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All Journal Jurnal Ilmu Komputer Jurnal Transformatika Jurnal Edukasi dan Penelitian Informatika (JEPIN) INFORMAL: Informatics Journal Sistemasi: Jurnal Sistem Informasi Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) RABIT: Jurnal Teknologi dan Sistem Informasi Univrab JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING JOURNAL OF APPLIED INFORMATICS AND COMPUTING METHOMIKA: Jurnal Manajemen Informatika & Komputerisasi Akuntansi ILKOM Jurnal Ilmiah Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) JOISIE (Journal Of Information Systems And Informatics Engineering) INFOKUM Jurnal Pengabdian kepada Masyarakat Nusantara Jurnal Computer Science and Information Technology (CoSciTech) International Journal of Engineering, Science and Information Technology Jurnal Informatika dan Teknologi Komputer ( J-ICOM) Multica Science and Technology jeti Jurnal Minfo Polgan (JMP) Jurnal Pengabdian Masyarakat : Pemberdayaan, Inovasi dan Perubahan TECHSI - Jurnal Teknik Informatika Sisfo: Jurnal Ilmiah Sistem Informasi Journal of Information Technology (JINTECH) International Journal of Information System & Innovative Technology Jurnal Pengabdian Masyarakat Bangsa Jurnal Malikussaleh Mengabdi Journal of Advanced Computer Knowledge and Algorithms Gameology and Multimedia Expert International Journal of Information System and Innovative Technology Smatika Jurnal : STIKI Informatika Jurnal Proceedings of International Conference on Multidisciplinary Engineering (ICOMDEN) Proceedings of Malikussaleh International Conference on Multidisciplinary Studies (MICoMS) ITEJ (Information Technology Engineering Journals)
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Developing a Classic Turn-Based RPG: The Making of 'Waduh! Aku Pergi Ke Isekai' with RPG Maker MV Retno, Sujacka
Gameology and Multimedia Expert Vol 1, No 4 (2024): Gameology and Multimedia Expert - October 2024
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v1i4.18854

Abstract

The game "Waduh! Aku Pergi ke Isekai" is a classic Role Playing Game (RPG) developed using RPG Maker MV. It tells the story of a young man named Makecar who is suddenly summoned to another world by a Goddess to defeat a Demon God threatening the world's destruction. The game combines classic RPG elements such as a Standard Turn-Based battle system, open-world exploration, and a variety of main and side quests, offering players diverse gameplay experiences. RPG Maker MV was chosen for its ease of use, even for beginner developers, utilizing a graphical user interface and simplified JavaScript scripting. Testing of the game shows that "Waduh! Aku Pergi ke Isekai" provides a deep and challenging gameplay experience, while also highlighting the potential of RPG Maker MV as an effective platform for independent game development. This game aims to inspire other game developers to create similar creative and original games.
Development of Obstacle Odyssey, an Interactive Game by Using GDevelop Panjaitan, Cherlina Helena Purnamasari; Retno, Sujacka; Hasdyna, Novia
Gameology and Multimedia Expert Vol 1, No 2 (2024): Gameology and Multimedia Expert - April 2024
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v1i2.15882

Abstract

Games are a medium that is in great demand by almost all ages, including children, teenagers and adults. As game technology develops which can be found on various platforms, games are not just mere entertainment but can also be given educational value in them. The Obstacle Odyssey game was built by applying educational values which are expected to improve the players' abilities in terms of tactical thinking. This Obstacle Odyssey game is an Arcade genre game. This game was built using Gdevelop using a no-code event system.
Developing the Console Dash: a 2D Adventure Game using Godot Game Engine Retno, Sujacka; Fortilla, Zeny Arsya; Sinambela, Ilmi Suciani
Gameology and Multimedia Expert Vol 1, No 1 (2024): Gameology and Multimedia Expert - January 2024
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v1i1.14555

Abstract

A 2D platformer game, console dash is a game that tells the story of Dax, a curious game character, jumping out of his console to go on an adventure. He goes through difficult levels, collects objects and meets new friends. They form a team and fight a villain named Glitch. The aim of this research is to design a 2D Console Dash platformer game with an adventure genre that is interesting and also quite difficult to complete. This application was created using the Godot game engine with the GDScript programming language. The method used in this final assignment uses the MDLC model software development method, and uses the SWOT method for system weakness analysis. The final result of this project is a 2D platformer game that plays smoothly and provides an enjoyable gaming experience. Console Dash offers attractive graphics, music and sound effects that liven up the atmosphere of the game, as well as challenging levels to explore. Moreover, this game has an intuitive interface and responsive controls.
Implement the Analytical Hierarchy Process (AHP) and K-Nearest Neighbor (KNN) Algorithms for Sales Classification Husna, Asmaul; Retno, Sujacka; Rijal, Himmatur
Journal of Advanced Computer Knowledge and Algorithms Vol 1, No 4 (2024): Journal of Advanced Computer Knowledge and Algorithms - October 2024
Publisher : Department of Informatics, Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/jacka.v1i4.17819

Abstract

The Analytical Hierarchy Process (AHP) and K-Nearest Neighbor (KNN) algorithms are two algorithms that have proven efficient in various classification and prediction applications. This research examines the application of these two algorithms in the context of selling goods in PIM supermarkets. In this research, AHP and KNN are used to classify goods sold based on various criteria such as price, number of stock items sold, total sales amount. The research results show that KNN outperforms AHP in predicting the best-selling, best-selling and least-selling items based on sales in 2022 at PIM supermarkets. Based on this research, it can be concluded that the KNN algorithm is suitable for predicting the classification of goods sales in PIM Supermarkets. This research classifies sales of goods using the Analytical Hierarchy Process (AHP) and K-Nearest Neighbor (KNN) methods. This research uses 3 criteria. By using the value K=1, the experimental results show that the highest KNN has an accuracy of 38%, while AHP has an accuracy of 32%. Differences in accuracy results can be influenced by parameter settings and characteristics of the dataset used. Therefore, further analysis of these factors is needed to understand the performance differences between the two methods.
Design of an Educational Game for Children: 'Geometry Forest' Using Construct 2 Retno, Sujacka
Gameology and Multimedia Expert Vol 2, No 1 (2025): Gameology and Multimedia Expert - January 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i1.20323

Abstract

Early childhood education plays a crucial role in building the foundational knowledge and skills that will be used throughout life. This study aims to design and develop an educational game titled "Geometry Forest" using Construct 2, specifically designed to help children understand basic geometry concepts through an interactive and engaging learning experience. The game integrates learning elements such as recognizing geometric shapes, identifying colors, and enhancing cognitive and motor skills, with attractive graphics and a user-friendly interface. The development process includes concept design, asset creation, implementation, and testing, involving young children to evaluate their engagement, enjoyment, and understanding of the material presented. The results show that "Geometry Forest" effectively improves understanding of geometric concepts while providing an enjoyable learning experience, making it a valuable supplementary tool for learning both at school and home, and contributing to the improvement of early childhood education quality through educational game technology.
Evaluating The Quality of K-Medoids Clustering on Crime Data in Indonesia Sujacka Retno; Rozzi Kesuma Dinata; Novia Hasdyna
METHOMIKA: Jurnal Manajemen Informatika & Komputerisasi Akuntansi Vol. 8 No. 2 (2024): METHOMIKA: Jurnal Manajemen Informatika & Komputersisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/jmika.Vol8No2.pp274-280

Abstract

This study evaluates the quality of K-Medoids clustering applied to criminal incident data in Indonesia from 2000 to 2023. The analysis compares the clustering performance on both original and normalized datasets using various evaluation metrics, including the Davies-Bouldin Index (DBI), Silhouette Score (SS), Normalized Mutual Information (NMI), Adjusted Rand Index (ARI), and Calinski-Harabasz Index (CH). The findings reveal that the original dataset consistently outperforms the normalized dataset across all metrics. The optimal clustering was achieved in the seventh iteration of the original data, with the lowest DBI (0.438), the highest SS (0.683), NMI (0.916), ARI (0.984), and CHI (57.418). In contrast, the normalized data exhibited higher DBI values and, in some cases, negative Silhouette Scores, indicating less distinct clusters. These results suggest that for this dataset, K-Medoids clustering performs more effectively on the original data without normalization, providing more accurate and well-defined clusters of criminal incidents. This insight is crucial for future research and practical applications in crime data analysis, emphasizing the importance of dataset preprocessing in clustering methodologies.
Enhancing K-Means Clustering Model to Improve Rice Harvest Productivity Areas in Aceh Utara Using Purity Sujacka Retno; Bustami; Rozzi Kesuma Dinata
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 13 No. 2 (2024)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v13i2.78254

Abstract

To optimize the performance of the clustering process using K-Means, an optimalization approach employing the Purity algorithm is needed. This research was tested on a dataset of rice harvest productivity areas in Aceh Utara Regency by comprehensively analyzing the number of iterations and the DBI values produced by K-Means and Purity K-Means in clustering priority and non-priority rice production areas. This is in line with the efforts of the Regional Government to implement rice production intensification programs in Aceh Utara Regency. From the testing of Purity K-Means, an average of 5, 2, 2, 5, and 3 iterations were obtained from all tested datasets sequentially from 2019 to 2023. Meanwhile, from the testing of conventional K-Means, the average number of iterations obtained was 5.4, 4.8, 4.2, 5.6, and 3.8 iterations, sequentially. This indicates that the clustering performance conducted by Purity K-Means is better than conventional K-Means. The DBI values obtained from Purity K-Means for the entire dataset sequentially are 0.6781, 0.4175, 0.4419, 0.6182, and 0.4973. This value is lower compared to the DBI values obtained from conventional K-Means, which are 0.7178, 0.6025, 0.4971, 0.7222, and 0.5519, respectively. This also indicates that the validity level of the clustering results performed by Purity K-Means is higher than conventional K-Means.
Pemanfaatan Internet of Thing dalam Sistem Monitoring Hama Burung di Gampong Reuleut Timu Retno, Sujacka; Ula, Mutammimul; Fahrizal, Effan; Zulkarnaen, Teuku; Faliza, Nur; Muhammad, Muhammad
Jurnal Malikussaleh Mengabdi Vol. 3 No. 2 (2024): Jurnal Malikussaleh Mengabdi, Oktober 2024
Publisher : LPPM Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/jmm.v3i2.20833

Abstract

Pengabdian kepada masyarakat ini bertujuan untuk memberikan solusi terhadap permasalahan petani dalam pengendalian hama burung di area pertanian melalui penerapan sistem monitoring otomatis berbasis teknologi. Sistem ini dilakukan untuk monitoring kehadiran hama burung secara real-time dan mengusirnya menggunakan perangkat pengusir otomatis. Metode pelaksanaan meliputi sosialisasi, pelatihan, dan implementasi langsung sistem monitoring di area pertanian. Hasil kegiatan menunjukkan bahwa sistem ini efektif dalam mengurangi kehadiran hama burung di area pertanian hingga 80%, meningkatkan produktivitas hasil panen. Peserta pelatihan juga menunjukkan pemahaman yang baik tentang cara instalasi dan pengoperasian sistem, yang diukur melalui evaluasi praktik lapangan. Kegiatan ini memberikan manfaat langsung kepada petani dalam meningkatkan hasil panen dan menciptakan kesadaran akan pentingnya adopsi teknologi modern dalam pengelolaan pertanian. Diharapkan hasil dari pengabdian ini dapat dikembangkan lebih lanjut dengan dukungan pihak terkait untuk meningkatkan keberlanjutan dan skala penerapan sistem ini di masa depan.
Penerapan Mental dan Karakter Anggota Silat di Kelatnas Perisai Diri Asrianda, Asrianda; Wibowo, Patmono; Zulfadl, Zulfadl; ZA, Nasrul; Retno, Sujacka
Jurnal Malikussaleh Mengabdi Vol. 3 No. 2 (2024): Jurnal Malikussaleh Mengabdi, Oktober 2024
Publisher : LPPM Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/jmm.v3i2.20944

Abstract

Penerapan mental dan karakter dalam latihan silat di Kelatnas Perisai Diri dilakukan melalui berbagai metode. Termasuk disiplin latihan, pembinaan etika, dan pembiasaan nilai luhur dalam kehidupan sehari-hari. Anggota diwajibkan mengikuti latihan secara rutin mencakup pemanasan, teknik dasar, sparing untuk menguji ketahanan fisik dan mental. Nilai moral seperti kesabaran, kejujuran, dan saling menghormati menjadi fokus utama dalam sesi latihan. Anggota telah lama berlatih memiliki karakter yang disiplin, percaya diri, dan mampu mengendalikan emosi dengan baik dibandingkan anggota baru. Latihan terstruktur dan berkelanjutan terbukti memberikan dampak positif terhadap pembentukan karakter pesilat. Beberapa tantangan dihadapi, kurangnya konsistensi dalam latihan serta pengaruh lingkungan luar kurang mendukung perkembangan mental dan karakter anggota.  Anggota Perisai Diri menyatakan latihan silat membantu meningkatkan kedisiplinan dalam kehidupan sehari-hari. Merasakan peningkatan dalam kemampuan mengendalikan emosi. Menegaskan latihan silat Perisai Diri tidak hanya berdampak pada aspek fisik, tetapi memberikan pengaruh signifikan terhadap aspek psikologis dan emosional anggota. Metode latihan diterapkan di Kelatnas Perisai Diri mengandung unsur pendidikan karakter yang kuat. Pelatih tidak hanya mengajarkan teknik bela diri, tetapi menanamkan nilai moral melalui contoh nyata kehidupan sehari-hari. Anggota aktif dalam latihan menunjukkan kemampuan berpikir lebih statis dan strategis dalam pengambilan keputusan saat bertanding. Kelatnas Perisai Diri tidak hanya membentuk fisik kuat, tetapi melatih pola piker yang analitis dan adaptif terhadap berbagai situasi.
Implementation of Game Design Document (GDD) in the Development of the 2D Android-Based Game Komodo Isle Retno, Sujacka
Gameology and Multimedia Expert Vol 2, No 2 (2025): Gameology and Multimedia Expert - April 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i2.21228

Abstract

Game development techniques have evolved in this technological era in line with the rapid advancement of technology. Considering the significant influence of technology today, where young children are already familiar with and proficient in operating technological devices such as mobile phones, this phenomenon can be leveraged for more positive purposes. One such approach is introducing Indonesian culture to children through game-based applications. This study presents an Android-based game application that features one of Indonesia's protected animals as the main character—the Komodo, which originates from the province of East Nusa Tenggara. The game development technique used in this study follows the Game Design Document (GDD) framework, which includes Core Loop, Core Mechanics, and Asset Design. This research aims to serve as a positive initiative to increase children's interest in Indonesian culture, ensuring that Indonesia's noble cultural heritage can be effectively conveyed to the younger generation in the digital era. Additionally, this study can serve as a reference for future research, particularly in game development techniques.
Co-Authors Abdul Azis Andra Munandar Angga Pratama Ardi Wirya Indarto Asrianda Asrianda Asrillah Asrillah Aulia, Faizul Azrai Putra Barumun Daulay Beno Jange Bustami Bustami Bustami Cut Agusniar Devi, Salma EDI YUSUF, EDI Ekamaida, Ekamaida Fadlisyah Fadlisyah Fahrizal, Effan Fajri, T Irfan Fiasari, Fiasari Fikran, Rifzan Fortilla, Zeny Arsya Gadis Ayu Sofiana Gilang Wahyu Ramadhan Gilang Hakimi, Musawer Haried Novriando Hayatun Nisa Hidayatsyah Hidayatsyah ilham - sahputra Ilham Sahputra Ilmi Suciani Sinambela Ima Pratiwi Irvan Na’syakban Lidya Rosnita Maghfirah, Riezka Mahsa, Masithah Mansur Mansur Maryana Maryana Maryana Maryana Maryana, Maryana Muhammad Al Imran Muhammad Daud Muhammad Fikry Muhammad Ikhwanus Muhammad Nurfahmi Muhammad, Muhammad Munirul Ula Mutammimul Ula Mutasar Nadia Saphira Narita Taskia Nasrul ZA, Nasrul Nisa Ul Fadila Novia Hasdyna Nur Faliza Nurdin Nurdin Panjaitan, Cherlina Helena Purnamasari Pathia Pathia Rahma Fitria, Rahma Reza Pahlevi Ginting Richki Hardi Rijal, Himmatur Rini Meiyanti Rizky Putra Fhonna Rizkya, Dini Dara Rozzi Kesuma Dinata Safriandi, Safriandi Safwandi Safwandi Safwandi, Safwandi Sahputra, Ilham Said Fadlan Anshari Sayed Fachrurrazi Selly Alfika Sinambela, Ilmi Suciani Siti Fatimatun Zahro Siti Wahyuni Sudirman Sudirman Syahrul Andika Lubis T Irfan Fajri Taufiq Taufiq Teuku Zulkarnaen Thifal Salsabila Tsania Asha Fadilah Daulay Utari, Sylva Putri Uzia Ulfa Veri Ilhadi Wahdana, Aldi Wahyu Isnanda Nasution Wibowo, Patmono Yafis, Balqis Yanti, Riski Yesy Afrillia Yopy Anfelia Zara Yunizar Zulfadl, Zulfadl Zulfia , Anni