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Inclusive learning innovation with mobile-based bilingual interactive games for slow learner students Suastika Yulia Riska; Widya Adhariyanty Rahayu; Abdul Aziz Muslim
Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang Vol. 9 No. 4 (2024): November 2024
Publisher : University of Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/abdimas.v9i4.14482

Abstract

This Community Service Program developed a mobile-based bilingual interactive game called "Safari Kingdom" for slow learner students in inclusive education. The purpose of this service is to improve the language and cognitive skills of slow-learner students in an inclusive educational environment. The method used is CBPR (Community-Based Participatory Research) which develops games in collaboration with teachers, students, and lecturers in designing innovative learning media that supports students' language and cognitive skills. The development process includes prototyping, initial trials, and ongoing evaluation with feedback from stakeholders. The results of the implementation show that the use of this game has a positive impact on the understanding of slow-learner students in bilingual learning, increase learning motivation, and assists teachers in integrating technology into teaching methods. The average quiz score of students increased from 43.6 in conventional learning to 84.6 after using the game. A questionnaire of teachers and guardians of students revealed that 90 percent agreed that the use of games increased learning motivation, while 95 percent supported the effectiveness of mobile game-based learning. The program successfully integrates technology into more inclusive and interactive teaching methods.
Optimisasi Algoritma A* untuk Pencarian Rute Menggunakan Media Roblox Restu Andra Ahmad Saeroji; Suastika Yulia Riska
Jurnal Informatika Polinema Vol. 12 No. 2 (2026): Vol. 12 No. 2 (2026)
Publisher : UPT P2M State Polytechnic of Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/jip.v12i2.9232

Abstract

Pengembangan Non-Player Character (NPC) yang realistis dalam platform metaverse seperti Roblox membutuhkan sistem yang efisien. Namun, permasalahan utama yang dihadapi pengembang adalah tingginya biaya komputasi dan kurangnya data mengenai kinerja algoritma A* pada bahasa pemrograman Luau. Penelitian ini bertujuan untuk mengevaluasi kinerja algoritma A* pada Roblox dengan bahasa pemrograman Luau melalui analisis komparatif dengan memvariasikan fungsi heuristik (Manhattan, Euclidean, Chebyshev, dan Octile) dan metode sorting (Quick Sort dan Min-Heap Priority Queue). Penelitian dilakukan dengan pendekatan eksperimental kuantitatif di dalam Roblox Studio. Pengujian dilaksanakan pada tiga skenario labirin statis dengan ukuran grid 64x64, 128x128, dan 256x256 studs. Evaluasi didasarkan pada dua metrik utama, yaitu total waktu eksekusi dan total panjang rute yang dihasilkan. Hasil penelitian menunjukkan bahwa penggunaan Min-Heap Priority Queue membuat waktu eksekusi mengalami penurunan rata – rata 46,5% dibandingkan implementasi default dengan efektivitas tertinggi sebesar 73,3% pada skenario ukuran 256 studs x 256 studs. Waktu eksekusi dan hasil rute untuk setiap fungsi heuristik memiliki perbedaan yang tidak signifikan kecuali Euclidean Distance. Fungsi heuristik Euclidean Distance mencatatkan waktu eksekusi tercepat di antara fungsi lain sebesar 2,03ms di 64x64, 5,8ms di 128x128, dan 42,35ms di 256x256. Selain itu, fungsi Euclidean Distance menghasilkan rute yang kurang optimal dengan jarak terjauh sebesar 134 studs di 64x64, 427 studs di 128x128, dan 1062 studs di 256x256 dibandingkan fungsi heuristik lainnya. Penelitian ini membuktikan bahwa dalam pengembangan Roblox, pemilihan konfigurasi dan optimisasi algoritma yang tepat sangat krusial bagi pengembang untuk menyeimbangkan antara kecepatan proses dan akurasi rute sesuai kebutuhan.
Ethical Challenges in Primary vs. Secondary Datasets: A Systematic Review of Manipulation and Transparency Riska, Suastika Yulia; Widiyaningtyas, Triyanna; Elmunsyah, Hakkun; Sendari, Siti
Jurnal Ilmiah Teknologi Informasi Asia Vol 20 No 1 (2026): Volume 20 Issue 1 2026 (8)
Publisher : LP2M Institut Teknologi dan Bisnis ASIA Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jitika.1227

Abstract

The swift advancements in Artificial Intelligence and Machine Learning have rendered datasets essential; nonetheless, their heightened utilization has engendered intricate ethical dilemmas that are frequently neglected. This study seeks to delineate and highlight ethical concerns associated with the collection of primary data and the reutilization of secondary datasets in computer science research. We employed a Systematic Literature Review (SLR) methodology in accordance with the PRISMA 2020 guidelines, examining 72 publications sourced from five esteemed academic databases (Scopus, Web of Science, IEEE Xplore, ACM Digital Library, Google Scholar) published from 2021 to 2025. The study results indicate that ethical difficulties emerge uniformly in both primary and secondary datasets. Primary datasets primarily face challenges related to privacy threats, anonymization, and Informed Consent, whereas secondary datasets are more susceptible to licensing infringements, dataset repurposing, and insufficient preparation transparency. The three domains that predominantly encountered these challenges were Machine Learning, Computer Vision, and Natural Language Processing. Moreover, practices of data manipulation, including cherry-picking and concealed preparation, were identified as detrimental to scientific integrity. This study's findings underscore the need for enhanced ethical standards for datasets and greater transparency in preparation documentation to ensure the repeatability of data-driven research.
Perbandingan K-Means dan K-Medoids Untuk Clustering Lagu Setipe di Spotify Berdasarkan Karakteristik Audio Agustinus Susanto, Syalomiele Pratama; Riska, Suastika Yulia
INTEGER: Journal of Information Technology Vol 11, No 1 (2026): Maret (in progress)
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.integer.2026.v11i1.8394

Abstract

Pertumbuhan layanan streaming musik seperti Spotify menghadirkan kebutuhan akan sistem pengelompokan lagu yang mampu meningkatkan pengalaman pengguna melalui rekomendasi yang lebih akurat. Untuk meningkatkan pengalaman pengguna, diperlukan sistem pengelompokan lagu berdasarkan kemiripan fitur audio seperti danceability, energy, acousticness, instrumentalness, liveness, speechiness, dan valence. Penelitian ini membandingkan dua algoritma clustering, yaitu K-Means dan K-Medoids, dalam mengelompokkan lagu-lagu Spotify berdasarkan fitur audio tersebut. Algoritma K-Means dikenal efisien dalam komputasi, sementara K-Medoids lebih robust terhadap outlier. Evaluasi dilakukan menggunakan Davies-Bouldin Index (DBI) untuk mengukur kualitas pemisahan antar-kluster. Hasil penelitian menunjukkan bahwa K-Means memberikan hasil terbaik pada k = 3 dengan DBI 0,857, sedangkan K-Medoids memberikan hasil terbaik pada k = 9 dengan DBI 0,844. Meskipun K-Medoids sedikit lebih baik dalam hal kualitas klaster, K-Means lebih unggul dalam efisiensi waktu komputasi. Penelitian ini memberikan wawasan penting mengenai efektivitas kedua algoritma dalam sistem rekomendasi musik berbasis clustering dan dapat memperkaya literatur tentang pengelompokan lagu di platform streaming