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Pengembangan Chat Bot Telegram Untuk Admisi UKDW Andersen; Raharjo, Willy Sudiarto; Nendya, Matahari Bhakti
Jurnal Terapan Teknologi Informasi Vol 9 No 1 (2025): Jurnal Terapan Teknologi Informasi
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jutei.2025.91.397

Abstract

The Admissions and Promotion Office of Universitas Kristen Duta Wacana (UKDW) Yogyakarta serves as a service unit for the admission and registration of prospective students. Currently, information related to new student admissions is provided through physical services, direct contact, and social media. However, using social media requires human resources and time to respond to every inquiry from prospective students. To improve responsiveness, an automated system in the form of a Telegram Bot has been developed. This Telegram Bot is designed to provide fast and automated new student admission information services. Through the integration of AWS services, such as Lambda and DynamoDB, the bot can process user inputs in real-time and deliver relevant answers without manual intervention. This system is expected to support the Admissions Office in providing modern services to prospective students
Pipa vs Landa: Game-Based Learning Based on Gamification in Elementary School Mathematics Learning Nendya, Matahari Bhakti; Kristianto, Tiar Dwi; Mahastama, Aditya Wikan
JOINCS (Journal of Informatics, Network, and Computer Science) Vol. 8 No. 1 (2025): April
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/joincs.v8i1.1639

Abstract

Learning is an essential component of human existence. One of the learning opportunities in the educational context is available at school, where instruction is typically delivered orally and accompanied by visuals. Using activities to learn is an option that can increase student interest in certain subjects. Game-based learning is a form of education in which students play a game to aid in their education. This study attempts to employ the Pipa vs. Landa learning game's gift and combo system so that elementary school students are more motivated to learn mathematics. The average GEQ Core Module test results are 4,6 for positive affect, 3,9 for competence, 4,59 for sensory and imaginative immersion, 2,46 for flow, 1,25 for tension, 2,36 for challenge, and 1,39 for negative effect. The average scores on the GEQ Post-Game Module test were 4.36 for positive experience, 1.64 for fatigue, 1.2 for negative experience, and 2.20 for the return to reality. This game provides a superior experience for elementary school students.
Analisis Dan Perancangan Game Experience Permainan “Nabi Nuh Adventure” Elrida, Achiyo Gersamtya; Nendya, Matahari Bhakti; Haryono, Nugroho Agus
Journal of Animation and Games Studies Vol 11, No 2 (2025): Oktober 2025
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v11i2.11952

Abstract

Dalam pembelajaran, penyampaian materi dapat dilakukan melalui model pembelajaran yang bermacam-macam. Salah satunya dengan implementasi gamifikasi dalam game-based learning yaitu penerapan gamifikasi pada sebuah game yang berisi materi pembelajaran. Gamifikasi yang berada didalam game ini memiliki tujuan untuk memotivasi dan semangat dalam menerima materi yang disampaikan. Melakukan evaluasi dan pengujian menggunakan metode Game Experience Questionnaire (GEQ). Penelitian ini merancang game Nabi Nuh Adventure yang dirancang ini diangkat dari salah satu tokoh alkitab yaitu Nabi Nuh yang menyelamatkan seluruh binatang dari air bah menggunakan bahtera. Didalam bahtera Nuh terdapat bermacam-macam jenis hewan seperti hewan buas, unggas, primata, dan ada juga ukuran hewan yang besar maupun yang kecil. Dalam game Nabi Nuh Adventure, hewan-hewan yang ada didalam bahtera Nuh dijadikan karakter, dengan berbagai macam hewan yang ada dan berbagai macam jenis suaranya. Pengujian game Nabi Nuh Adventure dilakukan dengan metode GEQ didapatkan hasil pada komponen Core Module yang dirasakan oleh pemain adalah positive affect dan competence dengan hasil rata-rata yang diperoleh sebesar 4,61 dan 4,49. Hasil komponen Post-Game Module yang dirasakan oleh pemain adalah positive experience dengan nilai rata-rata sebesar 4,78. Hasil dari nilai tersebut dapat diartikan bahwa user merasakan kepuasan dan senang serta memiliki pengalaman dan motivasi belajar dengan memainkan game Nabi Nuh Adventure.Kata kunci: Game-Based Learning, Gamifikasi, dan Game Experience QuestionnaireAnalysing And Designing the Game Experience In The Game "Nabi Nuh Adventure”AbstractMaterials can be delivered through a variety of learning models. One potential approach is the integration of gamification into game-based learning, wherein learning content is integrated into a game environment. The utilization of gamification in this game is intended to inspire and generate enthusiasm for the material being presented. To conduct testing and evaluation, the Game Experience Questionnaire (GEQ) is utilized.This study develops the video game "Nabi Nuh Adventure," which draws inspiration from the biblical figure of Prophet Noah and his role in rescuing all living things from the deluge by means of an ark. There are numerous species of animals contained within Noah's ark, including primates, wild animals, birds, and both large and tiny animals. Within "Nabi Nuh Adventure," the inhabitants of Noah's ark are personified as characters, each of which utters a unique set of noises.The GEQ method is employed to evaluate the "Nabi Nuh Adventure" game. The findings indicate that the players' perceptions of the Core Module components are as follows: competence and positive affect, with mean scores of 4.61 and 4.49, respectively. The participants' perception of the Post-Game Module component yielded an average score of 4.78, indicating a positive experience. The obtained scores suggest that individuals derive learning experience and motivation from playing the "Nabi Nuh Adventure" game, in addition to experiencing satisfaction and pleasure.Keywords: Game-Based Learning, Gamification, and Game Experience Questionnaire
PELATIHAN DARING GAME DEVELOPMENT BAGI SISWA-SISWI TINGKAT SMA MENGGUNAKAN CONSTRUCT 3.0 Sebastian, Danny; Nugraha, Kristian Adi; Saputra, Laurentius Kuncoro Probo; Nendya, Matahari Bhakti; Senapartha, I Kadek Dendy
INTEGRITAS : Jurnal Pengabdian Vol 6 No 1 (2022): JANUARI - JULI
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat - Universitas Abdurachman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/integritas.v6i1.1059

Abstract

Perkembangan smartphone dan internet memberikan dampak besar pada kehidupan manusia, khususnya pada generasi milenial. Hal ini juga terlihat pada pergeseran trend game console ke game smartphone. Selain itu pada tahun 2020 terjadi pandemic Covid-19 yang membuat pergeseran menjadi semakin cepat. Hal ini menuntut SMA di Indonesia untuk merubah cara belajar mengajar. Pengenalan informatika dirasa menjadi sangat penting. Oleh karena itu SMA Kolese De Britto dan SMA Bopkri Satu bekerjasama dengan Universitas Kristen Duta Wacana untuk mengadakan pelatihan informatika, dengan topik pengembangan game dasar. Kegiatan terbagi menjadi 2 kegiatan utama, yaitu 1 pertemuan webinar dan 4 kali pertemuan workshop. Kegiatan webinar dipromosikan secara umum melalui website UKDW. Kegiatan workshop di utamakan untuk siswa SMA Kolese De Britto dan SMA Bopkri Satu. Pada akhir kegiatan, siswa-siswa dapat mengembangkan beberapa game kreasinya masing-masing menggunakan construct 3.0. Kedua sekolah tertarik untuk melanjutkan kegiatan pelatihan sejenis dengan topik yang lain.