Articles

Found 3 Documents
Search

Pengaruh Permainan Puzzle terhadap Kemampuan Beradaptasi Sosial Siswa Retardasi Mental Wulandari, Dwi; Nelvia, Nelvia; Saputra, Dwi
Jurnal Keperawatan Silampari Vol 1 No 2 (2018)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/jks.v1i2.80

Abstract

This study to determine the effect of Puzzle Play Against Social Adaptability on Mental Retardation Students in SDLB Dharma Women in Bengkulu City. This research method using a research design Pre Exsperimental Design with draft form one group pretest posttest, way of taking a sample is taken using total sampling with a sample of 12 respondents. used in this study are primary data, the data acquired, processed and analyzed using univariate and bivariate analysis using T. Test The results showed that the average number of children who have mental retardation prior to the puzzle game has a social adaptation unfavorable and the average number of children who have mental retardation after doing a puzzle game has a social adaptation enough baikdan no effect between playing puzzle to adaptability social in students with mental retardation in SDLB Dharma Women in Bengkulu City p 0.004. Keywords: Mental Retardation, Puzzle games, Social Adaptation
Management Strategy for Ecotourism of Munjang Mangrove in Kurau Barat Village, Bangka Tengah Regency. Saputra, Dwi; Salim, Kuniawan; Christianningrum, Christianningrum
Akuatik: Jurnal Sumberdaya Perairan Vol 13 No 1 (2019): AKUATIK : Jurnal Sumberdaya Perairan
Publisher : Department of Aquatic Resources Management, Faculty of Agriculture, Fisheries, and Biology, University of Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (384.509 KB) | DOI: 10.33019/akuatik.v13i1.1078

Abstract

The research aims to analyze the strengths, weaknesses, opportunities and threats of supporting mangrove ecotourism, and analyze management  that need to be carried out in the development of mangrove munjang ecotourism, which can finally be identified as management recommendations that managers can undertake in developing ecotourism. The time and place of the study was carried out from November to December 2018 at the Mangrove Munjang Ecotourism in Kurau Barat Village, Bangka Tengah Regency. The research method used is the questionnaire method by taking 95 respondents. The data analysis method used SWOT analysis method. The results showed that there were seven internal factors, the factors which were strengths were facilities, natural resources, human resources, land status and security and weakness factors were culinary and souvenir centers. There are nine external factors, the factors that become opportunities include community support, community attitudes, utilization of mangroves, infrastructure, travel time, government support and government laws and regulations, and threat factors from external factors are public participation and public transportation. Development using aggressive strategies, this is based on calculations and analysis shows that activities are in quadrant I with a coordinate point (1.2899; 1.2904). The priority strategy is SO, which is developing by utilizing the strengths that are owned and optimizing the opportunities that exist in ecotourism.
PENERAPAN METODE FINITE STATE MACHINE PADA GAME WAR OF ASTRAGHOUL Saputra, Dwi
JATI (Jurnal Mahasiswa Teknik Informatika) Vol 3 No 1 (2019): JATI Vol. 3 No. 1
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (769.818 KB)

Abstract

Game merupakan produk dari teknologi informasi dan digital yang cukup diminati oleh semua kalangan,game terbagi dalam bentuk 2D dan 3D. Tujuan dibuatnya game adalah sebagai media hiburan, seiringperkembangan teknologi game dapat digunakan sebagai media pembelajaran atau edukasi. Game Real-timestrategy merupakan genre game yang memadukan strategi pertempuran dan pengumpulan sumber daya, gamedengan genre ini cenderung menekankan kemampuan berfikir pemain dalam mengambil keputusan danmenganalisa situasi yang ada pada game.Game War of Astraghoul pada penelitian ini adalah game dengan genre real-time strategy, dirancangmenggunakan Unity Engine 2017 dan menggunakan metode finite state machine (FSM) sebagai ArtificialInteligence (AI) atau kecerdasan buatan yang diterapkan pada karakter player dan enemy. Finite state machineadalah metodologi perancangan perilaku sistem yang didasari oleh tiga hal : state (keadaan), event (kejadian),dan action (aksi). Metode finite state machine diterapkan untuk decision making atau pengambilan keputusanpada Non-playable character pada player dan enemy.Berdasarkan pengujian perilaku AI pada Non-playable character (NPC) dapat berjalan dengan baikberdasarkan perpindahan setiap kondisi seperti walk (berjalan), attack (serangan normal), special attack(serangan spesial) dan die (mati) yang dipengaruhi oleh jarak, darah, serangan dan jumlah serangan pada Non-playable character, dimana Non-playable character dapat mendeteksi keberadaan player atau enemy.