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Diyajeng Luluk Karlina

International Journal of Mechanical, Electrical and Civil Engineering 2026 Asosiasi Riset Ilmu Teknik Indonesia

This research aims to design and develop a simple Dino-themed game based on a microcontroller, with the display using an I2C LCD. The game is inspired by the offline Dino game on Google Chrome, adapted to run on an Arduino Uno microcontroller. The research method used is Research and Development (R&D), consisting of stages such as needs analysis, system design, simulation using Wokwi, hardware assembly, programming, and testing. The system uses push buttons as input and a 16x2 I2C LCD as the output display. The testing results show that the system can respond quickly to user input and display character movement and score updates dynamically on the LCD screen. Although the graphical capability of the LCD is limited, the game runs well and successfully demonstrates the basic concepts of microcontroller programming as well as interactive input-output processing. Further development is recommended to enhance the graphical interface and add features such as sound effects and progressive difficulty levels.

Faris Afif Nababan

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study focuses on the development of an interactive learning media for introducing OpenGL in the Computer Graphics course. The research approach used is Research and Development (R&D) with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The final product of this study is an interactive learning application that covers basic OpenGL material, simple programming exercises, evaluation quizzes, and other supporting information. The trial results show positive feedback from students. Based on the questionnaire analysis, the aspects of appearance, content, interactivity, and benefits received an average score of 85% in the "very good" category. Additionally, the effectiveness of this media is evident in the improvement of student learning outcomes, with the average score increasing from 64 to 82 after using the media, and the passing rate rising from 56% to 88%. Overall, this OpenGL-based interactive learning media proves to be effective in enhancing students' understanding and can serve as an alternative or complement in the Computer Graphics course learning process.

Soetam Rizky Wicaksono; Didit Prasetyo Nugroho

Jurnal Pengabdian dan Pembangunan Lokal 2026 Lembaga Pengembangan Kinerja Dosen

This community service program aimed to strengthen the digital competencies of junior high school students through a structured workshop on graphic design and photography. The activity was conducted on June 10–11, 2025 at Universitas Ma Chung and involved thirteen students from SMP Insan Amanah accompanied by their teachers. The program was designed based on prior identification of learning needs conducted through coordination with school representatives. The workshop integrated theoretical instruction and hands-on practice covering basic photography concepts such as angle, shot, triangle exposure, and three point lighting, followed by editorial layout training using Canva. Students were guided to edit photographs, arrange layouts, and select appropriate text elements. The results indicated improvements in students’ technical skills, learning engagement, and collaborative behavior. A campus tour conducted at the end of the program provided additional insight into the academic environment of higher education. Overall, the program demonstrated that practice-based learning effectively supports digital skill development among junior high school students.