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Game Strategi “Mon War” dengan Procedural World Generation Menggunakan Metode Pengembangan Agile Programming Rafael Jansen Darrel Sorongan; Parabelem Tinno Dolf Rompas; Medi Hermanto Tinambunan
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 6 No. 3 (2026): EduTIK : Juni 2026
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.67142/edutik.v6i3.479

Abstract

ABSTRAK  Perkembangan game strategi saat ini masih menghadapi tantangan berupa desain medan permainan (map) yang repetitif, sehingga berpotensi menimbulkan kejenuhan bagi pemain. Di sisi lain, pembuatan variasi map yang beragam secara manual membutuhkan biaya dan waktu pengembangan yang signifikan. Penelitian ini bertujuan untuk merancang dan mengembangkan game strategi berjudul "Mon War" yang mengintegrasikan teknologi Procedural World Generation guna menciptakan variasi konten dunia permainan secara otomatis dan tidak terbatas. Manajemen pengerjaan proyek ini dikelola menggunakan metode pengembangan Agile Programming dengan kerangka kerja papan Kanban untuk mengoptimalkan efisiensi dan transparansi alur kerja. Pengembangan sistem dilakukan pada game engine Unity 3D dengan mengimplementasikan algoritma Perlin Noise untuk menghasilkan topografi lingkungan serta parameter bentuk tubuh monster secara prosedural dan deterministik berdasarkan nilai seed. Guna mengatasi risiko penumpukan aliran data (bottleneck) saat memuat terrain yang luas, penelitian ini menerapkan teknologi Data Oriented Technology Stack (DOTS) melalui fitur Parallel Job System dan pemrograman Asynchronous. Hasil penelitian menunjukkan bahwa integrasi algoritma Perlin Noise dan Parallel Job System berhasil membangun mekanisme infinite terrain yang efisien tanpa menyebabkan penurunan performa sistem (lag/freeze). Game "Mon War" ini berhasil menyajikan pengalaman bermain game strategi yang dinamis dengan variasi dunia dan entitas yang beragam bagi pemain.  ABSTRACT  The development of strategy games currently faces challenges regarding repetitive map designs, which can lead to player boredom. Conversely, manually creating a diverse variety of maps requires significant development time and costs. This research aims to design and develop a strategy game titled "Mon War," which integrates Procedural World Generation technology to automatically generate infinite variations of the game world. The project management was managed using the Agile Programming development method alongside a Kanban board framework to optimize workflow efficiency and transparency. System development was conducted using the Unity 3D game engine, implementing the Perlin Noise algorithm to procedurally and deterministically generate landscape topography and monster body shapes based on seed values. To mitigate the risk of data bottlenecks when loading extensive terrains, this study applies the Data-Oriented Technology Stack (DOTS) through the Parallel Job System feature and asynchronous programming. The results indicate that the integration of the Perlin Noise algorithm and the Parallel Job System successfully built an efficient infinite terrain mechanism without causing system lag or freezes. Ultimately, "Mon War" delivers a dynamic strategy gaming experience with highly diverse worlds and entities for players.
Penerapan Convolutional Neural Network untuk Pengenalan Wajah pada Sistem Presensi Digital Astrid Padri Said; Parabelem Tinno Dolf Rompas; Alfiansyah Hasibuan
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 6 No. 4 (2026): EduTIK : Agustus 2026
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.67142/edutik.v6i4.519

Abstract

ABSTRAK  Perubahan garis pantai merupakan fenomena dinamis yang dipengaruhi oleh faktor alami maupun aktivitas manusia dan dapat berdampak terhadap kondisi lingkungan serta pemanfaatan wilayah pesisir. Penelitian ini bertujuan untuk menganalisis perubahan garis pantai di Teluk Manado, Sulawesi Utara, selama periode 2015–2025 menggunakan metode Net Shoreline Movement (NSM) yang diintegrasikan dengan Digital Shoreline Analysis System (DSAS). Data yang digunakan berupa citra satelit Landsat 8 dan Landsat 9 tahun 2015, 2020, dan 2025 yang diperoleh dari United States Geological Survey (USGS). Tahapan penelitian meliputi pengolahan citra satelit, digitasi garis pantai, pembuatan baseline dan transek, serta analisis perubahan garis pantai menggunakan metode NSM. Hasil penelitian menunjukkan bahwa Teluk Manado mengalami perubahan garis pantai yang cukup signifikan dengan pola abrasi dan akresi yang bervariasi pada setiap segmen pantai. Nilai abrasi maksimum yang diperoleh mencapai -143,56 meter, sedangkan nilai akresi maksimum mencapai 95,05 meter. Sebaran abrasi lebih dominan dibandingkan akresi dan umumnya ditemukan pada kawasan pantai yang langsung berhadapan dengan Laut Sulawesi, sementara akresi banyak terjadi pada kawasan yang dipengaruhi oleh proses sedimentasi dan aktivitas reklamasi pantai. Hasil analisis menunjukkan bahwa metode NSM mampu mengidentifikasi perubahan garis pantai secara efektif dan memberikan informasi spasial mengenai pola abrasi dan akresi di Teluk Manado. Informasi tersebut dapat dimanfaatkan sebagai dasar dalam pengelolaan wilayah pesisir, mitigasi abrasi, serta perencanaan pembangunan kawasan pantai yang berkelanjutan. ABSTRACT  Changes in the coastline are a dynamic phenomenon influenced by natural factors as well as human activities and can impact the environmental conditions and use of coastal areas. This study aims to analyze changes in the coastline in Manado Bay, North Sulawesi, over the period 2015–2025 using the Net Shoreline Movement (NSM) method integrated with the Digital Shoreline Analysis System (DSAS). The data used consists of Landsat 8 and Landsat 9 satellite images from 2015, 2020, and 2025 obtained from the United States Geological Survey (USGS). The research stages include processing satellite images, digitizing the coastline, creating baselines and transects, and analyzing coastline changes using the NSM method. The results show that Manado Bay experienced quite significant changes in the coastline with patterns of erosion and accretion varying in each coastal segment. The maximum erosion value obtained reached -143.56 meters, while the maximum accretion value reaches 95.05 meters. Abrasion is more widespread than accretion and is generally found on coastal areas directly facing the Sulawesi Sea, while accretion mostly occurs in areas influenced by sedimentation processes and coastal reclamation activities. The analysis results show that the NSM method can effectively identify coastline changes and provide spatial information about abrasion and accretion patterns in Manado Bay. This information can be used as a basis for coastal area management, abrasion mitigation, and planning for sustainable coastal development.
Implementation of A Deep Learning Approach to Improve the Learning Outcomes of Students in the Building Design, Modeling and Information Department at State Vocational High School 1 Kaidipang Sri Astuti Binol; Hiskia Kamang Manggopa; Harrychoon Angmalisang; Parabelem Tinno Dolf Rompas
International Journal of Information Technology and Education Vol. 5 No. 1 (2025): December 2025
Publisher : JR Education

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Abstract

The low level of Higher Order Thinking Skills (HOTS) and student learning outcomes in vocational subjects remains a major challenge in vocational education in Indonesia. Students generally operate at the level of Lower Order Thinking Skills (LOTS) and have difficulty connecting vocational concepts with their application in real-world contexts. This study aims to improve student learning outcomes through the implementation of a Deep Learning approach in vocational instruction at the Building Modeling and Information Design (DPIB) Department of SMK Negeri 1 Kaidipang. The research employed Classroom Action Research (CAR) based on the Kemmis and McTaggart model, conducted in two cycles comprising planning, action, observation, and reflection stages. The research participants consisted of 10 Grade X DPIB students. The Deep Learning approach was implemented through inquiry learning and project-based learning methods. The results demonstrate a significant improvement in learning outcomes, with average scores increasing from 42% in the pre-cycle to 66% in Cycle I and 86% in Cycle II. Improvements were also observed in collaboration, conceptual understanding, critical analysis skills, and student engagement.
The Implementation of the Reflective Inquiry Learning Model to Improve Students' Metacognitive Skills in Informatics Subject at State Senior High School 1 Amurang Suci K. Wagei; Hiskia Kamang Manggopa; Harrychoon Angmalisang; Parabelem Tinno Dolf Rompas
International Journal of Information Technology and Education Vol. 5 No. 2 (2026): March 2026
Publisher : JR Education

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Abstract

Metacognitive skills are an essential aspect of Informatics learning, as they are closely related to students’ ability to plan, monitor, and evaluate their own thinking processes. However, learning outcomes indicate that students’ metacognitive skills remain relatively low. This study aims to improve students’ metacognitive skills through the implementation of the Reflective Inquiry learning model. This study employed Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, implementation, observation, and reflection stages. The research subjects were 33 eleventh-grade students at SMA Negeri 1 Amurang. Research instruments included a metacognitive questionnaire, observation sheets of teacher and student activities, and learning achievement tests. The results showed an improvement in students’ metacognitive skills from Cycle I to Cycle II, as indicated by an increase in the average metacognitive score and the percentage of students categorized as having high metacognitive skills. Therefore, the Reflective Inquiry learning model is effective in improving students’ metacognitive skills in Informatics learning.
Implementation of A Learning Management System using Prompt Engineering Horizon Artificial Intelligence in State Senior High School 1 Siau Barat Alfrits Patrick Gunde; Harrychoon Angmalisang; Hiskia Kamang Manggopa; Parabelem Tinno Dolf Rompas
International Journal of Information Technology and Education Vol. 5 No. 2 (2026): March 2026
Publisher : JR Education

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Abstract

Prompt in artificial intelligence is one of the terms in technology that is currently often discussed by academics, becoming a weapon in producing a digital work and has an important role in artificial intelligence. Prompt is a command spoken by humans to machines to produce digital work. In a broad view, prompt is the art of designing science and a compass to guide humans in using artificial intelligence. This study aims to maximize Prompt Engineering Horizon Artificial Intelligence to create a learning management system in SMA Negeri 1 Siau Barat. This study uses the method This study uses the Research and Development (R&D) method with the ADDIE development model. The application of the learning management system to Teachers and Students of SMA Negeri 1 Siau Barat is the result of this research, where the prompt is made into a programming language coding arrangement and becomes a neat and ready-to-use web-based learning management system application. The implementation of this application is new and the first for teachers and students of SMA Negeri 1 Siau Barat and has a positive impact on the understanding and use of technology. On the other hand, this system also allows teachers and students to use smartphones optimally in the school environment for learning.
Implementation of a Factory-Based Learning Workshop Management Model to Improve Student Competence at SMK Negeri 3 Tondano Hartentus M. Lalompoh; Harrychoon Angmalisang; Hiskia Kamang Manggopa; Parabelem Tinno Dolf Rompas
International Journal of Information Technology and Education Vol. 5 No. 2 (2026): March 2026
Publisher : JR Education

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Abstract

This study aims to determine the effect of the Implementation of the Factory-Based Learning Workshop Management Model (Teaching Factory) to Improve Student Competence at SMK Negeri 3 Tondano. This study uses quantitative research with data collection techniques through questionnaire instruments. Based on the results of the analysis and discussion, the Implementation of the Factory-Based Learning Workshop Management Model (Teaching Factory) to Improve Student Competence by 98% while the rest is determined by other variables that are not studied in this study. So, the conclusion in this study is that there is a direct positive effect of the Implementation of the Factory-Based Learning Workshop Management Model (Teaching Factory) to Improve Student Competence at SMK Negeri 3 Tondano. This means that the Implementation of the Factory-Based Learning Workshop Management Model (Teaching Factory) can Improve Student Competence. Therefore, considering the influence of Factory-Based Learning (Teaching Factory) on Improving Student Competence, it is expected that all Vocational High Schools will implement Factory-Based Learning (Teaching Factory).
Competitive Advantage Strategy Management of Private Schools in Southeast Maluku Regency: A Case Study of Schooling at the Johanis Ars College in the Kei Kecil Region Yohanis Paulus Namsa; Jeffry Sony Junus Lengkong; Ruth Umbase; Parabelem Tinno Dolf Rompas
International Journal of Information Technology and Education Vol. 5 No. 2 (2026): March 2026
Publisher : JR Education

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Abstract

The strategic management of competitive advantage in private schools is the main focus of this study to address the dynamics of competition in educational institutions in Southeast Maluku Regency. The main objective of the study is to formulate an adaptive school management model under the auspices of Kolose Johanis Ars to address fluctuating student numbers and limited resources in the archipelago. A descriptive qualitative approach was used as a method to explore the management phenomenon in depth through interviews, observations, and documentation studies at the research site in the Kei Kecil region. The research subjects included the principal, teachers, and relevant stakeholders directly involved in the strategic decision-making process. The research findings indicate that a differentiation strategy based on spiritual values ​​and social capital is a significant internal strength for the school, but there are still weaknesses in aspects of technological innovation and digitalization of learning. The analysis results identified a gap in contextual curriculum adaptation where the local maritime potential of the Kei region has not been optimally integrated into the school curriculum. The research conclusions emphasize the need for dynamic capability reconfiguration through strengthening the management information system and synchronizing the college's long-term vision with operational plans at the school unit level. The proposed management model integrates resource-based theory with spiritual leadership to ensure the sustainability of educational institutions in the outermost regions. Implementing a systematic marketing strategy and improving the digital literacy of educators are practical recommendations for strengthening schools' bargaining power in the eyes of the public. Synergy between foundations, local governments, and local communities is essential for sustainably improving the quality standards of educational services.
The Influence of Project-Based Learning Model on Visual Communication Design Learning Outcomes of Students at State Vocational School 1 Kotamobagu Harry Septian Laute; Harrychoon Angmalisang; Hiskia Kamang Manggopa; Parabelem Tinno Dolf Rompas
International Journal of Information Technology and Education Vol. 5 No. 2 (2026): March 2026
Publisher : JR Education

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Abstract

This study aims to determine the effect of implementing the Project-Based Learning (PjBL) model using the Kodular application on the creativity and learning outcomes of 11th-grade DKV 1 students in the Fundamentals of Visual Communication Design subject at SMKN 1 Kotamobagu. This study used a quantitative approach with a quasi-experimental design involving two groups: a control class and an experimental class, each with 20 students (a total of 40 students). The research instrument was tested for validity and reliability, with all items declared valid (r count 0.338–0.794 > 0.312) and reliable (Cronbach's Alpha 0.917). The descriptive analysis results showed an increase in the average pretest and posttest scores in the experimental class from 42.5 to 83.5, while in the control class, the score increased from 41 to 80.5. The normality test showed that the data were normally distributed (Sig. 0.227 and 0.731), while the homogeneity test showed that both groups had homogeneous variances (Sig. 0.214 and 0.331). The t-test indicated a significant effect of the Project-Based Learning (PjBL) model on learning outcomes, with a sig. 0.000 and a calculated t of 9.811. The F-test yielded an F-value of 96.259 with a significance level of 0.000, indicating that the model simultaneously influenced learning outcomes. The determination test obtained an R-square value of 0.717, indicating that the model explained 71.7% of the variation in learning outcomes. This study concludes that the implementation of Project-Based Learning (PjBL) using Kodular effectively improves student creativity, learning motivation, and learning outcomes in the Visual Communication Design subject.
Development of Web-Based Digital System Learning Media Peggy V. Togas; Orbanus Naharia; Hiskia Manggopa; Parabelem D.T Rompas; Rolly Oroh
Asia Pacific Journal of Management and Education (APJME) Vol 4, No 3 (2021): November 2021
Publisher : AIBPM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32535/apjme.v4i3.1263

Abstract

In classroom learning, students frequently face challenges to understand the material since the learning media deviates from the subject content. The media usage as an intermediary for delivering information makes it more varied, easy to understand, and interactive. Utilizing web-based learning media promises the independence of time and place and helps the learning process. This study aims to develop a web-based digital system learning media that is feasible and useful. The study uses the waterfall model software development method, namely the Multimedia Development Life Cycle (MDLC). The findings indicate that the web-based digital system learning media is feasible and useful in the learning process.
Co-Authors Agus Takaredase Ahmad Ilham Ramadhani Ahmad Tubagus Tsani Risqi Aji Aji, Ahmad Tubagus Tsani Risqi Albugis, Gafar Ismail Alfiansyah Hasibuan Alfrina Mewengkang Alfrits Patrick Gunde Andreas Gosal, Faldy Angmalisang , Harrychoon Angmalisang Harrychoon Arje Cerullo Djamen Astrid Padri Said Atjo, Muhammad Fadly Awon, Sidney Badjin, Yulianti Baihaqi Baihaqi Barokah Batmetan, Johan R Binoli, Sri Astuti Brayen Peters Kaawoan Charnila Desria Heydemans Christine Takarina Meitty Manoppo Cindy Pamela C Munaiseche Daeng, Mushendra Daniel Riano Kaparang Daud , Metsi Denny Lalenoh Desyemca Florenda Indra Muda Djami Olii Dwi Dharma Arta Kusuma Efraim R. S. Moningkey Endoh, Jobellium Tesar Gustaf Faldy Andreas Gosal Ferry Johnny Sangari Gerry Theofilus Tambaani Gladly Caren Rorimpandey Glenn D.P Maramis Glenn David Paulus Maramis Golung, Rivaldo Alvian Gunde, Alfrits P. Harry Septian Laute Harrychoon Angmalisang Harrychoon Angmalisang Harrychoon Angmalisang Hartentus M. Lalompoh Heindrich Taunaumang Herry Sumual Hiskia Kamang Manggopa Hiskia Kamang Manggopa Hiskia Kamang Manggopa Janli Marlinda Okra Jeffry Sony Junus Lengkong Jenly D.I. Manongko Jobellium Tesar Gustaf Endoh Johan Reimon Batmetan Julius Sasukul Kaawoan, Brayen Peters Kamu, Israel Yonatan Fredrik Kariso Christian Kaunang, Sandra Stella Maris Keith Francis Ratumbuisang Kesek, Angel Imanuel Kristofel Santa Kuhu, Maikel Wolter Kusuma, Dwi Dharma Arta Laia, Yosua Swardin Lalenoh, Denny Lalompoh, Hartentus M. Langguna, Ayu Patricya Lase, Karnius Laura Sojow Liando, Olivia Eunike Selvie Limeri, Hendrik Londa, Nur Amelia Putri Lordy Frangky Karel Lumenta, Harfey Lusi Maryana Bahrun Luther Sule Mamonto, Mutahir Mananggel, Arther Valentino Mario Tulenan Parinsi Marvil Ratumbanua Matandatu, Stevani Max Marthen Rottie Medi Hermanto Tinambunan Mella Riska Mokolintad Metsi Daud Metsi Daud Metsi Daud1 Meyvilia Yohana Michella Undap Mintjelungan, Marthinus Maxi Mohamad Alparizi Sahadan Mokolintad, Mella Riska Mongkau, Waraney Josua Muda, Desyemca Florenda Indra Namsa, Yohanis Paulus Nelci Vebi Rumabar Nikita Gabriel Sangeroki Nur Amelia Putri Londa Olivia Kembuan Orbanus Naharia Orbanus Naharia Palilingan, Verry Ronny Peggy Veronica Togas Pehi, Zefanya Pelealu, Ray Rivay Anugrah Aer Poli, Bellavel Priyo Perdana Adati Quido Conferti Kainde Rafael Jansen Darrel Sorongan Rapar, Jocke Jonathan Ratumbanua, Marvil Raturandang, Sevanya Rivaldo Alvian Golung Rolly R. Oroh Rolly Robert Oroh Rombon, Daudson EA Rompas, Billy Rottie, Max Marthen Rotty, Viktory Nicodemus Joufree Ruth Sriana Umbase Saldy Tahulending Sampangade, Novanya P Sangeroki, Nikita Gabriel Sanusi, Fadli M. Saruendo Winowatan Sasoeng, Shella Sasukul, Julius Sevanya Raturandang Shirly Sussane Lumeno Simbala, Akmal Sri Astuti Binol Subagio Manggopa Suci K. Wagei Tahulending, Saldy Tambaani, Gerry Theofilus Tangkulung, Meiner Efrain Tuilan, Victor Vivi Peggie Rantung Wa Ode Siti Cutriani Wagei, Suci K. Walangitan, Athsel Watuseke, Charles Benheart Winowatan, Saruendo Wiratno Wiratno Wohon, Oktafio Fabio Yohan Wibisono Yohanis Paulus Namsa Yulianti Badjin Zidan Dailer, Muhamad ZOYA F. SUMAMPOW