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Journal : bit-Tech

Validating a Delay Tolerant Network Architecture for Urban Opportunistic Contact Using Long Range Bisma Putra Sulung; Agussalim Agussalim; Andreas Nugroho Sihananto
bit-Tech Vol. 8 No. 2 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i2.3248

Abstract

Traditional communication infrastructures are vulnerable to failure during natural disasters in dense urban areas, hindering early warning dissemination. Delay Tolerant Network (DTN) offers a resilience, yet most studies relies on simulations, overlooking physical layer constraints affecting on opportunistic routing in real-world urban scenarios. This study addresses that specific gap by empirically validating a DTN-LoRa prototype-based communication system for flood data monitoring in Surabaya. A 4-node field test simulated the Store-Carry-Forward mechanism. A fixed node in the Dukuhpakis flood zone (TMP) transmitted bundles to mobile nodes on public transport routes (FD9, FD4). These data mules relayed the bundles via an opportunistic contact at Marmoyo Shelter, delivering them to a gateway node at the BPBD Command Post (PMI Surabaya). Performance was evaluated by Packet Delivery Ratio (PDR) and Latency under varying LoRa parameters (Spreading Factor, Coding Rate). The experiment validated the functional DTN architecture, achieving 100% PDR in the optimal configuration (SF7, CR4/7). The key finding was a "Contact Window Bottleneck" as a critical failure factor. LoRa configurations with high Time on Air (ToA) failed to transfer the entire data bundle within the narrow opportunistic contact window between mobile nodes, causing PDR to drop as low as 60%. Implementation success depends on the physical layer throughput that must be high enough to complete data transfer during brief opportunistic contacts, rather than merely maximizing signal range. These findings provide a critical performance baseline for disaster management agencies, demonstrating a feasible, low-cost architecture that can enhance the reliability of urban disaster response communication.
Development of a 2D Educational RPG on the 10th November Battle Alif Wisam Desanta Fitrianto; Chrystia Aji Putra; Andreas Nugroho Sihananto
bit-Tech Vol. 8 No. 2 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i2.3344

Abstract

The advancement of digital technology provides opportunities to innovate learning methods, especially for subjects like history that are often considered less engaging. This study develops a 2D Adventure RPG educational game themed on the November 10 Battle, integrating branching narrative and lane tower defense minigames to enhance students’ historical understanding. This integration addresses a research gap, as few studies have combined branching narrative and lane tower defense in a historical educational RPG. The game allows players to make choices affecting the storyline while facing strategic challenges through interactive mechanics. The study employed a single-group pre-test–post-test design involving 23 students from SMP Negeri 6 Surabaya. Results showed a significant improvement in learning outcomes, with the average score increasing from 53.48 to 94.78 and standard deviation decreasing from 19.21 to 5.93. The Wilcoxon Signed Rank test yielded p = 0.000 (< 0.05), confirming statistical significance. User experience evaluation using GUESS-18 indicated positive responses (mean scores 3.78–4.02), with branching narrative (4.06) and lane tower defense (3.94) receiving favorable feedback. Validity tests confirmed all items were valid (r > 0.413; p < 0.05), and reliability was high (Cronbach’s Alpha = 0.867). However, the small sample size (23 students) may limit generalizability of the findings. These findings suggest the November 10th educational game effectively improves historical understanding, cognitive and affective engagement, learning motivation, and strategic thinking. The study highlights gamified learning as an engaging alternative for history education in the digital era.
Medan Area Battle Educational Game Using Branching Narrative and Turn-Based Tactical Combat Maulana Fauzan; Chrystia Aji Putra; Andreas Nugroho Sihananto
bit-Tech Vol. 8 No. 2 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i2.3345

Abstract

The rapid advancement of digital technology has created new opportunities for integrating interactive media into history education, a subject often perceived as passive and less engaging. Addressing the lack of educational games that combine narrative with strategic simulation, this study develops and evaluates Medan Area Battle, a 2D action role-playing game that introduces a dual-pedagogical mechanism through branching narrative and turn-based tactical combat. This integration is designed to allow students to experience historically grounded decision-making while simultaneously engaging in strategic reasoning with the events of the Medan Area Battle. A design-based research framework guided the development process through requirement analysis, design, implementation, and user testing. The evaluation involved twenty-five junior high school students, providing insight into the game's effectiveness. Learning performance was measured through pre-test and post-test assessments, while user experience was examined using Game User Experience Satisfaction Scale-18 (GUESS-18). Two additional dimensions Branching Narrative and Tactical Combat were incorporated to capture the unique interaction patterns introduced by the game’s narrative and strategic systems. Statistical analysis employed the Shapiro–Wilk test, Wilcoxon Signed Rank test, and Cronbach’s Alpha reliability testing. Results indicated a significant improvement in learning outcomes, with mean scores rising from 60.80 to 85.60 (p = 0.000767). The overall GUESS-18 rating of 4.15 (“Very Good”), alongside high scores in Educational (4.30) and Tactical Combat (4.27), suggests strong user engagement. These findings demonstrate that integrating narrative choice with tactical gameplay offers effective and theoretically grounded approach enhancing students’ cognitive understanding and motivation in history learning.
History Learning Game of the Three-Day Battle Surabaya with Branching Narrative Rantau Himawan; Chrystia Aji Putra; Andreas Nugroho Sihananto
bit-Tech Vol. 8 No. 3 (2026): bit-Tech - IN PROGRESS
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3346

Abstract

This study presents the development of an educational history game about the Three-Day Battle in Surabaya, designed using a branching narrative approach to enhance students’ engagement and historical understanding. Traditional history learning in Indonesia often relies on memorization and lacks interactive media, leading to low student motivation. To address this issue, the game integrates a decision-based narrative structure that allows players to explore consequences, experience alternative paths, and engage with historical events through meaningful choices. The game was developed using the Unity Engine with iterative refinement involving playtesting and feedback-based adjustments to dialogue flow, minigame mechanics, and visual presentation. The evaluation involved 15 participants and employed the GUESS-18 instrument. The results indicate strong user reception, with high scores in Narrative Understanding and Game Engagement, while Playability and Aesthetics received moderate ratings, highlighting areas for visual and interaction improvements. Despite the short testing duration, the game demonstrated potential to support historical learning by increasing immersion and reinforcing students’ understanding of key events and cause–effect relationships during the Surabaya conflict. This study contributes to the field of educational game development by demonstrating the pedagogical value of branching narratives and providing a practical model that can be adapted to other historical topics in future research.
A Branching Narrative 2D Action RPG Game to Enhance Learning About the Ambarawa Battle Laudy Nurdibya Nandaru; Chrystia Aji Putra; Andreas Nugroho Sihananto
bit-Tech Vol. 8 No. 3 (2026): bit-Tech - IN PROGRESS
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3420

Abstract

This study develops a historical educational game titled Pertempuran Ambarawa to address the persistent challenge of low student engagement and limited contextual understanding in history classrooms, where learning is often dominated by memorization-based instruction. To provide a more interactive and reflective learning experience, the game integrates a branching narrative structure, 2D action RPG mechanics, and stealth–strategy minigames within the Interactive Digital Narrative (IDN) framework. This approach is intended to enhance learners’ historical reasoning by situating them in decision-based scenarios that mirror the complexities of the Ambarawa Battle. The game was implemented in Unity with 2D pixel-art aesthetics and evaluated through a pre-test–post-test design involving 25 junior high school students. Results show a significant improvement in historical comprehension, with mean scores increasing from 59.2 to 79.2 and the Wilcoxon Signed-Rank test yielding p = 0.00077 (p < 0.05). User experience was assessed using the GUESS-18 instrument, achieving an overall rating of 4.29 (Very Good), with the Education and Branching Narrative dimensions receiving the highest scores. These findings indicate that narrative interactivity and contextualized gameplay meaningfully contribute to learning effectiveness. Overall, the study demonstrates that combining branching narratives with RPG-based exploration provides a compelling alternative learning medium, offering both pedagogical value and strong user acceptance in history education.
Hyperparameter Optimization of Hybrid LSTM-GRU using Genetic Algorithm for Stock Price Prediction Mordekhai Gerin Lumangkun; Made Hanindia Prami Swari; Andreas Nugroho Sihananto
bit-Tech Vol. 8 No. 3 (2026): bit-Tech - IN PROGRESS
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3656

Abstract

Predicting stock prices in the banking sector, particularly for high-capitalisation stocks such as Bank Rakyat Indonesia (BBRI), remains challenging amid market volatility. While Hybrid LSTM-GRU models have demonstrated capability in capturing temporal dependencies in time-series data, prior studies have predominantly focused on manual tuning or optimization of single recurrent architectures, with limited application of Genetic Algorithms for optimizing hybrid recurrent networks in emerging stock markets (R1). This research aims to address this gap by implementing an evolutionary optimization framework using a Genetic Algorithm (GA) to automatically tune the hyperparameters of a Hybrid LSTM-GRU model for enhanced stock price forecasting accuracy. Historical BBRI data from November 2020 to June 2025 were preprocessed through normalization and transformed into supervised time-series sequences before being divided into training, validation, and testing sets. The GA was configured with a population size of 20, 80 generations, and a crossover rate of 0.8 to search for optimal learning rates, batch sizes, and hidden units. The optimized configuration identified 64 units for LSTM and GRU layers, a learning rate of 0.002, and a batch size of 16. The resulting model achieved an RMSE of 82.11 and an MAPE of 1.51%, representing a 20% error reduction compared to baseline hybrid models and outperforming benchmark approaches reported in prior studies (R1). Achieving a 1.51% MAPE indicates reliability for financial forecasting, supporting risk-sensitive investment decision-making (A). Overall, this study demonstrates that evolutionary hyperparameter optimization enhances hybrid deep learning architectures.
Co-Authors Abdul Rezha Efrat Najaf Abdurrahman, Nizar Achmad Junaidi Aditya Primayudha Aditya Rizqi Ardhana Afifudin, Muhammad Afriani, Regita Agung Mustika Rizki, Agung Mustika Agussalim Agussalim Agussalim Agussalim Agussalim, Agussalim Alif Wisam Desanta Fitrianto Alifah, Nurul Aini Amalia, Nadhia Rizqy Amri Muhaimin Anggraini PS Anggraini Puspita Sari Ani Dijah, Rahajoe Ar Romandhon, Mitzaqon Gholizhan Ardiansyah, Muhammad Dafa Arif Widiasan Subagio Basuki Rahmat Masdi Siduppa Bisma Putra Sulung Christianty, Theressa Marry Dwi Arman Prasetya Edi Sugiyanto Edi Sugiyanto Eristya Maya Safitri Fakhruddin, Fikri Farkhan Fauzi, Zaky Ahmad Fetty Tri Anggraeny Gusti Ahmad Fanshuri Alfarisy, Gusti Ahmad Fanshuri Henni Endah Wahanani Izzatul Fithriyah Kartini Kartini Kartini Laudy Nurdibya Nandaru Lesmana, Benedictus Rafael M Shochibul Burhan, M Shochibul M. Arif Mardhavi M. Shochibul Burhan Made Hanindia Prami Swari Mardhavi, Arif Marselina, Anif Fitria Dewi Maulana Fauzan Maulana, Hendra Maulana, Yoga Mohammad, Farrel Adel Mordekhai Gerin Lumangkun Muhammad Afifudin Muhammad Dafa Ardiansyah Muhammad Muharrom Al Haromainy Naila, Amelia Maslaqun Nurhaliza, Risma Nurlaili, Afina Lina Octaviani, Vincentia Indri Pangestu, Arif Fajar Parlika, Rizky Pradana, Ilham Akbar Prami, Made Hanindia Putra, Chrystia Aji Putra, Gredy Christian Hendrawan Putra, Raditya Lungguk Satya Ramadhan, Dimas Dharu Rantau Himawan Rasjid, Azka Avicenna Ratna Yulistiani Retno Mumpuni Reza, Reno Alfa Safitri, Erista Maya Santosa, Mochammad Kevin Saputra, Dewa Raka Krisna Saputri, Asih Sebrina, Aida Fitriya Shahab, Muhammad Syaugi Suryandari, Sabrina Heryanti Taufiqurrahman, Rahmadany Fahreza Tirana Noor Fatyanosa, Tirana Noor Trianingsih, Arini Trimono, Trimono Wayan Firdaus Mahmudy Wiwik Handayani Yisti Vita Via Yudistira, Mochammad Ervinda Yulianto, Rusman