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Gamification-Driven Management Information System: A Design Approach for Enhancing Students’ Final Project Supervision Troy; Ginanjar Setyo Nugroho; Kathryn Widiyanti; Samuel Gandang Gunanto
Journal of Information Technology and Its Utilization Vol 8 No 2 (2025): December 2025
Publisher : Sekolah Tinggi Multi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jitu.8.2.6038

Abstract

This study aims to design a gamification-based Management Information System (MIS) interface to enhance the effectiveness and engagement of students during final project supervision. The research background is based on literature findings regarding the potential of gamification in education that can encourage motivation, participation, and transparency in the learning process. The research method used is Research through Design (RtD), emphasizing the integration of gamification elements into the MIS framework, including features for recording progress, awarding points, levels, and badges related to guidance activities. The research results is a student final project MIS interface that combines managerial functions with gamification-based motivational mechanisms. This system is expected to increase student engagement, provide more transparent monitoring for supervisors, and create a more attractive and interactive guidance ecosystem. The direction of further research is directed at the development of a complete MIS prototype, limited trials, and evaluation of effectiveness through case studies.
The Cognitive–Affective Asymmetry of Animated Video in Elementary Character Education Dody Filado; Haryanto; Troy
DIDAKTIKA: Jurnal Pendidikan Sekolah Dasar Vol. 9 No. 1 (2026): VOLUME 9, NUMBER 1, 2026
Publisher : Program Studi PGSD, Fakultas Ilmu Pendidikan, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/didaktika.v9i1.97706

Abstract

Indonesian development research on animated video for character education routinely reports effectiveness for both cognitive and affective outcomes. Most such conclusions, however, rest on one-group pretest-posttest designs and self-report instruments vulnerable to testing, ceiling, and social desirability effects. The present study used the prevailing template deliberately, to examine the gap between what it can detect and what it claims. An animated video on rights, obligations, and responsibility, built with the Alessi and Trollip model, was tested with seventeen fifth-grade students at a public elementary school in Kepanjen, Malang. The cognitive test produced a normalised gain of 0.37, classified as medium but constrained by an already high pretest baseline. The responsibility self-report shifted by only two percentage points, well within measurement noise, with both measurements compressed against the very high category. This asymmetry between a moderate cognitive gain and a negligible affective shift is not idiosyncratic; it is what short multimedia interventions tend to produce when affective outcomes are read as dispositional traits rather than process variables. Animated video supported knowing but, within this study, produced no comparable movement in becoming. The product itself passed expert validation in the feasible to very feasible range. The asymmetry is better read as a property of the prevailing evaluation template than of the product alone, and concerns what a one-group, self-report design can detect, independent of sample size. For researchers and curriculum developers, affective effectiveness should not be inferred from short single-session designs; designs, instruments, and durations must match the dispositional nature of character.
SENTAKU: A Web-Based Tournament Management System with Zero-Shot LLM Referee Evaluation for Shorinji Kempo Troy Troy; Kathryn Widiyanti; Agni Saraswati
Indonesian Journal of Information Systems Vol. 9 No. 1 (2026): August 2026
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v9i1.14529

Abstract

This paper presents SENTAKU (Sistem Elektronik Pertandingan Kenshi Unggul), a referee analytics platform for Shorinji Kempo built on a PHP-based competition management system. The core contribution is a structured referee analytics framework that (i) computes seven per-referee statistical indicators from the raw embu score matrix, (ii) submits them with a structured prompt to Llama 3.3 70B via the Groq API, and (iii) audits the generated report through an objective content audit of coverage, numerical grounding, and section completeness. Two research questions are addressed: whether the framework surfaces referee patterns invisible to manual workflows, and whether a zero-shot LLM with structured context produces text faithful to the underlying statistics. Deployment at POPDA DIY 2026 (5 contingents, 53 randori athletes, 10 judges, 111 matches) surfaced component-level calibration differences and same-regency scoring patterns unattainable through paper workflows. However, the LLM report named only six of ten judges, cited no numerical value from the prompt, and omitted two of five requested sections, while introducing no fabricated content. These findings indicate that absence of hallucination alone is insufficient to guarantee faithful LLM reporting: zero-shot prompting can fail through systematic under-utilisation of numerical input even when explicitly required. Schema-enforced decoding is motivated as the next step