Dzaky, Dedi Imaduddin
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HOW EDUCATIONAL GAME CAN IMPROVE THE PLAYER’S METACOGNITIVE SKILLS Dzaky, Dedi Imaduddin; Hartanto, Rudy; Fauziati, Silmi; Bierig, Ralf
JIKO (Jurnal Informatika dan Komputer) Vol 7, No 1 (2024)
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/jiko.v7i1.6363

Abstract

Gamification is a basic concept of game mechanics which apply into non-game environments. Games as joyful playing is widely used in daily life, including in education. Game was assembled by fundamental elements which regulate not only how it was played but also what is the final goal of their mechanics. When a game is operated; the player's cognitive, affective, and psychomotor aspects are involved. Involving three domains was integrated into an environment which stimulated the cognitive dimension. By using more complicated mechanics it will cultivate the metacognitive of players. This paper investigated how educational games can improve the player’s metacognitive skill. Investigating was done by theoretically analysing. The invention of this work is that educational games can improve a player's metacognitive which consist of several stages, namely goal setting and planning, selection and strategy selection, monitoring and evaluation, organization and self regulation, and attention. So, learning the effort of clearing stages of Cat Mario would encourage students to memorize knowledge and pattern of question so they could clear the question and learn new stuff through metacognitive skills that are obtained by their gaming experiences.
HOW EDUCATIONAL GAME CAN IMPROVE THE PLAYER’S METACOGNITIVE SKILLS Dzaky, Dedi Imaduddin; Hartanto, Rudy; Fauziati, Silmi; Bierig, Ralf
JIKO (Jurnal Informatika dan Komputer) Vol 7, No 1 (2024)
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/jiko.v7i1.6363

Abstract

Gamification is a basic concept of game mechanics which apply into non-game environments. Games as joyful playing is widely used in daily life, including in education. Game was assembled by fundamental elements which regulate not only how it was played but also what is the final goal of their mechanics. When a game is operated; the player's cognitive, affective, and psychomotor aspects are involved. Involving three domains was integrated into an environment which stimulated the cognitive dimension. By using more complicated mechanics it will cultivate the metacognitive of players. This paper investigated how educational games can improve the player’s metacognitive skill. Investigating was done by theoretically analysing. The invention of this work is that educational games can improve a player's metacognitive which consist of several stages, namely goal setting and planning, selection and strategy selection, monitoring and evaluation, organization and self regulation, and attention. So, learning the effort of clearing stages of Cat Mario would encourage students to memorize knowledge and pattern of question so they could clear the question and learn new stuff through metacognitive skills that are obtained by their gaming experiences.
Enterprise Architecture Zachman Framework Mapping of SIAKAD Jambi University to Support Digital Academic Services in Higher Education Dzaky, Dedi Imaduddin; Zurweni, Zurweni; Sofyan, Sofyan
Tekno - Pedagogi : Jurnal Teknologi Pendidikan Vol. 16 No. 2 (2026): Tekno-Pedagogi |In Progress|
Publisher : Program Magister Teknologi Pendidikan Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to analyze the alignment of the academic information system at Jambi University (UNJA) using the Zachman Framework and to examine the Enterprise Maturity Level in the implementation of Enterprise Architecture within the Academic Information System (SIAKAD) of Jambi University. The study applies Enterprise Architecture Planning (EAP) as a reference method for developing information architecture. EAP is oriented toward business needs and consists of data architecture, application architecture, technology architecture, and an implementation plan. In addition, the Zachman Framework is used to assess alignment from three enterprise architecture functions: context, concept, and construction. The value chain profile of the academic information system business process is also identified and analyzed. The study found a value chain profile within the business processes of Jambi University’s Academic Information System (SIAKAD). The mapping results based on the Zachman Framework reveal the condition of each business component and provide a basis for evaluating the maturity level of Enterprise Architecture implementation in the system. This study provides recommendations for the future development of each business component of Jambi University’s Academic Information System based on the Zachman Framework. The findings contribute to improving the alignment of information systems with business needs and support the achievement of the university’s mission through better enterprise architecture planning.