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Showing 36 articles found for "Games"

Procedural Level Generation For 2D Platformer Games Based On Graph And Chunk

Akmal Zidan Fahreza, Chrystia Aji Putra, Yisti Vita Via
Abstract: Level design is one of the key components in determining the gameplay experience in 2D platformer games. However, manual level design is time-consuming and difficult to scale. Graph theory can be used to represent the abstract… stract structure of a level, with nodes as spatial units and edges as paths connecting those spaces. The problem is that this graph structure cannot always be directly translated into a valid and playable physical layout due to platformer constraints, such as jump height, safe distance, and gravity. This research proposes a chunk-based transformation approach, in which each graph node is represented as a fixed-size level chunk containing a platform layout, obstacles, and entry and exit points. The transformation of the graph into a physical level is carried out through the selection, arrangement, and alignment of chunks based on the graph’s topology. This study aims to design a framework for transforming an abstract graph G=(V,E) into a chunk-based 2D platformer level layout. The method used is qualitative-descriptive, involving the formulation of a graph model, rules for mapping and arranging chunks, and playability criteria. The results of the study reveal three main stages: mapping vertices to corresponding chunks, arranging chunks according to the graph’s structure, and validating reachability using an automatic path-finding agent.

PEMBERDAYAAN MASYARAKAT PESISIR MELALUI EDUKASI LITERASI KEAGAMAAN ANAK DAN ANALISIS SOSIAL-EKONOMI NELAYAN DI PULAU UNTUNG JAWA

Anwar, Syaiful, Asri, Tika Kartika, Putri, Eidelweijs Adririnjani, Poernomoputri, Tyara Pratiwi, Miharja, Jaja, Irawati, Dwi Oktiana, Cahyono, Dedy Tri, Trissetianto, Andri Catur
Abstract: Literasi dan pendekatan sosial merupakan fondasi penting dalam meningkatkan kualitas sumber daya manusia di wilayah pesisir. Program pengabdian masyarakat ini dirancang untuk memperkuat literasi keagamaan anak pesisir sekaligus… kaligus memetakan dinamika sosial-ekonomi komunitas nelayan lokal di Pulau Untung Jawa, Kepulauan Seribu, DKI Jakarta. Kondisi awal menunjukkan bahwa meskipun sektor pariwisata pulau sangat maju—meraih Juara 2 tingkat nasional dalam ajang Anugerah Desa Wisata Indonesia (ADWI)—sektor primer maritim justru mengalami stagnasi berat. Nelayan lokal menghadapi penurunan hasil tangkapan akibat sampah laut dan kendala cuaca musim angin barat, yang memicu ironi ketergantungan pasokan ikan dari daratan utama. Untuk mengatasi tantangan tersebut, tim menerapkan pendekatan pengabdian partisipatif selama tiga hari (5–7 Juli 2026). Pada hari pertama, dilakukan sesi fun learning interaktif melalui 3 jenis games edukatif dan pembagian Al-Qur'an di Pantai Sakura bersama 15 anak pesisir. Pada hari kedua, kegiatan dilanjutkan di TPQ Majelis Ta'lim Al-Ubadah dengan pembagian 16 mushaf Al-Qur'an. Selain itu, wawancara terstruktur dilakukan bersama Kelompok Nelayan Paguyuban untuk memetakan kendala operasional bahari. Program ini berhasil meningkatkan akses literasi keagamaan, memotivasi anak pesisir, serta menghasilkan evaluasi akademis terkait ketimpangan ekonomi wilayah pesisir.

PENINGKATAN MOTIVASI BELAJAR MATEMATIKA MELALUI MODEL COOPERATIVE LEARNING TIPE TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN IFB PADA SISWA KELAS V SDN 04 SUNGAI ARO

Fazila, Osma Yoli, Rahma Yuni Saputri, Gery Sangra
Abstract: Penelitian ini bertujuan untuk mengetahui peningkatan motivasi belajar matematika melalui penerapan model Cooperative Learning tipe Teams Games Tournament (TGT) berbantuan Intelligent Feedback Board (IFB) pada siswa kelas… s V SDN 04 Sungai Aro. Metode penelitian menggunakan pendekatan kuasi-eksperimen dengan desain pretest-posttest control group. Sampel penelitian terdiri dari 30 siswa yang dibagi secara acak ke dalam kelompok eksperimen dan kontrol. Instrumen yang digunakan adalah angket motivasi belajar dan tes matematika. Hasil menunjukkan adanya peningkatan signifikan motivasi belajar matematika pada kelompok eksperimen setelah perlakuan TGT berbantuan IFB. Penerapan model ini terbukti efektif untuk meningkatkan motivasi belajar matematika siswa kelas V SD. Kata kunci: motivasi belajar matematika, Cooperative Learning, Teams Games Tournament, Intelligent Feedback Board.

MENINGKATKAN MOTIVASI BELAJAR SISWA MELALUI PENGGUNAAN SMARTBOARD DALAM PEMBELAJARAN PENDIDIKAN PANCASILA DI KELAS V SDN 07 MUDIAK LAWE KECAMATAN SUNGAI PAGU KABUPATEN SOLOK SELATAN

Arum Edwi Jandri, Anggara, Deka, Mulia Nopemberi, Nabila Ramadhani, Nita Ardila, Zahara Putri Yuni, Ade Marlia
Abstract: This study aims to analyze the effectiveness of using a Smartboard in increasing students' enthusiasm for learning in the Pancasila Education subject in grade V of SDN 07 Mudiak Lawe, Sungai Pagu District, South Solok Regency.… gency. From initial observations, it was seen that students' enthusiasm for learning tended to be low, as seen from their inactive attitudes, little interaction, and easily distracted when teachers used less diverse learning methods. To address this, a Smartboard was proposed as an innovative solution. This tool is an interactive whiteboard that uses multimedia and audiovisual technology, so it can combine teaching materials with images, videos, and animations to make learning more interesting and diverse. The method used in this study was the correlation method, namely a quantitative method that studies the relationship between the use of Smartboard interactive features and the level of student enthusiasm for learning. The results showed that the use of Smartboard in learning was proven to be able to increase student enthusiasm for learning. After implementing the Smartboard, students appeared more active and enthusiastic during the learning process, so that their enthusiasm for learning increased and reduced boredom. The implementation of Smartboard involves game-based learning methods such as Duck Race Games and Wordwall, which successfully trigger students' curiosity, focus, and enthusiasm, and encourage them to actively participate in answering questions and interacting in class.

THE IMPLEMENTATION OF COMMUNICATIVE LANGUAGE TEACHING (CLT) METHOD THROUGH PLAYFUL ENGLISH APPROACH TO IMPROVE STUDENTS' SPEAKING SKILLS AT PKBM PESONA PULAU TEGAL

Saputri, Vike Aprilianin Marwintaria, Andriyaningsih, Ayu, Kusuma, Candra
Abstract:   The ability to speak English is very important, especially for coastal communities such as those on Tegal Island, which has tourism potential. However, students at the Pesona Pulau Tegal Community Learning Center (PKBM)… KBM) still have difficulty communicating, especially in English, because learning has tended to be conventional, focusing on memorization and grammar rather than practical communication. This creates a gap between the need for speaking skills and the teaching methods used, reinforcing students' fear and lack of confidence. Based on these issues, this Community Service activity aims to improve students' speaking skills through the application of the Communicative Language Teaching (CLT) method integrated with the Playful English approach, which involves enjoyable learning through games, role-play, and creative activities. The methods used include guided speaking exercises, conversation simulations, and collaborative projects such as creating promotional posters for beach tourism in English. The results show a significant improvement in students' fluency, confidence, and active participation. Students began to speak more boldly, practice simple sentences, and express ideas spontaneously. The classroom atmosphere became livelier and more enjoyable with minimal psychological barriers such as fear of making mistakes. The implications of this activity are that the CLT approach combined with elements of joy can serve as an effective learning model in non-formal institutions. This method not only enhances language skills but also empowers students socially and emotionally, and can be replicated in similar communities.      

MENUMBUHKAN MINAT BELAJAR MATEMATIKA SISWA DENGAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAMES TOURNAMENT (TGT)

Wilda Aprilia Simbolon, Marzuki Ahmad, Ummi Fadilla, Agave Trium Kristanti
Abstract: Daerah yang menjadi binaan PKM kami adalah siswa sekolah SD Muhammadiyah 100117 Simatorkis, pada umumnya anak-anak diwilayah SD Muhammadiyah 100117 ini memiliki kecenderungan malas belajar pelajaran matematika. Maka dari… itu tim kami melaksanakan program untuk menumbuhkan rasa minat siswa terhadap pelajaran matematika dengan model tipe team games tournament. Program ini akan dilaksanakan dengan metode games yang diantaranya : pertama, Bundaran hitung angka misalnya siswa itu dibuat dalam satu lingkaran kemudian satu per satu mulai berhitung. Kedua, Pelangi matematika misalnya dibuat terlebih dahulu kertas warna warni yang di isi sama angka untuk mempermudah anak mengingat angka. Melihat permasalahan yang terjadi dalam dunia anak yang terkait dengan kurangnya minat dalam pelajaran matematika. Maka melalui program yang telah dilaksanakan mampu merubah pola belajar anak sedikit demi sedikit  menjadi berminat untuk belajar matematika.

DEVELOPING TOPWORKSHEET AS STUDENTS’ DESCRIPTIVE READING WORKSHEET AT SMPN 21 MEDAN

Kezia Aurelia Sembiring, Neni Afrida Sari
Abstract: This study aims to develop Topworksheet as students descriptive reading worksheet at SMP Negeri 21 Medan. Data consisted of an analysis of students' needs, interests, and challenges in using Topworksheet as descriptive reading… eading worksheet, sourced from 20 ninth-grade students at SMP Negeri 21 Medan. Techniques for collecting data included distributing questionnaires, conducting interviews, and documentation. Instruments used were interview sheets, printed documents, and questionnaires. This study involved six key stages of Borg and Gall method, which included: gathering data and information, analyzing the data, designing the product, expert validation, revising and finalizing the product. The result of gathering and analyzing data showed that students had low interest in descriptive reading text due to monotonous and unvaried worksheets. This data identified students’ necessity (85%), lacks (55%) and wants (65%) for an interactive worksheet, engaging worksheet to develop reading understanding. The material designing and revising stage resulted in the Topworksheet Web, which consists of interactive descriptive reading practices, utilizing Canva-based visualization and educational games, including a glossary and word search. The expert validation involved a lecturer and a teacher, was 87.2%, and 98.4%, achieving an "Excellent" category. Based on the high validation scores from the experts, it can be concluded that the final product, the Topworksheet Web, is a highly appropriate and effective students' descriptive reading worksheet tailored to the specific needs of students at SMP Negeri 21 Medan.

Effectiveness Of Game-Based Learning Methods

Muda, Amelia, Jassin, Iwan
Abstract: This study aims to evaluate the effectiveness of game based-learning methods in improving students’ learning motivation in elementary schools.In this digital era,the use of technology in education is increasing,including… ng the integration of educational games as a learning tool. This method is expected to make the teaching and learning process more interestin and interactive,so that it can also increase students’ learning motivation. This study uses a quantitative approach with an experimental design to measure changes in students’ learning motivation before and after implementation of game based-learning methods.

STRATEGI GURU PAI DALAM MENINGKATKAN MINAT BELAJAR DAN PRESTASI SISWA PADA MIN 3 KOTA PALANGKA RAYA

Triani, Mustika, Samsudin, Samsudin, Choeroni, Choeroni
Abstract: This study aims to describe the strategies of Islamic Religious Education (PAI) teachers in increasing student learning interest and achievement at MIN 3 Palangka raya City. The study used a qualitative descriptive approach… ach with research subjects being PAI teachers, madrasah principals, and sixth-grade students. Data collection techniques were carried out through observation, interviews, and documentation. Data analysis used the Miles and Huberman model which includes data collection, data reduction, data presentation, and drawing conclusions. The results showed that PAI teachers' strategies in increasing student learning interest were carried out through the use of varied learning methods such as discussions, questions and answers, demonstrations, direct practice, educational games, and storytelling methods. Teachers also used learning media such as videos, images, posters, and presentation slides to attract students' attention. These strategies were proven to be able to increase student interest, activeness, and motivation in learning. In addition, PAI learning strategies also improved student learning achievement in the cognitive, affective, and psychomotor aspects. Students became more understanding of the material, demonstrated better behavior, and were able to practice worship correctly. Supporting factors for the research include a religious school environment, support for learning facilities, and parental cooperation, while the obstacles faced include differences in student abilities, lack of learning motivation, and limited learning media.

DEVELOPMENT OF ANDROID-BASED MATHEMATICS LEARNING MEDIA TO IMPROVE CRITICAL THINKING SKILLS OF HIGH SCHOOL STUDENTS IN WEST SULAWESI

Rezki Novianti, Ana Muliana M, Jeranah, Muhammad Nurhusain
Abstract: This study aims to develop an Android-based mathematics learning media using Smart Apps Creator (SAC) and determine its validity, practicality, and effectiveness in improving critical thinking skills of high school students… nts in West Sulawesi. This research is a research and development (R&D) with a modified Borg and Gall model and is limited to the product revision stage after the trial. The resulting product is an Android-based Mathematics E-Module that contains interactive materials, learning videos, problem-solving-based practice questions, learning games, and evaluations. The data collection technique used expert validation questionnaires, teacher and student response questionnaires, and critical thinking ability tests. Data were analyzed using a Likert scale, validation tests, practicality tests, and effectiveness tests through a comparison of pretest and posttest results and N-Gain calculations. The results showed that the developed learning media was in the very feasible category based on the assessment of material experts and media experts with a feasibility percentage above 85%. The practicality test showed that teacher and student responses were in the practical to very practical category. The effectiveness test showed an increase in students' critical thinking abilities in the moderate to high category, and there was a significant difference between the pretest and posttest scores. Thus, Android-based mathematics learning media using Smart Apps Creator is effective for improving the critical thinking abilities of high school students in West Sulawesi.