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Implementasi GDScript dalam Pengembangan Game Interaktif Berbasis Multimedia pada Godot Engine Suryo Sudiro; Christian Damar Satria; Agung Nugroho; Muhammad Nurfauzi Sahono
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 4 No. 1 (2026): Februari: Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v4i1.1476

Abstract

The development of multimedia-based interactive games requires a system capable of effectively managing game logic, character behavior, and the integration of visual and animation elements. This study aims to implement GDScript in the development of a 2D RPG game using the Godot Engine. The research method was carried out through the design of scene and node structures, the implementation of game logic using GDScript, and the application of Finite State Machine (FSM) to regulate enemy behavior. GDScript is used to control character movement, animation systems, and interactions between players and objects in the game. The implementation of FSM allows enemies to have dynamic behavior through state settings such as idle and wander. Functional testing results show that the game system can run according to the design and is capable of producing responsive interactions. In addition, the use of modular architecture in the Godot Engine facilitates system development and maintenance. Based on the research results, the Godot Engine and GDScript are considered effective for developing multimedia-based interactive games.
RANCANG BANGUN SISTEM E-LEARNING MULTIMEDIA BERBASIS WEB DENGAN FITUR EVALUASI PEMBELAJARAN Bagas Ananda Arianto; Dipatama Saputra; Muhammad Deniro; Muhammad Nurfauzi Sahono
Jurnal Media Akademik (JMA) Vol. 4 No. 3 (2026): JURNAL MEDIA AKADEMIK Edisi Maret
Publisher : PT. Media Akademik Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62281/c3s0ca90

Abstract

Perkembangan teknologi informasi yang sangat cepat telah mengubah sistem pendidikan, terutama dalam cara belajar menggunakan digital. Model pembelajaran konvensional yang masih memakai metode tatap muka memiliki beberapa kekurangan, seperti batasan dalam hal waktu dan tempat, serta kurangnya efisiensi dalam penyampaian materi dan pelaksanaan penilaian. Kondisi itu membutuhkan adanya inovasi berupa sistem belajar berbasis web yang bisa menggabungkan materi multimedia dan fitur penilaian secara rapi dan terorganisir. Penelitian ini bertujuan membuat dan mengembangkan sistem pembelajaran online berbasis web yang memiliki fitur pengevaluasian pembelajaran secara daring, sehingga dapat meningkatkan keefektifan proses belajar mengajar. Metode yang digunakan untuk mengembangkan sistem adalah metode Waterfall, yang terdiri dari beberapa tahap yaitu analisis kebutuhan, perancangan sistem, implementasi, dan pengujian. Sistem ini dibuat menggunakan bahasa pemrograman PHP dan database MySQL, serta memiliki tampilan antarmuka yang responsif dan mudah digunakan. Fitur utama sistem antara lain pengelolaan pengguna, penanganan materi berupa teks, gambar, dan video, serta pengevaluasian melalui kuis dengan penilaian secara otomatis. Hasil pengujian dengan metode Black Box Testing menunjukkan semua fitur berjalan sesuai dengan kebutuhan fungsional yang sudah dirancang. Sistem ini diharapkan bisa membuat belajar lebih fleksibel, membantu dosen mengelola materi dengan lebih mudah, serta mendukung proses penilaian mahasiswa dengan lebih efektif dan efisien.
Analisis Peran dan Efektivitas Multimedia dalam Transformasi Pembelajaran Modern Ismail Idris; Anwar Nur Wahid; Tegar Danuarta Kusuma; Muhammad NurFauzi Sahono
Router : Jurnal Teknik Informatika dan Terapan Vol. 4 No. 1 (2026): Maret : Router : Jurnal Teknik Informatika dan Terapan
Publisher : Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/router.v4i1.834

Abstract

The development of digital technology has driven significant changes in modern learning methods by integrating various multimedia media. However, multimedia's ability to facilitate learning depends largely on the extent to which its presentation aligns with the principles of learning psychology, particularly those outlined in the Cognitive Theory of Multimedia Learning (CTML). This study aims to examine the role and effectiveness of multimedia in transforming modern learning methods by combining the results of recent empirical research from 2020 to 2024. This study used the Systematic Literature Review (SLR) method by analyzing 22 journal articles obtained from several databases such as Scopus, Web of Science, ScienceDirect, Google Scholar, and Sinta. Research shows that the use of interactive multimedia helps increase student enthusiasm for learning, participation, understanding of concepts, and the ability to remember course material. However, disorganized multimedia design can add unnecessary mental burden, thereby reducing learning effectiveness. These findings suggest that the successful use of multimedia depends not only on the level of technological advancement but also on the quality of learning design that applies cognitive theory. This study provides a comprehensive summary of the latest research and provides tangible benefits for educators in creating effective digital learning content.
Analisis Peran dan Efektivitas Multimedia dalam Transformasi Pembelajaran Modern Ismail Idris; Anwar Nur Wahid; Tegar Danuarta Kusuma; Muhammad NurFauzi Sahono
Router : Jurnal Teknik Informatika dan Terapan Vol. 4 No. 1 (2026): Maret : Router : Jurnal Teknik Informatika dan Terapan
Publisher : Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/router.v4i1.834

Abstract

The development of digital technology has driven significant changes in modern learning methods by integrating various multimedia media. However, multimedia's ability to facilitate learning depends largely on the extent to which its presentation aligns with the principles of learning psychology, particularly those outlined in the Cognitive Theory of Multimedia Learning (CTML). This study aims to examine the role and effectiveness of multimedia in transforming modern learning methods by combining the results of recent empirical research from 2020 to 2024. This study used the Systematic Literature Review (SLR) method by analyzing 22 journal articles obtained from several databases such as Scopus, Web of Science, ScienceDirect, Google Scholar, and Sinta. Research shows that the use of interactive multimedia helps increase student enthusiasm for learning, participation, understanding of concepts, and the ability to remember course material. However, disorganized multimedia design can add unnecessary mental burden, thereby reducing learning effectiveness. These findings suggest that the successful use of multimedia depends not only on the level of technological advancement but also on the quality of learning design that applies cognitive theory. This study provides a comprehensive summary of the latest research and provides tangible benefits for educators in creating effective digital learning content.
Pengujian Fungsionalitas Aplikasi Shopee Menggunakan Metode Black Box Testing dengan Penerapan Teknik Decision Table Testing pada Fitur Checkout Maulina Mukaromah; Aliya Ratna Ningrum; Dina Hermawati; Chiekan Denanta Alviani; Muhammad Nurfauzi Sahono
Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika Vol. 4 No. 4 (2026): Juli : Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informat
Publisher : Asosiasi Riset Ilmu Teknik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jupiter.v4i4.1490

Abstract

The checkout feature in e-commerce applications is a critical component that integrates several business processes, ranging from shipping-address validation to payment-method authorization. Functional failures at this stage can significantly reduce transaction conversion rates and erode user trust, particularly because the reliability of digital payment processing is one of the main factors shaping consumer confidence toward e-commerce platforms. This study aims to test the functionality of the checkout feature of the Shopee application using the Black Box Testing approach, specifically the Decision Table Testing technique. This technique was chosen for its ability to systematically map complex condition combinations, and it has been shown to be effective for testing rule-based logic across various types of systems. The testing focused on three main conditions, namely address validation, payment method, and product stock availability, producing eight rule combinations derived from three binary conditions. The results show that Decision Table Testing successfully uncovered functional bugs in certain transactional scenarios, especially in double negative condition combinations that are difficult to detect using single-condition techniques such as Equivalence Partitioning, thereby providing valid improvement recommendations to preserve user transaction comfort and experience.
Analisis Kelebihan dan Kekurangan Teknik Equivalence Partitioning dan Boundary Value Analysis dalam Pengujian Perangkat Lunak Silvi Hindun Mayrohmah; Awal Adi Saputro; Iqbal Ahmad Bukhari; Muhammad Nurfauzi Sahono
Switch : Jurnal Sains dan Teknologi Informasi Vol. 4 No. 4 (2026): Juli : Switch : Jurnal Sains dan Teknologi Informasi
Publisher : Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/switch.v4i4.949

Abstract

The increasing complexity of web-based information systems has raised the demand for high-quality software, making the testing process an indispensable stage in the software development life cycle. One of the most widely used functional testing methods is Black Box Testing; however, its effectiveness is highly influenced by the test case design techniques employed. This study aims to analyze the implementation of Equivalence Partitioning (EP) and Boundary Value Analysis (BVA) within the Black Box Testing method through a literature review approach. The research employed a literature review method with a descriptive qualitative approach using secondary data collected from 15 national and international scientific articles published between 2022 and 2026. The analysis was conducted through the processes of identification, classification, comparison, and synthesis of previous studies discussing the implementation of EP, BVA, and their combination in various web-based information systems. The synthesis results indicate that the Equivalence Partitioning technique is more effective in improving testing efficiency by reducing the number of test cases, whereas Boundary Value Analysis is more effective in detecting validation errors at boundary values. Furthermore, the reviewed studies consistently demonstrate that combining both techniques provides more comprehensive test coverage than using either technique independently, as it achieves a balance between efficiency and effectiveness in the software testing process.
Analisis Pengujian Perangkat Lunak Menggunakan Metode Black Box Testing pada Sistem Informasi Stok Komponen Komputer Berbasis Web Christian Damar Satria; Stevanus Putra Lesmana; Muhammad Nurfauzi Sahono
Integrative Perspectives of Social and Science Journal Vol. 3 No. 07 Juli (2026): Integrative Perspectives of Social and Science Journal
Publisher : PT Wahana Global Education

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

Abstract

Sistem Informasi Stok Komponen Komputer berperan penting dalam mendukung efisiensi pencatatan data komponen komputer pada sebuah toko maupun usaha dagang perangkat keras. Kesalahan fungsi pada sistem tersebut dapat menimbulkan selisih data stok dan kekeliruan pengambilan keputusan. Penelitian ini bertujuan untuk menganalisis kelayakan fungsional sebuah sistem informasi stok komponen komputer berbasis web melalui pengujian perangkat lunak dengan metode black box testing, menggunakan teknik equivalence partitioning dan boundary value analysis. Penelitian menggunakan pendekatan deskriptif kualitatif dengan studi kasus pada tiga modul utama, yaitu login, tambah data komponen, dan pencarian data komponen. Pengujian dilakukan terhadap 13 skenario uji yang disusun berdasarkan kebutuhan fungsional sistem. Hasil pengujian menunjukkan 11 skenario (84,6%) dinyatakan valid, sedangkan 2 skenario (15,4%) tidak valid akibat kelemahan validasi input pada field jumlah stok dan validasi duplikasi nama komponen. Berdasarkan temuan tersebut, dapat disimpulkan bahwa sistem secara umum telah berjalan sesuai kebutuhan fungsional, namun masih memerlukan perbaikan pada mekanisme validasi input sebelum diimplementasikan secara penuh.