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SAGD-VL Framework: A Framework for Serious Adventure Game Development in A Virtual Laboratory Diny Syarifah Sany
Journal of INISTA Vol 5 No 1 (2022): November 2022
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v5i1.865

Abstract

A virtual laboratory is an instructional approach to facilitate learning on a scientific procedure or experimental procedure to motivate students to think critically and to improve problem-solving skills through virtual media. A serious adventure game is a game that has a serious purpose for example Education but with an adventure genre that allows the user to go on adventures and explore within the game. The merging of a virtual laboratory and a serious adventure game will contribute to the progress of the education field and motivate students in virtual practicum activities. But currently, there is no particular software development framework for developing a serious adventure game for a virtual laboratory. This study aims to produce a serious adventure game framework for a virtual laboratory called SAGD-VL (Serious Adventure Game Development for Virtual Laboratory). SAGD-VL is obtained from analysis of characteristics of virtual laboratory, adventure game, similar software, existing game development methods, and game mechanics mapping framework so that an appropriate development framework will obtain and improve student ability. SAGD-VL consists of pre-production, production, testing, and post-production, and each of these steps has specific components. The SAGD-VL framework was tested by building a game according to the proposed framework. The proposed game mechanics is also the result of testing players repeatedly to get optimal game mechanics. This test aims to see the effectiveness of the game produced with SAGD-VL on improving the player's abilities and determine the importance of specific components in game design. The game was tested on 128 high school students by dividing them into reading groups and playing groups and tested by doing pre-test and post-test. The results show that the game produced by the SAGD-VL framework indicates a better positive impact than learning by reading and obtains an increase in post-test results achieving 115.74%.
Gamification Design of Computer Network Virtual Laboratory Using SAGD-VL Framework Diny Syarifah Sany
MULTINETICS Vol. 9 No. 1 (2023): MULTINETICS Mei (2023)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v9i1.5165

Abstract

Building gamification in a virtual laboratory of the computer network will help students to be able to do practicums anywhere and be able to meet the needs of practicum tools and materials. However, researchers have not found a gamification design in a virtual laboratory of the computer network laboratory that can assist developers in building virtual laboratory gamification. Based on these problems, the researcher proposes a gamification design for a virtual laboratory of the computer network using components from the SAGD-VL framework. The SAGD-VL framework is a framework for building games in virtual laboratories. This study does not take all the elements of SAGD-VL but adjusts the results of the analysis from data collection. Technology analysis aims to produce fast and true-to-life virtual laboratory gamification technology designs. This study implements the proposed design in a virtual computer network laboratory to test the proposed design. This study tested the black box, pre-test, and post-test. This test resulted in an average increase in student scores of 32.353 with the highest increase of 60. So that the proposed design of a computer network virtual laboratory gamification using SAGD-VL can help improve students' understanding of practical learning. The questionnaire results in this application being fast in computation and the UI/UX of this application is like the original.
EFEKTIFITAS PENDAMPINGAN PENGELOLAAN DAN PENGOLAHAN SAMPAH 3 R (REDUCE, REUSE, RECYCLE) TERHADAP MASYARAKAT TERDAMPAK GEMPA BUMI CIANJUR KHUSUSNYA DESA SARAMPAD DAN BENJOT Fauzan Zikri; Yuliani Yuliani; Melissa Syamsiah; Angga Adriana Imansyah; Adang Suryana; Diny Syarifah Sany
Jurnal Abdimas Bina Bangsa Vol. 5 No. 1 (2024): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jabb.v5i1.801

Abstract

One of the ways to empower communities affected by the earthquake in Cianjur Regency is through community assistance activities in waste management and processing to create a clean environment. The Suryakancana University lecturer team carried out community service activities in the form of assisting communities affected by the Cianjur earthquake in Sarampad Village and Benjot Village. Forms of mentoring activities are carried out in the form of discussions and practices in processing waste into useful products such as pillows, doormats, fertilizer, and handicrafts. Data collection was carried out through pretest and posttest on 20 respondents (mentoring participants) who came from Sarampad Village and Benjot Village. Mentoring activities will be carried out from August – October 2023. The results of mentoring for earthquake-affected communities from Sarampad Village and Benjot Village show an increase in knowledge, attitudes and skills. Mentoring provided a greater increase in the knowledge aspect compared to the attitude and skills aspect in both Sarampad and Benjot Villages. The increase in knowledge aspects of people affected by the earthquake in Benjot Village (27%) was greater than in Sarampad Village (20%). Meanwhile, in the aspect of attitudes and skills, the increase was greater in the earthquake-affected communities in Sarampad Village (attitudes 18% and skills 17%) than in Benjot Village (attitudes and skills the same 11%).
Penerapan Metode FAST dan Analisis PIECES pada Perancangan Aplikasi EFarash Diny Syarifah Sany; Fauzan Zikri; Yuliani Yuliani; Adang Suryana; Melissa Syamsiah; Angga Adriana Imansyah
Explore: Jurnal Sistem Informasi dan Telematika (Telekomunikasi, Multimedia dan Informatika) Vol 15, No 1 (2024): Juni
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/jsit.v15i1.3427

Abstract

Gempa di Cianjur tahun 2022 menyebabkan tumpukan sampah tekstil dan sampah jenis ini merupakan sampah yang sulit terurai. Saat ini TPS3R di Cianjur hanya menjual barang bekas ke perorangan secara langsung dan terbatas. Masalah sampah dan bisnis menjadi pendorong utama membuat aplikasi EFarash. Hal ini disebabkan belum adanya toko online khusus menjual olahan sampah bernilai guna. Penelitian ini membahas bagaimana membangun aplikasi EFarash dengan menggunakan metode FAST (Framework for The Application of System Thinking) dan mengkombinasikannya dengan metode analisis PIECES (Performance, Information, Economy, Control an Security, Efficiency, dan Service) untuk analisis masalah, kebutuhan dan evaluasi kepuasan. Dari penelitian ini dihasilkan bahwa rata-rata kepuasan tiap indikator ukur adalah 4.34 atau dikategorikan sangat baik. Sehingga diharapkan aplikasi ini akan menjadi solusi untuk perekonomian Masyarakat dan solusi penanggulangan sampah sebagai wadah penyalur olahan sampah.