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Genetic Algorithm Application for Navigation System on Virtual Shop Andi Nagoro Syahputra; Ali Sofyan Kholimi; Lailatul Husniah
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (324.972 KB) | DOI: 10.22219/kinetik.v3i4.668

Abstract

Online shop becomes one of the updated common types of shop in the era of rapidly grown technology development, yet this system provides its drawbacks. One of the problems which commonly found is a great deal of scamming practices for profit-oriented aims. Virtual shop is defined as a virtual reality application allowing its user to experience shopping in virtual world. A navigation system is required to enable its users in finding out the expected product. Genetic algorithm is one of many search algorithms based on natural selection and natural genetics. On this algorithm, data and string are executed through process of selection to generate problem solving solution. Using this algorithm, the navigation system is proved to be successful on generating path leading to expected product in the virtual shop.
Game Development to Introduce Indonesian Traditional Weapons using MDA Framework Lailatul Husniah; Firdaus Fannani; Ali Sofyan Kholimi; Andika Eko Kristanto
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (692.589 KB) | DOI: 10.22219/kinetik.v4i1.713

Abstract

It is unfortunate that more and more youths are less concerned and are not interested in acquainting and studying Indonesian traditional culture, especially concerning on traditional Indonesian weapons. This fact is noticed from data as collected from several bookstores including online bookstores which the number of books on traditional weapons originating from abroad as published in Indonesia has a significant comparison compared to books on traditional weapons from Indonesia, in a stagerring 1:7 comparisson. Therefore, it is necessary to develop a media that can generate interest in couriosly learning about Indonesian culture, especially when introducing traditional Indonesian weapons. This research was conducted to develop a media in the form of android games that can be applied for the introduction of Indonesian culture, especially traditional weapons. The employed method of game development is the MDA Framework. Evaluation was carried out by using the Playtesting Evaluation and Gameflow methods. The evaluation results related to the concentration of players during game playing presents that the game has given a lot of encouragement to players to play games in several aspects of: game graphics, game sound, game stories, gameplay, simple interfaces, and completion of missions and main objectives regarding traditional Indonesian weapons, trigerring the player interest in playing this game and to maintain their focus throughout the game. In overal, the evaluation results using playtesting evaluation and Gameflow test depicts that a rating above average with an overall rating of 3.61 (72.18%) and the game Mystical Weapon of Nusantara can be accommodated as a medium for the introduction of traditional Indonesian weapons as indicated by the probability of a t-test of 1,169x10-19 which is far below the value of α = 0.05. Thus, it is concluded that there is an improvement in user knowledge, as well as the value of respondent answer showing above the average, which is 3.83 (76.67%).
Gamification And GDLC (Game Development Life Cycle) Application For Designing The Sumbawa Folklore Game ”The Legend Of Tanjung Menangis (Crying Cape)” Lailatul Husniah; Bayu Fajar Pratama; Hardianto Wibowo
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v3i4.721

Abstract

Sumbawa is popularly known as one of the regions in Indonesia, having a well- known folklore among the Sumbawa people, entitled the legend of Tanjung Menangis (Crying Cape). However, Tanjung Menangis is commonly recognized for its beauty than the stories contained. Therefore, a research is carried out by developing a game that is employed as a tool to introduce the story of Tanjung Menangis Legend as effort to preserve the original story of the mainland Sumbawa. The media game is chosen due to its favoured technology by children and adolescent as the target users of this research. This study applies Game Development Life Cycle (GDLC) method in the development stage which consists of several stages includinng: pre-production, production, testing, and post-production by adding an element of gamification. The game is tested on students at Labangka Elementary School in Sumbawa district in an age range of 10-15 years. After playing the game, the majority of respondents states that students gain knowledge about the Legend of Tanjung Menangis as reported from the results of the t- test with a probability value of 7.369x10-41, which is far below the value of α = 0.05. This result means that there was an increase in user knowledge of application. The test results also showed that all respondents agreed that the game of The Legend of Tanjung Menangis was used as one of the media used to introduce the story of the original Sumbawa people. In addition, the testing results as conducted with playtesting and gameflow test achieved good grades, with a range of values 4.5-4.81 of the seven elements tested, including: Concentration, Challenge, Player Skills, Control, Clear Goals, Feedback, and Immersion.
PENGEMBANGAN GAME EDUKASI PEMBIAKAN LELE MENGGUNAKAN MECHANICS DYNAMICS AESTHETICS (MDA) FRAMEWORK Ali Sofyan Kholimi; Sugeng Prasetiyono; Lailatul Husniah
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 9 No. 3 (2020)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v9i3.30008

Abstract

Indonesia merupakan negara beriklim tropis dengan sebagian besar wilayahnya merupakan perairan. Potensi alam ini memberikan kesempatan besar pada Indonesia untuk mensuplai ikan, baik ikan air laut maupun ikan air tawar, ke dalam pasar internasional. Kenaikan produksi budidaya ikan dalam kolam air tawar cukup pesat yaitu berkisar 11 persen setiap tahun dan salah satu ikan air tawar yang populer untuk dibudidayakan adalah Lele. Naiknya tren perikanan budidaya di dunia juga mengakibatkan naiknya permintaan pelatihan budidaya ikan air tawar beserta media-media pelatihannya. Salah satu media pelatihan yang banyak digunakan di dalam pelatihan adalah buku dan video. Namun, Buku dan video memiliki kekurangan dalam hal interaksi aktif antara pengguna kedua media tersebut dan medianya. Game merupakan salah satu alternatif media pembelajaran selain buku dan video yang memiliki kelebihan dalam hal interaksi dengan penggunanya dibandingkan dengan buku dan video. Penelitian ini mencoba untuk mengimplementasikan pembelajaran budidaya ikan Lele dalam sebuah game. Budidaya ikan Lele dipilih karena berdasarkan laporan Kementrian Kelautan dan Perikanan (KKP) memiliki pangsa pasar terbesar untuk pasar ikan air tawar. Metode yang digunakan untuk mengimplementasikan game manajemen ikan Lele ini adalah Mechanics-Dynamics-Aesthethics (MDA) Framework. Pengujian dengan menggunakan GameFlow Test menunjukkan rata-rata skor nilai sebesar 3.36 (67.2%) yang berarti bahwa hasil implementasi game ini bisa diterima dengan baik oleh pemain.
Aplikasi Pengenalan Bahasa Jepang dan Inggris untuk Anak-Anak Berbasis Android Bayu Fajar Pratama; Lailatul Husniah
Matrix : Jurnal Manajemen Teknologi dan Informatika Vol 8 No 2 (2018): MATRIX - Jurnal Manajemen Teknologi dan Informatika
Publisher : Unit Publikasi Ilmiah, P3M Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (680.108 KB) | DOI: 10.31940/matrix.v8i2.825

Abstract

Media pembelajaran berhitung untuk anak merupakan suatu media pengenalan angka untuk anak-anak yang dapat digunakan pada platform Android smartphone. Media pembelajaran ini memuat beberapa materi seperti angka satuan, puluhan, penjumlahan, dan pengurangan. Dalam pembuatan media pembelajaran ini dibutuhkan aplikasi atau game engine yang dapat mengkombinasikan antara teks, gambar, animasi, dan sound. Penelitian ini menggunakan game engine Unity3D yang dikembangkan dengan metode Multimedia Development Life Cycle dengan 6 tahapan yaitu: konsep, perancangan, pengumpulan bahan, pembuatan, pengujian dan distribusi. Penelitian ini ditujukan untuk mengembangkan aplikasi belajar berhitung untuk anak-anak. Aplikasi yang dihasilkan oleh penelitian ini telah diuji menggunakan pengujian blackbox yang menghasilkan indikator sukses di setiap pengujian.
Pengenalan Sistem Aquaponik Cerdas untuk Memfasilitasi Kemampuan Mandiri pada Siswa Berkebutuhan Khusus di SLB Anggraeni, Wiwik; Risqiwati, Diah; Husniah, Lailatul; Sugiyanto; Aulia Sidharta, Hanugra; Budiyanta, Nova Eka; Djunaidy, Arif; Tyasnurita, Raras; Ali, Achmad Holil Noor; Divka, Princessa Sissy; Rahmanisa, Fathia
Sewagati Vol 8 No 2 (2024)
Publisher : Pusat Publikasi ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j26139960.v8i2.967

Abstract

SLB ABCD Bakti Sosial merupakan sebuah sekolah luar biasa yang melayani siswa dengan kebutuhan khusus, terletak di Kecamatan Simo, Kabupaten Boyolali, Jawa Tengah.SLB tersebut memiliki 28 siswa SD, 18 siswa SMP, dan 17 siswa SMA, yang dibimbing oleh 11 guru. Berdasarkan diskusi dengan para guru, diketahui bahwa tempat tinggal siswa memiliki radius hingga 25 kilometer, karena jumlah SLB di Jawa Tengah yang belum sebanding dengan jumlah siswa. Metode pengajaran di SLB ini berbeda dengan sekolah umum, dengan kurikulum tahun 2013 yang mengalokasikan 40% pembelajaran pada materi teori dan 60\% pada keterampilan praktis. Untuk meningkatkan keterampilan siswa, Tim Pengabdian Masyarakat ITS mengusulkan penerapan sistem smart-aquaponic. Sistem ini tidak hanya menjadi alat latihan, tetapi juga sesuai dengan latar belakang pertanian masyarakat Boyolali, yang merupakan mata pencaharian utama di daerah tersebut. Materi video dan modul pendukung diperkenalkan untuk membantu para guru dalam membimbing siswa berkebutuhan khusus. Pengajaran ini bertujuan untuk meningkatkan keterampilan siswa dengan memperkenalkan integrasi budidaya ikan dan tanaman melalui otomatisasi sederhana. Otomatisasi ini meliputi pemberian pakan ikan secara terjadwal dan aliran air yang dapat disesuaikan berdasarkan kebutuhan tanaman. Dengan memperkenalkan smart-aquaponic di SLB ABCD Bakti Sosial, harapannya adalah guru dan siswa dapat mengembangkan keterampilan aquaponik dan menyesuaikannya dengan kebutuhan daerah sekitar.
Analyzing the Quality of Game-based Assessment Design in Basic Arithmetic Operations Azzmi. H., M. Naufal; Yuhana, Umi Laili; Sulistyani, Nawang; Husniah, Lailatul
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 8, No. 1, February 2023
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v8i1.1599

Abstract

The use of Serious Games in education has experienced rapid development. However, not all studies have been able to show evidence that game-based methods are superior to other methods. It is important to analyze the quality of game designs used in learning and assessment used to assess students. This study focuses on how to design a serious game called B-block used in the assessment. The researcher validates the quality of the serious game first before conducting a pilot study regarding the feasibility of the Serious Game given for assessment. The game focuses on basic arithmetic, including addition, subtraction, division, and multiplication, and involves positive and negative numbers. The study was conducted in one of the schools in Indonesia and given to 35 students with an age range of 11-12 years with different student backgrounds in their experience with game-based exams. Based on these results, 85.7% of respondents agreed that this game could be used as a substitute for paper-based exams, with the analysis of game design quality having an average value of 78% pedagogic specifications and 73% playful and 80% technical specifications. Thus, the average value of this game quality analysis is considered superior and meets almost all the specifications needed for assessment. We also argue that serious game is closely related to how game design meets specifications for use as educational tools.
Analyzing User Experience and Satisfaction in the B-Block Game-Based Assessment Husniah, Lailatul; Kholimi, Ali Sofyan; Yuhana, Umi Laili; Yuniarno, Eko Mulyanto; Purnomo, Mauridhi Hery
Jurnal Nasional Pendidikan Teknik Informatika: JANAPATI Vol. 14 No. 1 (2025)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v14i1.92784

Abstract

Game-based assessment (GBA) has developed as an innovative education method, including learning basic arithmetic operations. This study aims to analyze user experience and satisfaction using B-Block, an assessment-based game for basic arithmetic operations. The study involved 94 junior high school students with an age distribution of 12-13 years old and varying levels of gaming experience. The research used descriptive statistical analysis, validity and reliability test, Pearson correlation test, and multiple linear regression to identify factors influencing user satisfaction and continuance usage intention. The analysis showed that B-Block has good usability and educational benefits, with user satisfaction being the most dominant aspect. Validity and reliability tests confirmed that most variables were valid and reliable (Cronbach's Alpha > 0.7), except Errors, which had lower reliability (α = 0.632). Pearson correlation shows that Perceived Usefulness has a strong relationship with satisfaction (r = 0.784), while user satisfaction contributes significantly to continuance intention (r = 0.694). Multiple linear regression revealed that perceived usability and perceived usefulness were the main factors influencing user satisfaction, while confirmation and satisfaction had the most effect on continuance intention. The findings confirm that the gameplay's usability and perceived usefulness are key in increasing user satisfaction while matching the experience with initial expectations, and user satisfaction contributes to continued use.
Pengukuran Pengaruh Tantangan Pada Gim Bergenre Puzzle Dengan Metode PLS-SEM Terhadap Pembelajaran Anak Lailatul Husniah; Hardianto Wibowo
Jurnal Repositor Vol. 2 No. 11 (2020): November 2020
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/repositor.v2i11.30963

Abstract

Penelitian ini akan menjelaskan tentang pengaruh dari Gim terhadap pembelajaran, poin-poin gim yang akan dinilai pengaruhnya antara lain adalah Engagement, Immersion, Challenge, dan Skill. Data yang digunakan adalah hasil kuesioner serta nilai Try Out-UN siswa-siswi kelas 12 SMK 3 Malang. Menggunakan permainan Angry Bird, responden nantinya akan bermain selama kurang lebih 30 menit sebelum melakukan kegiatan belajar seperti biasanya. Hal ini dilakukan dalam waktu kurang lebih sekitar satu bulan. Setelah itu responden akan diminta untuk mengisi kuesioner yang nantinya akan diolah dengan metode SEM-PLS. Hasil dari pengolahan data kuesioner tersebut adalah seberapa besar pengaruh gim terhadap pembelajaran berdasarkan poin-poin yang sudah disebutkan di atas. Sedangkan nilai dari Try Out dan UN digunakan untuk mengetahui besar pengaruh gim terhadap pelajaran secara keseluruhan, menggunakan metode paired t-test. Setelah melalui pengujian, hasil yang didapatkan adalah bahwa stimulus gim terhadap pembelajaran berpengaruh secara positif. Dan Engagement menjadi poin paling berpengaruh dalam penilaian prosentase yaitu 32%, disusul dengan Immersion 9.34%, Skill 6.86%, dan Challenge 2.25%.
Implementasi Load Balancing Dengan Menggunakan Mikrotik Pada PT. Pos Indonesia KCU Banjarmasin Muhammad Fajarruddin; Denar Regata Akbi; Lailatul Husniah
Jurnal Repositor Vol. 7 No. 1 (2025): Februari 2025
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/repositor.v7i1.33626

Abstract

Mengingat pesatnya perkembangan teknologi informasi, khususnya Internet, diperlukan untuk memaksimalkan manfaatnya dan meminimalkan dampak buruknya. PT. POS INDONESIA KCU BANJARMASIN menggunakan multikoneksi dengan dua ISP dan bandwidth berbeda untuk memenuhi kebutuhan Internet. Menggunakan beberapa koneksi dapat membantu meningkatkan stabilitas dan kecepatan akses jaringan Internet. Dari pengujian yang telah dilakukan, 3 metode yang digunakan dapat disimpulkan bahwa metode PCC efektif digunakan untuk melakukan download file dengan hasil terbaik, dengan kecepatan download hingga 40 Mb/s. Selanjutnya diikuti pengujian upload file dengan 3 metode, dari pengujian tersebut dapat disimpulkan bahwa metode PCC efektif digunakan untuk melakukan upload dengan hasil mencapai 37,8 Mb/s. Hasil pengujiaan quality of service dimulai dari throughput, ECMP mampu menghasilkan throughput tertinggi dibandingkann metode PCC dan NTH. Pengujian Packet Loss metode PCC menghasilkan Packet Loss paling rendah disbanding dengan metode lain dengan hasil 1ms. Pengujiaan Jitter menunjukan metode NTH mendapatkan hasil Jitter tertinggi dibandingkan dengan metode PCC dan ECMP dengan hasil 61ms. Pada pengujian delay, metode ECMP menghasilkan delay terendah dibandingkan, metode PCC dan NTH dengan hasil 61ms.