai pengawasan administrasi. administrasi di desa.
Development of a VR Metaverse System for Campus Navigation Using the Dijkstra Algorithm: Pengembangan Sistem Metaverse VR untuk Navigasi Kampus Menggunakan Algoritma Dijkstra Mochammad Nur Fikri Denintyo Denintyo; Tito Sugiharto; Yulyanto
NUANSA INFORMATIKA Vol. 20 No. 1 (2026): Nuansa Informatika 20.1 Januari 2026
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v20i1.445

Abstract

Advancements in Virtual Reality (VR) and Metaverse technologies have created new opportunities to enhance user experiences, particularly in education. This study presents the design and development of a VR-based Metaverse application for the Faculty of Computer Science at Universitas Kuningan. The application functions as an interactive promotional tool and campus navigation aid, utilizing the Dijkstra algorithm to compute the shortest routes within the virtual environment. Key features include realistic 3D campus visualizations, integrated information on essential locations, and route optimization from the main gate to user-selected destinations. Testing was conducted through black-box, white-box, and User Acceptance Testing (UAT) methods. User feedback indicated that navigation was effective, with directional clarity and usability scored at 3.59 and 3.18, respectively, while the 3D visualization received scores above 3.4 for realism. Interactivity and immersion achieved a score of 3.35, and the interface was deemed intuitive and accessible across devices (3.38 and 3.82). Despite minor issues with system responsiveness (averaging 2.65), users expressed high overall satisfaction and a strong intention to reuse and recommend the application, with a recommendation score of 3.76. This implementation highlights the potential of Metaverse technology in education and serves as a foundation for its wider adoption in Indonesian higher education
Gamified Digital Intervention to Reduce Online Game Gambling Tendency among Youth: A TAM–SDT Evaluation Yulyanto, Yulyanto; Kurniadi, Erik; Husen, Dede; Yusuf, Fahmi
Journal of Applied Data Sciences Vol 7, No 1: January 2026
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v7i1.1095

Abstract

The rapid growth of online gaming has raised concerns about addictive behaviors among young people, particularly with the emergence of loot boxes that resemble gambling mechanisms. This study aims to examine the effectiveness of a gamification-based application as a preventive intervention for online gambling game addiction and to evaluate user acceptance through an extended Technology Acceptance Model (TAM). The research was conducted in two stages. In the pre-test phase, 588 respondents aged 15–25 completed a questionnaire measuring impulsivity, Internet Gaming Disorder (IGD), and loot box exposure. The results identified 169 individuals (28.7%) with addictive tendencies. In the intervention phase, 86 respondents from this group participated in a gamified stimulation program using a specially designed application. Data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The measurement model met reliability and validity requirements. Structural model analysis confirmed the classic TAM relationships: perceived ease of use significantly influenced perceived usefulness (β = .559, p 0.001), perceived usefulness influenced attitude toward use (β = .385, P= 0.001), and attitude influenced behavioral intention (β = .461, p 0.001). In addition, self-determination theory (SDT) significantly affected both attitude (β = .360, P= 0.003) and behavioral intention (β = .166, P= 0.038). However, affective visual design (AVD) was not significant, and behavioral intention did not reduce addictive behavior (β = -0.109, P= 0.386). The model demonstrated predictive relevance for TAM constructs (Q² 0) but failed to predict addictive behavior (Q² = -0.003). This study contributes theoretically by extending TAM with SDT in the context of digital health interventions and practically by demonstrating the potential of gamification as a preventive tool. However, the short intervention period and limited sample size constrained its effectiveness in reducing addiction. Longer-term interventions and broader contextual factors are recommended for future research.
A Mixed-Methods Design for Analyzing Telemedicine Adoption: An Information Systems Approach Integrating TAM–ISS, Digital Literacy, and Usability Yusuf, Fahmi; Yulyanto, Yulyanto; Priantama, Rio
Journal of Applied Data Sciences Vol 7, No 1: January 2026
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v7i1.1084

Abstract

This research employs a mixed-methods design to analyze telemedicine adoption in rural Indonesia by integrating the Technology Acceptance Model (TAM) and the Information System Success Model (ISS), extended with digital literacy and usability. A quantitative survey of 314 respondents was complemented by in-depth interviews with 50 participants and demographic analysis using chi-square and logistic regression. The quantitative findings reveal that the primary adoption construct is Usability → Perceived Ease of Use (PEOU) → Perceived Usefulness (PU) → Intention to Use (ITU) → Net Benefit (NB). Perceived usefulness emerged as the strongest predictor of both satisfaction and intention. Information Quality significantly influenced satisfaction, whereas System Quality did not, indicating that clear medical information outweighs technical system performance in shaping satisfaction. Similarly, usability directly did not affect PU but indirectly through PEOU, and digital literacy influenced PU but not PEOU. Demographic analysis confirmed that occupation was significant—students and healthcare workers acted as early adopters—while age and prior training were not, suggesting that adoption transcends generational boundaries due to the widespread penetration of the JKN Mobile platform. Qualitative insights enriched these findings by highlighting key barriers and enablers such as inconsistent interfaces, infrastructure limitations, privacy concerns, community-based socialization, and expectations for adaptive features like AI diagnostics and pharmacy integration. Overall, the research confirms that telemedicine adoption in rural Indonesia is shaped by the synergy of usability, digital literacy, information quality, and social context rather than by training or demographic variables alone.