Filter By Year

1945 2024


Found 75 documents
Search Management of the Game

PEMBUATAN GAME TIME MANAGEMENT “STREET FOOD” BERBASIS ANDROID Viona Eka Mustika; Jeanny Pragantha; Darius Andana Haris
Jurnal Ilmu Komputer dan Sistem Informasi Vol 7, No 2 (2019): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (342.819 KB) | DOI: 10.24912/jiksi.v7i2.7354

Abstract

Game “Street Food” adalah game dengan genre Time Management dengan gameplay 2D. Game ini dirancang menggunakan Game Engine Unity dengan C# sebagai bahasa pemograman dan untuk sound effect diambil dari Google. Pemain bertugas sebagai penjual yang melayani para customer yang datang untuk membeli makanan atau minuman secepat mungkin agar para customer tidak marah dan pergi begitu saja. Selama permainan kontrol yang dapat digunakan adalah touchscreen.
An android-based mobile educational game for disaster preparedness: an input to risk reduction management Gene Marck Bañares Catedrilla; Jefferson Llobit Lerios; Sherwin Banaag Sapin; Manuel C Lanuang; Chester Alexis C Buama
Indonesian Journal of Electrical Engineering and Computer Science Vol 22, No 2: May 2021
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v22.i2.pp936-943

Abstract

The Philippines is one of the countries in the world who suffers in different disasters, particularly natural disasters. Every year, there are more than twenty incidents recorded in the country related to different disasters which involve numerous lives of its citizens. It is found that most Filipinos have lack of knowledge in terms of disaster preparation specially, teenagers. This paper intended to develop a mobile-based game that aims to spread awareness on what to do during disasters. Upon development, forty-five (45) respondents were chosen to test the reliability of the application which composed of elementary students, household owners, police officers, fire fighters and IT experts. Further, ISO 25010 was adapted and modified in assessing the project. The results showed that the application is strongly acceptable and gives appropriate output in terms of disaster preparation garnering a total mean of 3.83
Management of the Game "Finger Painting" in Improving Fine Motor Skills In Early Childhood Hefniy Hefniy; Chusnul Muali; Fatiatol Indanis; Nur Hidayati
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol 6, No 5 (2022)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v6i5.2519

Abstract

This study aimed to describe the management of finger painting games in improving fine motor skills in children with ingredients obtained and relatively inexpensive, namely dish soap concoction. The research method uses a qualitative approach to get an idea of the finger painting game (concoctions dishwashing soap) direct observations when doing finger painting at RA Maysitoh VI. Sources of information were obtained from interviews with school principals, teachers, parents, and students. The results showed; RA Maysitoh VI institution implements finger painting game management in stimulating students' motoric growth using, planning activities, implementing fun finger painting methods, and assessing children's development. The results obtained by playing finger painting (concoctions dishwashing soap) showed significant effects on children's motor skills as indicated by their interest in forming flowers, writing letters, and making patterns with their finger brushes. This finger painting activity indirectly trains the flexibility of the child's fingers in carrying out further fine motor activities such as writing, cutting, tearing, collage, and so on
EFEKTIVITAS KONSELING KELOMPOK DENGAN TEKNIK SELF MANAGEMENT UNTUK MENGURANGI KECANDUAN GAME ONLINE PADA SISWA Putri Fazillah; Teuku Fadhli; Muqarramah Fitri
Education Enthusiast : Jurnal Pendidikan dan Keguruan Vol 2, No 1 (2022): Februari 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Jabal Ghafur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47647/ee.v2i1.599

Abstract

This study aims to determine whether the implementation of group counseling with self-management techniques is effective in reducing online game addiction of SMAN 1 Sakti students. The method used in this study is a quasi-experimental design with The Nonequivalent Control Group 3Design. The population in this study were 42 students. The sample was taken by purposive sampling technique with a sample of students of class XI IPA1 and XI IPA2. Data was collected by means of a questionnaire or questionnaire. The data was processed using SPSS version 20 for windows. The results showed that there was effectiveness in implementing group counseling with self-management techniques to reduce online game addiction in class XI Mipa 1 and XI Mipa 2 SMA Negeri 1 Sakti. This is evident from the posttest with the self-management technique tcount t table, then -13.53 2.01, this minus sign means the direction is getting smaller or the area of H0 acceptance is on the left. Self-management techniques that are able to reduce (reduce) online game addiction in students. Then Ha is accepted and H0 is rejected. The independent sample-t test showed that there was a difference between the experimental and control classes. This difference can be in the form of the effectiveness of self-management counseling techniques in reducing online game addiction in students at SMA Negeri 1 Sakti.Keywords: Group Counseling Services_Self Management Techniques_Online Game Addiction.
Perancangan Board Game Edukasi Menggunakan Mekanik Hand Management Tentang Pemahaman Spesifikasi Gadget Albertus Ang Hartono; T. Arie Setiawan Prasida; Jasson Prestiliano
Jurnal Desain Komunikasi Visual Nirmana Vol. 19 No. 2 (2019): JULY 2019
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (817.108 KB) | DOI: 10.9744/nirmana.19.2.98-108

Abstract

Di zaman modernisasi seperti sekarang ini, manusia sudah sangat bergantung pada teknologi salah satunya adalah gadget, yang keberadaannya berkembang pesat dan paling penting adalah handphone. Gadget handphone terdapat komponen yang disebut sebagai spesifikasi untuk menjalankan sistem. Banyak sekali anak-anak malas membaca dan tidak paham mengenai istilah spesifikasi yang dibutuhkan sehingga ketika aplikasi yang diinginkan tidak bisa dijalankan, pengguna akan menyalahkan developer ataupun handphone tersebut. Penelitian ini membahas tentang pemahaman spesifikasi gadget untuk siswa Sekolah Menengah Pertama kelas 7 menggunakan media board game. Tujuan penelitian ini adlaah merancang board game Spec sebagai media pembelajaran dan menumbuhkan minat keingintahuan siswa terhadap spesifikasi gadget handphone. Metode deskriptif dibuat dengan strategi linear dalam penelitian ini.  Didapatkan hasil bahwa siswa menjadi lebih mengerti mengenai spesfiikasi handphone menggunakan board game Spec dan dapat digunakan untuk tujuan pendidikan.
PENGARUH LAYANAN KONSELING KELOMPOK BERBASIS TEKNIK SELF MANAGEMENT TERHADAP PENURUNAN TINGKAT KECANDUAN GAME ONLINE PADA SISWA KELAS XI DI SMK NEGERI 1 HUTARAJA TINGGI Nor Mita Ika Saputri; Vitria Larseman Dela; Iis Islamiati; Asmaryadi Asmaryadi; Khairul Amri
Ristekdik : Jurnal Bimbingan dan Konseling Vol 7, No 2 (2022): Ristekdik : Jurnal Bimbingan dan Konseling - Juli-Desember 2022
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ristekdik.2022.v7i2.216-226

Abstract

Game sebenarnya dibuat dalam beberapa generasi. Masing-masing generasi memiliki perbedaan teknologi. Namun, pada intinya semakin besar generasinya semakin canggih teknologinya. Game online menyebabkan remaja merasa tertantang sehingga terus-menerus memainkannya sehingga menyebabkan remaja tidak memiliki skala prioritas dalam menjalankan aktifitas sehari-hari. Sikap kurang memiliki control self management yang baik terhadap keterkaitannya dengan bermain game online. Beberapa penelitian menyebutkan adanya masalah-masalah yang muncul dari aktifitas bermain game online yang berlebihan diantaranya, kurang peduli terhadap kegiatan sosial, kehilangan kontrol atas waktu serta menurunnya prestasi akademik, kesehatan dan fungsi-fungsi kehidupan lainnya yang penting. Penelitian ini bertujuan untuk mengetahui Pengaruh Layanan Konseling Kelompok Berbasis Teknik Self Management Terhadap Penurunan Tingkat Kecanduan Game Online Pada Siswa Kelas XI Di SMK Negeri 1 Hutaraja Tinggi. Jenis penelitian yang digunakan adalah penelitian kuantitatif, dengan metode Eksperimen dengan pendekatan Quasi Eksperimental Design. Sampel pada penelitian ini berjumlah 10 orang dalam 1 kelompok eksperimen. Hasil penelitian pada kelompok eksperimen terdapat perubahan yang signifikan antara pretest dengan posttest. Hasil pretest kelompok eksperimen adalah 113,1 dan posttest adalah 73,5. Maka kelompok eksperimen mengalami penurunan sebesar 39,6 dengan kategori sedang. Kesimpulan umum penelitian ini adalah layanan konseling kelompok berbasis teknik self management berpengaruh terhadap penurunan tingkat kecanduan game online pada peserta didik.
Rancangan Plugin Multiplayer Game MOODLE Learning Management System (LMS) berbasis WebSocket pada Google Cloud Server yang Berspesifikasi Rendah Kotama, I Nyoman Darma
Jurnal ilmiah Sistem Informasi dan Ilmu Komputer Vol. 2 No. 2 (2022): Juli : Jurnal ilmiah Sistem Informasi dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (646.451 KB) | DOI: 10.55606/juisik.v2i2.241

Abstract

With increasing needs for online or online learning and teaching activities, educational institutions need solutions for hosting their data online. The available options include building their own data center or renting a Virtual Private Server (VPS) service that is widely available. Considering the high setup and maintenance costs, many institutions choose VPS rental options such as Google Cloud Server. Moodle Learning Management System (LMS) is one of the most affordable and open-source online learning software solutions for low-cost servers. This paper will discuss the design and implementation of the Moodle Plugin that utilizes WebSocket technology to accommodate the interactive learning process with Multiplayer Games. The result of the study reports that the plugin can accommodate and simulate an increase of 1% in CPU per 15 connections and an increase of 2MB per 15 connections. Which concluded still an affordable solution for low-cost servers for real-time connection.
MENGATASI KEBIASAAN BERMAIN GAME ONLINE MELALUI KONSELING BEHAVIORISTIK DENGAN TEKNIK SELF MANAGEMENT Silva Zelika; Masturi Masturi; Santoso Santoso
Jurnal Muria Research Guidance and Counseling (MRGC) Vol 1, No 1 (2022): JURNAL MURIA RESEARCH GUIDANCE AND COUNSELING APRIL 2022
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (391.014 KB) | DOI: 10.24176/mrgc.v1i1.8598

Abstract

This study aims to: 1) describe the factors that cause the habit of playing online games in seventh grade students of SMP Negeri 2 Gebog Kudus. 2) Helping overcome the habit of playing online games through behavioristic counseling with Self Management techniques for seventh grade students of SMP Negeri 2 Gebog Kudus.Based on the results of the study, it can be concluded that the factors that cause the habit of playing online games are two factors, namely internal and external, there are several factors that cause CNKA and MHAR to have the habit of playing online games, including: lack of self-control within the counselee, so CNKA and MHAR do not anticipate negative impact arising from playing online games excessively and continuously. The counselee has a habit of playing online games from the counselee's environment that is less controlled, because he sees many of his other friends playing online games. After counseling with a behavioristic approach and self-management techniques, CNKA and MHAR were able to eliminate their maladaptive behavior and were able to manage themselves well.
Penerapan Defect Management Process Dalam Pengujian Mobile Game (Studi Kasus: Dash Soccer: Premier League) Farhan Ramadhan Ramadhan; Rahadian Kurniawan
AUTOMATA Vol. 3 No. 2 (2022)
Publisher : AUTOMATA

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

Abstract

PT Git Solution merupakan salah satu badan usaha milik yayasan AMIKOM Yogyakarta yang bergerak pada sektor jasa perancangan, pembangunan dan pengembangan sistem informasi berskala nasional. Selama ini, PT Git Solution belum menerapkan defect management secara maksimal dan belum menggunakan defect tracking tool khusus dalam pengujian game yang dikembangkan, sehingga bug report yang dihasilkan belum memuat informasi lengkap mengenai bug dan kekurangan komponen pengkategorian dan status penangganan. PT Git Solution tengah mengembangkan mobile game berjudul Dash Soccer: Premier League. Pada tahap pengujian proyek ini, PT Git Solution ingin bug report yang dihasilkan mengandung informasi-informasi yang mempermudah proses monitoring bug. Oleh karena itu defect management process dan defect life cycle digunakan sebagai pedoman dalam melakukan pengujian, ditambah menggunakan Jira Software untuk memantau dan mengelola bug report. Dengan penerapan defect management process dan defect life cycle dalam tahap pengujian mobile game, terbukti dapat menghasilkan bug report yang mengandung informasi lengkap dan mudah dipantau proses penanganannya.
Pengaruh Layanan Konseling kelompok dengan teknik self-management terhadap pengurangan kecanduan game online pada remaja Kharisman, Rahman kharisman Rahman; Tawil, Tawil; Putro, Hijrah Eko
Borobudur Counseling Review Vol 1 No 2 (2021)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/bcr.5783

Abstract

The study aimed to test the influence of group counseling self-management techniques to reduce online gaming in adolescents. This research is a type of experimental quasi research with research design used is pre test – post test one group. The study subjects were selected by purposive sampling. The sample used as many as 8 adolescents as an experimental group. The data collection instrument used is the scale of online gaming addiction. The hypothesis test in this study uses parametric analysis, namely paired sample t-test with the help of SPSS 24.0 for windows program. The results showed that group counseling with self-management techniques was influential to reduce online gaming addiction behavior, this was evidenced by the results of the Paired sample t test of the experimental group with Sig probability. (2-tailed) 0.000< 0.05. Based on the analysis of an average decrease of 88.62 experimental groups that fall into the low category. Keywords: Group Counseling ; Self-Mangement Techniques ; Online Games

Page 3 of 8 | Total Record : 75