@upi.edu
Multimedia Education
Indonesia University of Education
Computer Science, Education, Information Systems, Computer Science Applications
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
Scopus Publications
Scholar Citations
Scholar h-index
Scholar i10-index
Heryanto, Feri Hidayatullah Firmansyah, and Yusep Rosmansyah
Institute of Electrical and Electronics Engineers (IEEE)
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.
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.
Feri Hidayatullah Firmansyah and Intan Permata Sari
IEEE