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Digitalisasi Layanan Asesmen Konseling Berbasis Neuro-linguistic Programming Dengan Model ADDIE Di SMK Negeri 1 Kademangan Blitar Muchamad Saiful Muluk; Rafika Akhsani; Ibnu Athaillah; Moch. Kholil
Edu Consilium : Jurnal Bimbingan dan Konseling Pendidikan Islam Vol. 5 No. 1 (2024): Februari
Publisher : Universitas Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ec.v5i1.11233

Abstract

Counseling services are an integral part of education in helping students fulfill their developmental tasks and solve problems that hinder them. However, there are problems that hinder the performance of counseling teachers, including the proportion of counseling teachers' duties exceeding the limit, the complexity of students' problems, the conventional counseling service process, and the lack of documentation of the counseling process. This requires a solution, one of which is the digitization of counseling services. The focus of this research is the development of a neuro-linguistic programming (NLP) based counseling service application at SMK Negeri (SMKN) 1 Kademangan Blitar. The research procedure uses the ADDIE model (analysis, design, development, implementation and evaluation). Data collected by forum group discussion, interview, observation and documentation. The results showed that the developed counseling service application was able to detect the tendency of the counselee's modality and determine the sub modality map quickly and accurately. This makes it easier for counselors to carry out the stages of diagnosis, prognosis, treatment, evaluation and follow-up of counseling process, as well as documenting the counseling record. Based on the results of the application testing and implementation, counseling teachers feel helped by the digital counseling service application.
Optimasi Penempatan Tea Utensil dalam Nioh 2 Menggunakan Multiobjective NSGA-II Ibnu Athaillah; M. Mujiono
JAMI: Jurnal Ahli Muda Indonesia Vol. 3 No. 2 (2022): Desember 2022
Publisher : Akademi Komunitas Negeri Putra Sang Fajar Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46510/jami.v3i2.133

Abstract

Objektif. Dalam game komersial Nioh 2, terdapat sebuah mekanisme pemgembangan karakter yang bernama Tea Set. Mekanisme permainan ini menuntut pemain untuk mencari kombinasi empat Tea Utensil untuk memaksimalkan serangkaian bonus. Pada penelitian ini, percobaan dilakukan untuk mencari cara alternatif untuk memudahkan pemain mencari kombinasi yang tepat. Kriteria Tea Set yang baik tidak hanya ditandai dengan nilai-nilai bonus yang tinggi, tapi juga harus seimbang. Material and Metode. Permasalahan ini dapat dikategorikan sebagai permasalahan multiobjective. Non-dominated Sorting Genetic Algorithm (NSGA-II) diusulkan sebagai algoritma untuk mencari kombinasi Tea Set untuk menghasilkan bonus yang kuat dan seimbang. Dalam game, sudah terdapat menu untuk mencari kombinasi tea set secara otomatis. Tetapi tea set yang diberikan oleh menu tersebut terkadang memiliki kelemahan. Tea set yang dihasilkan oleh algoritma dibandingkan dengan hasil oleh menu tersebut. Hasil. Ketika dibandingkan, tea set yang dihasilkan oleh algoritma cenderung lebih rendah pada nilai yang diprioritaskan. Akan tetapi nilai-nilai bonusnya lebih merata dan konsisten dibanding tea set dari menu yang terkadang mengabaikan nilai yang lain. Selain itu dalam nilai total, nailai bonus dari algoritma sering kali lebih tinggi. Kesimpulan. Dalam kegiatan mengembangkan karakter, algortima ini dapat menjadi metode alternatif untuk mengoptimalkan kombinasi tea set. Implementasi dalam game juga dimungkinkan karena algoritma yang tergolong cepat ini tidak akan memberatkan komputasi.
Pengembangan Metode Pembelajaran Berbasis Permainan pada Mata Kuliah Agama Islam di AKN Putra Sang Fajar Blitar Menggunakan Model 4-D Thiagarajan Muluk, Muchamad Saiful; Athaillah, Ibnu
MA'ALIM: Jurnal Pendidikan Islam Vol. 4 No. 2 (2023): MA'ALIM: Jurnal Pendidikan Islam
Publisher : IAIN Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21154/maalim.v4i2.7270

Abstract

Learning theoretical subjects at Vocational Colleges (PTV) is very identical to practice, but has its own challenges, including the general basic subjects (MKDU) of Islamic Religion. The problem with Islamic religious education in higher education, apart from the curriculum, teacher competency, differences in the quality of student understanding, and scientific dichotomy, is that there is also a very small learning portion (around 2 credits) from other subjects. This condition requires creative innovation, one of which is the development of game-based learning. This research focuses on developing a game-based learning method with Thiagarajan 4D model on Muslim Personality material which consists of 4 stages, namely defining, designing, developing and disseminating. Research data was collected by interviews, observation and documentation. The design of this game-based learning method has been validated by material and game experts, tested on a small scale and implemented in classrooms. Based on the validation results from material experts and game experts, the results showed that game-based learning designs are very suitable for use. The results of small-scale trials and implementation in classrooms show that students are enthusiastic, actively discussing, asking and answering, confident, and eager to participate in learning without feeling sleepy. Game-based learning methods can be used as an effective way to teach theory courses.
Pengaruh Metode Game Based Learning Pada Mata Kuliah Agama Islam Terhadap Interpersonal Dan Intrapersonal Skills Mahasiswa Muchamad Saiful Muluk; Ibnu Athaillah
JAMI: Jurnal Ahli Muda Indonesia Vol. 5 No. 2 (2024): Desember 2024
Publisher : Akademi Komunitas Negeri Putra Sang Fajar Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46510/jami.v5i2.310

Abstract

Tujuan. Dalam menyongsong era society 5.0, pendidikan tinggi melalui kegiatan tri dharma-nya dituntut untuk menghasilkan lulusan yang tidak hanya mumpuni dalam ilmu pengetahuan dan teknologi serta penerapannya, tetapi juga mempunyai rasa percaya diri atas keilmuannya dan memiliki kapasitas attitude yang baik. Salah satu langkah mewujudkannya adalah melalui mata kuliah pengembang kepribadian, seperti mata kuliah Agama Islam. Fokus penelitian ini adalah melihat pengaruh penerapan metode game based learning terhadap interpersonal skills dan intrapersonal skills mahasiswa di Akademi Komunitas Negeri Putra Sang Fajar Blitar. Material dan Metode. Jumlah sampel (n) = 48 responden dari populasi (N)= 120 mahasiswa. Data dikumpulkan dengan kuesioner menggunakan google form, dan dianalisis menggunakan software SmartPLS versi 3.0 dengan analisis SEM (Structural Equation Modelling) berdasarkan output Iner Model dan Outer Model. Hasil. Hasil penelitian menunjukkan bahwa ada pengaruh signifikan variable game based learning terhadap interpersonal skills dengan nilai path coefficient 0,674, dan intrapersonal skills dengan nilai path coefficient 0,746. Kesimpulan. Hal ini mengindikasikan adanya sumbangan pengaruh penerapan metode game based learning dalam mata kuliah Agama Islam terhadap interpersonal skills sebanyak 67,4% dan intrapersonal skills sebanyak 74,6%, sehingga metode game based learning dapat diterapkan dalam mata kuliah pengembang kepribadian.
Scalable Multi-Agent Formation Control in RTS Games: A Virtual Anchor and Fluid-Based Allocation Ibnu Athaillah; Moch. Kholil
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 11, No. 3, August 2026 (Article in Progress)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v11i3.2643

Abstract

The control system for troop formation movement is a critical component in Real-Time Strategy (RTS) games, directly impacting gameplay quality and player experience. However, implementing these systems presents significant challenges, particularly in balancing rigid formation structure with pathfinding efficiency in dynamic environments containing complex obstacles. This study proposes an integrated framework for troop formation movement that synthesizes a virtual "Anchor" navigation paradigm with a "Fluid-Based Formation Position Allocation" algorithm. Unlike traditional leader-follower methods, the proposed system utilizes a virtual anchor to calculate global pathfinding via NavMesh, while constituent agents dynamically adjust their positions relative to this reference point. To mitigate trajectory conflicts during formation changes, the system employs a fluid-dynamics-inspired sorting strategy that deterministically maps agents to target slots using parallel processing. The architecture is optimized for real-time performance using the Unity Job System, allowing for the coordination of large-scale agent aggregates. Experimental validation was conducted through behavioral scenarios—including Tunnel, Split, and Crowd tests and stress tests involving up to 4,096 agents. The results demonstrate that the system successfully maintains formation integrity, executes autonomous regrouping after obstacle traversal, and ensures collision-free movement. Performance analysis indicates that the control logic remains computationally stable at scale, with the primary limitations shifting to graphical rendering overhead rather than algorithmic complexity.