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The Development of Simulation-Based Approach to Depression and Family Relationships in Indonesia Li Cen; Danel Smile; Darren, Darren; Herman
Jurnal Multimedia dan Teknologi Informasi (Jatilima) Vol. 7 No. 5 (2026): Jatilima : Jurnal Multimedia Dan Teknologi Informasi
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jatilima.v7i5.1993

Abstract

This research presents the development of Ruang Hampa, a web-based narrative simulation game designed to foster empathy and understanding of depression experiences within Indonesian family contexts. The game employs a choice-driven narrative approach in which players experience the daily challenges of a university student coping with depression while navigating complicated family relationships. The development methodology integrates the ADDIE model with User-Centered Design (UCD) principles, combining UI/UX design principles with narrative-driven gameplay mechanics utilizing mental energy and relationship management systems. The game architecture uses TypeScript for development and implements a state machine pattern for story progression through 15 interconnected narrative nodes with 45 branching choices. Key findings demonstrate that the simulation successfully translates abstract mental health concepts into tangible, interactive experiences offering three distinct endings based on player choices. The mental energy mechanic serves as a quantifiable representation of psychological well-being, while relationship values track family communication dynamics. This study contributes to the growing field of serious games for mental health by demonstrating how interactive narratives can address culturally specific challenges in Indonesian family structures. The minimalist pixel art aesthetic and retro design elements enhance the introspective atmosphere while maintaining accessibility across web platforms. Technical achievements include a 2,500-line TypeScript codebase with average load times of 2.3 seconds and successful deployment to production. Future implementations should incorporate user testing to validate the game's therapeutic effectiveness and cultural sensitivity, providing empirical evidence of its potential as an educational tool for mental health awareness in Indonesian communities.
Pengembangan Video Pembelajaran Desain Interaksi Berbasis Microlearning untuk Mahasiswa Jurusan Sistem Informasi Li Cen; Jenny Tan; Tony Tan
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 6 No. 1 (2026): Maret : Jurnal Informatika dan Tekonologi Komputer
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v6i1.9494

Abstract

The rapid development of digital technology demands more efficient learning strategies, particularly for Information Systems students who often struggle to understand material delivered through conventional methods. This study aims to design and evaluate microlearning-based instructional videos on interaction design with a duration of less than two minutes to enhance student comprehension. The Multimedia Development Life Cycle (MDLC) framework was employed, consisting of six stages: concept, design, material collecting, assembly, testing, and distribution. Data were obtained through interviews, expert validation, student assessments, and a Paired Sample T-test administered to 10 Information Systems students using pre-test and post-test instruments. Expert validation produced a feasibility score of 3.6, while students rated the videos at 4.4, indicating that the material was perceived as engaging, clear, and easy to understand. The T-test results showed a Sig. (2-tailed) value of 0.017 (< 0.05), confirming a significant difference between pre-test and post-test scores. These findings demonstrate that ultra-short microlearning videos effectively improve students’ understanding of interaction design concepts. Furthermore, this study contributes to the existing literature by addressing the research gap regarding the effectiveness of ultra-micro content in the context of interaction design learning.