Dziqra Ananda Hersya
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GAMIFIKASI PEMBELAJARAN DI DUNIA VIRTUAL: STUDI KOMPARATIF PLATFORM METAVERSE TERHADAP E-LEARNING KONVENSIONAL Dziqra Ananda Hersya; Tata Sutabri
JOURNAL SAINS STUDENT RESEARCH Vol. 3 No. 2 (2025): Jurnal Sains Student Research (JSSR)
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jssr.v3i2.4379

Abstract

Advances in information technology have had a significant impact on the transformation of the education system, including in terms of learning methods and media. One of the innovations that is currently developing rapidly is the application of gamification in metaverse-based learning. This study aims to compare the effectiveness of learning through gamification on the metaverse platform with conventional e-learning methods. Using a qualitative approach with a comparative study method, data were collected through classroom observations, interviews with students and teachers, and literature reviews. The results of the study indicate that gamification in the metaverse can increase learning engagement, motivation, and learning outcomes in a more significant way compared to traditional e-learning. These findings indicate the need for a new approach in designing a more interactive and immersive digital learning system.
PENERAPAN ALGORITMA BRANCH AND BOUND DENGAN STATISTIK EXPECTED GOALS UNTUK MENENTUKAN KOMBINASI PASSING OPTIMAL DALAM SEPAK BOLA Dziqra Ananda Hersya; Muhammad Hafidz Adisty; Tata Sutabri
Jurnal Publikasi Manajemen Informatika Vol. 5 No. 1 (2026): JURNAL PUBLIKASI MANAJEMEN INFORMATIKA
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupumi.v5i1.4536

Abstract

This study proposes a new approach in football tactical analysis by utilizing Branch and Bound (B&B) algorithm and Expected Goals (xG) statistics to determine the optimal passing combination that maximizes goal-scoring chances. By modeling the game as a decision tree, each node represents a game state and each branch represents a possible passing action. The B&B method is used to eliminate non-optimal paths based on cumulative xG values. A dataset from professional matches is used for evaluation, showing that this approach can identify passing patterns that generate higher goal-scoring chances than conventional strategies.