Feri Hidayatullah Firmansyah

@upi.edu

Multimedia Education
Indonesia University of Education



                                         

https://researchid.co/fryansyah

RESEARCH, TEACHING, or OTHER INTERESTS

Computer Science, Education, Information Systems, Computer Science Applications

FUTURE PROJECTS

CONCEPTUAL MODEL OF MULTIPLAYER INTERACTIVE GAMIFICATION USING SELF-DETERMINATION THEORY ANALYSIS

This SK-1 research aims to develop a multiplayer interactive gamification model (GIM) using Self-Determination Theory (SDT) analysis. Gamification is an approach that involves using game design principles and mechanisms in nongaming situations to increase engagement and motivation. SDT is a theory that studies human intrinsic and extrinsic motivation, while DFS-2 measures the psychological flow experienced when a person is fully engaged in an activity. This research involves developing a GIM model with game design elements, such as challenges, rewards, social interaction, and compelling narratives. In the development of this model, SDT analysis is used to understand and meet the intrinsic and extrinsic motivation needs of players. The research method used in this study uses the Design Research Methodology (DRM) to gain a deep understanding of the concept of gamification, and SDT. The results of the research at the SK-1 stage have produced game element


Applications Invited
Game Developer for Gamification, a Psychologist in positive behavior or gaming behavior
3

Scopus Publications

138

Scholar Citations

6

Scholar h-index

3

Scholar i10-index

Scopus Publications

  • Development of interactive learning multimedia for mathematics subjects for grade 5 elementary schools
    F H Firmansyah, I P Sari, F C Permana, and D Rinjani

    IOP Publishing
    AbstractThe learning process during a pandemic requires teachers to be more interactive in making online learning media. The government has designed the Covid Emergency Curriculum, which is that educational units in their current condition can choose one of the several components needed in the learning process, namely still referring to the national curriculum, using the emergency curriculum, or making curriculum simplification independently. For curriculum simplification, only the main material in learning activities needs to be conveyed, while for practice it can be independently or through an application media. This study aims to create an augmented reality-based learning media on geometry in mathematics subjects for grade 5 elementary school. This media can make it easier for students to understand the shapes with augmented reality and there is a learning video feature that also explains the material presented by the teacher. With the black box white box method, the application is developed by adjusting the curriculum simplification planned by the government. Features in the application include objectives and materials, learning videos, augmented reality simulations and integrated with Google Classroom as a learning evaluation platform. The results of this research are digital applications that can be accessed from the web or android applications.

  • Computer-based learning: 3D visualization and animation as content development for digital learning materials for traditional Indonesian cloth (Songket Palembang)
    I P Sari, F C Permana, F H Firmansyah, and A H Hernawan

    IOP Publishing
    Abstract The animation is currently developing very rapidly, especially in 3D animation. Animated 3D visualization not only develops in the field of film, but also develops in digital-based learning such as interactive applications, presentation slides, e-books, and games, as well as supporting content for immersive technology, such as Augmented Reality, Virtual Reality, Mix Reality, and others. The development of 3D animation nowadays, but not accompanied by the use of animation as the delivery of information with local cultural content. The young generation’s lack of interest in local cultural arts is accompanied by a lack of digital learning materials and the delivery of interesting information for the younger generation. Therefore, the researcher aims to create 3D animated visualization assets that can motivate students to learn Indonesian cultural arts. Researchers applying the method Subdivision Surface, UV-mapping, 3d Painting, and walk cycle animation in the 3D visualization animation production process. The final result of this research is 3D Visualization and Animation as Content Development for Digital Learning Material for Indonesian Traditional Fabrics: Songket Palembang based on cloud for elementary school students.


RECENT SCHOLAR PUBLICATIONS

  • Historical Analysis of Interactive Gamification Research: A Literature Review with Kuhn and Lakatos’ Approaches
    FH Firmansyah, Y Rosmansyah, D Mahayana
    Jurnal Filsafat 34 (1), 23-46 2024

  • PENGENALAN KONSEP COMPUTATIONAL THINKING BAGI GURU DALAM MENGHADAPI KURIKULUM DENGAN PEMBELAJARAN ABAD XXI DI SEKOLAH DASAR
    FC Permana, MP Sari, S Sylviani, IP Sari, FH Firmansyah, D Rinjani
    Dharmakarya 12 (2), 159-166 2023

  • PENGENALAN COMPUTATIONAL THINKING DALAM MENGHADAPI KURIKULUM DENGAN PEMBELAJARAN ABAD XXI BAGI GURU SEKOLAH DASAR.
    FC Permana, MP Sari, S Sylviani, IP Sari, FH Firmansyah, D Rinjani
    Dharmakarya: Jurnal Aplikasi Ipteks Untuk Masyarakat 12 (2) 2023

  • Penerapan Model Pembelajaran Berorientasi Pasar (Market Oriented Model) di SMK Ananda Mitra Industri Deltamas
    KS Anam, FH Firmansyah, A Famanda, CA Puspita, PS Al Asyifa
    Journal on Education 5 (2), 1841-1849 2023

  • The implementation of graphic motion-based communication technology material learning videos for 3rd grade elementary students
    AF Hamidah, FH Firmansyah, FC Permana, AT Azizan
    Jurnal Inovasi Teknologi Pendidikan 2023

  • Rancang bangun game edukasi “Noxious” sebagai media pembelajaran bagi pendidikan karakter remaja (Studi kasus di Kabupaten Bandung)
    WS Rachmawati, FH Firmansyah, AC Padmasari
    Jurnal Inovasi Teknologi Pendidikan 9 (3) 2022

  • Pengembangan Cup Sealer Temulawak terintegrasi Augmented Reality untuk Meningkatkan Efektifitas Pengemasan Minuman
    AM Nidhom, FH Firmansyah, AA Smaragdina, MA Hakiki
    TEKNO: Jurnal Teknologi Elektro dan Kejuruan 32 (2), 298-305 2022

  • Implementasi konsep computational thinking bagi guru dalam menghadapi kurikulum dengan pembelajaran abad XXI di sekolah dasar
    FC Permana, MP Sari, S Sylviani, FH Firmansyah, IP Sari, AC Padmasari
    Jurnal Pemanfaatan Teknologi untuk Masyarakat: Jurnal Pengabdian Masyarakat 2022

  • Analisis Pengaruh Bimbingan Karir terhadap Siswa SMK: Studi Kepustakaan
    LS Rosdiana, RGA Wangi, R Febyanti, FH Firmansyah
    Qalam: Jurnal Ilmu Kependidikan 11 (1), 37-44 2022

  • Perancangan Aplikasi Pembelajaran Pemrograman Dasar Bahasa C untuk Kelas X Multimedia SMKN 1 Majalaya
    RC Iskandar, FC Permana, FH Firmansyah
    Indonesia Journal on Computing (Indo-JC) 7 (2), 103-114 2022

  • Pengembangan Media Pelaporan Kegiatan Asisten Laboratorium Berbasis Web di Prodi Pendidikan Multimedia
    AN Wiriadikusumah, FH Firmansyah, FC Permana
    Indonesia Journal on Computing (Indo-JC) 7 (2), 79-92 2022

  • Urgensi kecakapan pembelajaran abad 21 model inkuiri pada siswa SMK kompetensi keahlian multimedia
    I Anggraeni, FH Firmansyah, RA Ramadhina, NN Faza
    Jurnal Taman Vokasi 10 (1), 81-89 2022

  • Membentuk karakter wirausaha pada siswa SMK melalui penerapan model Teaching Factory
    NP Sulaiman, AS Putri, D Istiqomah, FH Firmansyah
    Jurnal Taman Vokasi 10 (1), 39-44 2022

  • Job Vacancy Information System Based on SMS Gateway as Part of Tracer Study Alumni of UPI Cibiru Campus
    FC Permana, S Sylviani, FH Firmansyah, IP Sari
    Indonesia Journal on Computing (Indo-JC) 7 (1), 39-50 2022

  • PERANCANGAN KARAKTER ANIMASI 2 DIMENSI “EDIA” PADA E-MODULE MATA PELAJARAN SENI BUDAYA DI SMP
    IP Sari, AH Kartina, FC Permana, FH Firmansyah
    ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 8 (03) 2022

  • Custom amalgamation for civic learning in elementary school: Cultural citizenship literacy viewpoint on Minangkabau ethnic tradition
    SI Hamid, T Istianti, MH Ismail, FH Firmansyah, F Abdillah
    Empowering Civil Society in the Industrial Revolution 4.0, 147-152 2021

  • Improvement Google Classroom Feature to Make It More Comfortable to Use with Google App Script
    FH Firmansyah, IP Sari
    2021 7th International Conference on Electrical, Electronics and Information 2021

  • Computer-based learning: 3D visualization and animation as content development for digital learning materials for traditional Indonesian cloth (Songket Palembang)
    IP Sari, FC Permana, FH Firmansyah, AH Hernawan
    Journal of Physics: Conference Series 1987 (1), 012003 2021

  • Development of interactive learning multimedia for mathematics subjects for grade 5 elementary schools
    FH Firmansyah, IP Sari, FC Permana, D Rinjani
    Journal of Physics: Conference Series 1987 (1), 012017 2021

  • Pelatihan Technopreneurship melalui Social Commerce dan Branded Content Management bagi Mahasiswa Pendidikan Multimedia
    D Rostika, FC Permana, FH Firmansyah
    CARADDE: Jurnal Pengabdian Kepada Masyarakat 3 (3) 2021

MOST CITED SCHOLAR PUBLICATIONS

  • Pengembangan Multimedia Pembelajaran Interaktif untuk Mata Pelajaran Matematika untuk Kelas 5 Sekolah Dasar
    FH Firmansyah, SNF Aldriani, ER Dewi
    Edsence: Jurnal Pendidikan Multimedia 2 (2), 101-110 2020
    Citations: 41

  • Pengembangan Media Pembelajaran Interaktif Berbasis Android Untuk Pembelajaran Terbuka dan Jarak Jauh di Universitas Pendidikan Indonesia
    FH Firmansyah, IP Sari, M Musyarofah
    Edsence: Jurnal Pendidikan Multimedia 1 (2), 99-108 2019
    Citations: 16

  • Development of Interactive Learning Media Based on Google Application for Distance Learning in Universitas Pendidikan Indonesia
    FH Firmansyah, IP Sari, FC Permana, AH Hernawan
    International Conference on Educational Research and Innovation (ICERI 2019 2020
    Citations: 10

  • Analisis Pengaruh Bimbingan Karir terhadap Siswa SMK: Studi Kepustakaan
    LS Rosdiana, RGA Wangi, R Febyanti, FH Firmansyah
    Qalam: Jurnal Ilmu Kependidikan 11 (1), 37-44 2022
    Citations: 9

  • Design of Digital Interactive Encyclopedia “Palembang Songket Decoration” as Media Education Introduction Wastra Indonesia
    IP Sari, FC Permana, FH Firmansyah
    The 2nd International Conference on Arts and Design Education (ICADE 2019 2020
    Citations: 9

  • Developing a Tracer Study Information System Based on SMS Gateway to Support Career Development Program in UPI, Cibiru Campus
    FC Permana, AH Hernawan, FH Firmansyah, IP Sari
    International Conference on Educational Research and Innovation (ICERI 2019 2020
    Citations: 9

  • Computer-based learning: 3D visualization and animation as content development for digital learning materials for traditional Indonesian cloth (Songket Palembang)
    IP Sari, FC Permana, FH Firmansyah, AH Hernawan
    Journal of Physics: Conference Series 1987 (1), 012003 2021
    Citations: 6

  • Development of interactive learning multimedia for mathematics subjects for grade 5 elementary schools
    FH Firmansyah, IP Sari, FC Permana, D Rinjani
    Journal of Physics: Conference Series 1987 (1), 012017 2021
    Citations: 6

  • The Indonesian Proverb of Peace: Educational Semiotics Analysis for Cultural Citizenship Literacy
    SI Hamid, T Istianti, F Abdillah, FH Firmansyah
    EdArXiv 2020
    Citations: 6

  • Implementasi konsep computational thinking bagi guru dalam menghadapi kurikulum dengan pembelajaran abad XXI di sekolah dasar
    FC Permana, MP Sari, S Sylviani, FH Firmansyah, IP Sari, AC Padmasari
    Jurnal Pemanfaatan Teknologi untuk Masyarakat: Jurnal Pengabdian Masyarakat 2022
    Citations: 4

  • Implementasi SMS Gateway sebagai Media Penyebar Informasi Akademik di Kampus UPI Cibiru
    FC Permana, FH Firmansyah, IP Sari
    Jurnal Ilmu Komputer 12 (2), 93-100 2019
    Citations: 4

  • PENGENALAN COMPUTATIONAL THINKING DALAM MENGHADAPI KURIKULUM DENGAN PEMBELAJARAN ABAD XXI BAGI GURU SEKOLAH DASAR.
    FC Permana, MP Sari, S Sylviani, IP Sari, FH Firmansyah, D Rinjani
    Dharmakarya: Jurnal Aplikasi Ipteks Untuk Masyarakat 12 (2) 2023
    Citations: 3

  • Rancang bangun game edukasi “Noxious” sebagai media pembelajaran bagi pendidikan karakter remaja (Studi kasus di Kabupaten Bandung)
    WS Rachmawati, FH Firmansyah, AC Padmasari
    Jurnal Inovasi Teknologi Pendidikan 9 (3) 2022
    Citations: 3

  • Perancangan Aplikasi Pembelajaran Pemrograman Dasar Bahasa C untuk Kelas X Multimedia SMKN 1 Majalaya
    RC Iskandar, FC Permana, FH Firmansyah
    Indonesia Journal on Computing (Indo-JC) 7 (2), 103-114 2022
    Citations: 3

  • Membentuk karakter wirausaha pada siswa SMK melalui penerapan model Teaching Factory
    NP Sulaiman, AS Putri, D Istiqomah, FH Firmansyah
    Jurnal Taman Vokasi 10 (1), 39-44 2022
    Citations: 3

  • Analisis Perhitungan Gaya Berat pada Tongkat Gayung Lipat untuk Mengetahui Efektifitas Pengungkit Jenis Tiga
    FH Firmansyah, T Nabila, FM Soffa, Y El Fahmi
    Jurnal Teori dan Aplikasi Fisika, 87-96 2021
    Citations: 3

  • Urgensi kecakapan pembelajaran abad 21 model inkuiri pada siswa SMK kompetensi keahlian multimedia
    I Anggraeni, FH Firmansyah, RA Ramadhina, NN Faza
    Jurnal Taman Vokasi 10 (1), 81-89 2022
    Citations: 1

  • PERANCANGAN KARAKTER ANIMASI 2 DIMENSI “EDIA” PADA E-MODULE MATA PELAJARAN SENI BUDAYA DI SMP
    IP Sari, AH Kartina, FC Permana, FH Firmansyah
    ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 8 (03) 2022
    Citations: 1

  • Improvement Google Classroom Feature to Make It More Comfortable to Use with Google App Script
    FH Firmansyah, IP Sari
    2021 7th International Conference on Electrical, Electronics and Information 2021
    Citations: 1