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PENGARUH PUZZLE GAME TERHADAP PERSEPSI BELAJAR MATEMATIKA DI KOTA BATAM Yoputra, Keaton; Anthony, Anthony; Utomo, Kevin Saputra; Evans, Felix; Mandala, Ivan Octovia
P2M STKIP Siliwangi Vol 10 No 2 (2023): Volume 10 Nomor 2: November 2023
Publisher : IKIP Siliwangi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/p2m.v10i2.3911

Abstract

Initially regarded for entertainment purposes only, games have now evolved as a medium for learning. This research’s purpose is to investigate the effects of playing puzzle games towards leaning mathematics. This research uses the quantitative method through distributing questionnaires with senior high school and university students from Batam City as the target population. Linear regression technique is used for analyzing data. Results from this research indicate the variable challenge, engagement, and skill significantly affect the perceived learning of mathematics. This research concludes that puzzle games need to be challenging, fun, and interesting to increase the perceived learning of mathematics effectively. Skill in playing puzzle games could also improve the perceived learning in mathematics. Hence the players will increase their intuition and logical problem-solving ability.
Exploring the Indonesian Judicial System: Design and Development of 2D Assets for Video Games Using Research and Development Methodology Wibowo, Tony; Evans, Felix; Livianti, Fiona; Syahputra, Bayu
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 6 No. 2 (2024): Vol. 6 (2024) No. 2
Publisher : fakultas Desain Koomunikasi visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v6i2.214

Abstract

Indonesia’s judicial system is a complex structure filled with intricate elements that make it a whole institution for administering justice. Video games can allow people to engage with it and help explore Indonesia's judicial system interactively and uniquely. 2D assets significantly impact video games as they can enhance the playing experience and overall quality of the game. The present study aims to design and develop 2D game assets for the development of a video game based on the Indonesian judicial system The development process of the 2D assets will utilize a research and development methodology to ensure that the designed assets not only meet aesthetic standards but also accurately reflect the cultural and procedural aspects of the judicial system, thereby enriching the educational value of the game. Through this, we posit that the video game can serve as an effective tool for educating the younger generation about the Indonesian judicial system and potentially inspire interest in the field of law and justice.
PENYULUHAN INTEGRITAS DAN ANTI KORUPSI DI SMP HARAPAN UTAMA BATAM Ayunda, Rahmi; Manurung, Shenti; Yoputra, Keaton; Maria, Dulcie; Evans, Felix; Permadi, Hanif; Iken Bonar Anju Sibagariang, Michael
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 5, No 10 (2022): Martabe : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v5i10.3660-3670

Abstract

Korupsi merupakan suatu tindakan yang merugikan negara secara masif di berbagai sektor, menghambat kesejahteraan rakyat, dan merusak kepercayaan masyarakat terhadap pemerintahan. Salah satu penyebab utama terjadinya tindakan korupsi adalah karena sifat tamak manusia yang tidak terkendali karena kurangnya pendidikan moril akan bahaya dan sanksi dari melakukan tindakan korupsi. Maka dari itu, kelompok penulis sebagai generasi penerus bangsa dan agen perubahan memutuskan untuk ikut mengambil andil mendukung pemberantasan tindakan korupsi melalui upaya pengabdian kepada masyarakat berupa penyuluhan yang mengedukasi dengan topik seputar korupsi, integritas, dan gerakan-gerakan anti korupsi kepada murid Sekolah Menengah Pertama Harapan Utama selaku mitra institusi pendidikan yang setuju untuk bekerja sama. Penyuluhan dihadiri oleh 216 murid dari semua tingkatan kelas. Materi yang disusun menggunakan teknik studi pustaka telah disesuaikan oleh kelompok penulis untuk konsumsi remaja dan dipresentasikan secara interaktif dengan pengadaan sesi tanya-jawab berhadiah untuk menguji pemahaman dan menambah antusiasme peserta. Pasca pelaksanaan, data kuesioner evaluasi kegiatan yang diisi oleh 98 peserta menunjukkan bahwa mayoritas (86%) menilai penyuluhan menambah wawasan mereka seputar korupsi, integritas, dan gerakan anti korupsi.