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Implementation of Finite State Machine in Flowchart-Based Visual Programming Game Iqbal Al Mahdi; Saiful Bukhori; Muhammad Ariful Furqon
Journal of Games, Game Art, and Gamification Vol. 10 No. 3 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i3.12133

Abstract

This study explores the implementation of Finite State Machines (FSMs) in a visual programming game based on flowcharts, aimed at enhancing the learning experience of programming concepts. Traditional programming education methods often struggle to engage beginners, leading to the development of interactive and intuitive approaches such as visual programming games. In this context, FSMs are integrated to manage the behavior of game units, allowing for dynamic state transitions based on user-defined flowcharts. The research adopts the Game Development Life Cycle (GDLC) approach, focusing on initialization, pre-production, production, and alpha testing stages. The primary objective is to implement and validate the FSM's effectiveness in controlling unit behavior within the game. Users can design strategies through a drag-and-drop interface, creating flowcharts that translate into FSM models, which dynamically control unit actions during gameplay. Results from the alpha testing indicate that the FSM implementation successfully manages the transitions and behaviors of game units according to the conditions specified in the flowcharts. This demonstrates the technical feasibility and effectiveness of the approach. Although the study does not extend to beta testing and release stages, the alpha testing provides a solid foundation for future research and development focused on user experience and broader feedback.
Pendampingan Petani Melalui Aplikasi Smart Farming “GermasTani” di Desa Sukorejo Kabupaten Jember Ariful Furqon, Muhammad; Kusmiati, Ati; Puspaningrum, Diah
JITER-PM (Jurnal Inovasi Terapan - Pengabdian Masyarakat) Vol. 3 No. 4 (2025): JITER-PM
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jiter-pm.v3i4.6839

Abstract

Salah satu desa di Kabupaten Jember yang masih menggunakan cara usahatani konvensional adalah Desa Sukorejo Kecamatan Bangsalsari. Kegiatan usahatani dilakukan secara turun temurun dan konvensional tanpa menggunakan Good Agricultural Practice. Berbagai macam permasalahan muncul seperti waktu tanam kurang tepat, pemupukan dilakukan kurang berimbang, dan penentuan harga hasil panen oleh tengkulak. Oleh karena itu dalam kegiatan pengabdian ini dikembangkan sebuah sistem smart farming berbasis mobile yang diberikan nama “GermasTani”. Tujuan kegiatan pengabdian adalah meningkatkan kemandirian digital petani melalui pendekatan teknologi dan pendampingan partisipatif. Metode yang digunakan meliputi pelatihan penggunaan aplikasi, pendampingan intensif selama enam bulan, pembentukan Kelompok Tani Digital. Dari hasil kegiatan dapat disimpulkan bahwa aplikasi “GermasTani” dapat meningkatkan literasi digital, bahkan di kalangan petani lanjut usia, berkat desain antarmuka yang inklusif.