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Depita Kardiati; Risna Dewi; Ferizaldi Ferizaldi; Syarifah Chairunnisak; Jamiati KN

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2026 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

A safe and inclusive learning environment is an important factor in supporting the educational process. However, various forms of bullying behavior, such as teasing, giving negative nicknames, and social exclusion, are still found in schools and may hinder the creation of a comfortable and child-friendly learning environment. This community service activity aimed to improve students’ understanding of bullying and its impacts, as well as to instill the values of mutual respect as an effort to create a safe and inclusive learning environment. The activity was conducted at SD Negeri 2 Muara Batu, Aceh Utara Regency, through the XXXVIII Community Service and Empowerment Program (KKN-PPM) of Malikussaleh University in 2026. The methods used were educational and participatory approaches implemented through preparation, implementation, and evaluation stages. The activities were carried out through socialization sessions, discussions, question-and-answer sessions, simulations, and educational games. The results showed an improvement in students’ understanding of the forms, causes, and impacts of bullying, including verbal, physical, and social bullying. In addition, students demonstrated more positive attitudes, such as increased awareness of respecting differences, treating peers with respect, reducing teasing behavior, and developing empathy and concern for others. The activity also received positive responses from the school, as it was considered supportive of character education and the creation of a more conducive learning atmosphere. Therefore, anti-bullying education through educational and participatory approaches can serve as an effective strategy for creating a safe, comfortable, and inclusive learning environment for elementary school students.

M Burhanuddin Abdillah

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The Alpha generation is currently facing big challenges in balancing virtual activities and real life, where the high intensity of using devices often shifts priorities for worship, especially during the month of Ramadan. This dependence on digital screens triggers individualistic attitudes and reduces children's levels of religious participation. Therefore, this community service activity aims to increase the capacity of parents and children to implement time management and limit screen time effectively. The method used is a social marketing approach combined with participatory observation techniques, interactive visual promotions, and educational simulation games which were implemented in the Imaduddin Mosque Youth Hall, Medokan Ayu, Surabaya. The results of the activity showed a significant increase in understanding among children and parents regarding the importance of setting time limits for using devices. Generation Alpha children responded positively by enthusiastically setting their own daily priority scale between playing and worshiping without feeling forced. The implications of this activity include long-term changes to the social and spiritual dynamics of residents, the creation of a more harmonious family environment with minimal conflict related to confiscation of devices, as well as the revival of the function of mosques as centers of communal interaction for the younger generation. It is hoped that the independence of citizens in educating children will be able to build the foundation for a future generation that is digitally intelligent, mentally healthy and has a strong religious character.

I Putu Nanda Yoga Mayura; I Ketut Garwa; I Gede Yudarta

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

Citra Jalatarangga is a karawitan composition that is contextually inspired by the duality of freshwater and seawater springs found at Geger Beach. The duality embodied in this idea serves as the fundamental concept and is subsequently implemented in the formulation and structuring of Balinese karawitan performance techniques. This paper discusses the process of creating the work, the formal structure of the composition, and the aesthetic values contained within it. The karawitan composition Citra Jalatarangga employs three theoretical frameworks as analytical tools to describe the duality of the different water sources. Transformation theory is used to determine the form and structure of the composition, creativity theory serves as a reference in the creative process, and postmodern aesthetic theory functions as a guideline for applying aesthetic nuances to the work. The creative method used in the creation of Citra Jalatarangga is the Panca Sthiti Ngawi Sani method, which consists of five stages: the inspiration stage (ngawirasa), the exploration stage (ngawacak), the conception stage (ngarencana), the execution stage (ngawangun), and the production stage (ngebah). This work utilizes several instruments from the Gamelan Semara Dana as its expressive medium and is structured into three sections, each representing the duality of the water sources through different formulations and performance techniques. In addition, instrument arrangement, costume design, and lighting design also function as supporting aspects in the presentation of the work, which was staged at Wantilan Banjar Sawangan, Desa Adat Peminge.

Dwi Hastuti

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

This paper explores the epistemological dimensions of the digital transformation occurring in traditional game development through the integration of machine learning systems. By examining how knowledge creation, validation, and application have evolved in this domain, we identify fundamental shifts in the epistemological frameworks governing game development practices. The research investigates how machine learning has redefined creative processes, technical implementation, and experiential design while challenging traditional notions of authorship, expertise, and knowledge transmission. Through analysis of industry case studies, technological capabilities, and theoretical frameworks, this paper contributes to understanding how machine learning systems are not merely tools but epistemological agents that fundamentally transform how knowledge is generated, validated, and utilized in game development ecosystems.

Eveline Dau Leja

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Texture creation has been one of the important aspects in creating 3D environment. It could support an object that could be identified by the viewer. There has been software that providing the creation of a texture for a playable 3D game asset. The purpose of this research was to find the method of making a wall texture and to show the in-app parameters that could be applied. The objective of this research is to find any possible limitation toward using the software. As a step to make exploration thoroughly, a brick wall design has been made with initial modelling in ZBrush and Maya app. Followed by the usage of Substance 3D Painter as a variable to control the texture modification. There was more in-depth explanation in creating a defined surface texturing with in-app technical parameters.

Allya Farisha Azzahrani; Dzikri Adzkia; Lina Khoerunnisa; Muruatul Luthfiyah; Zahwan Azzahi Alfirdausi

AL-MUSTAQBAL: Jurnal Agama Islam 2025 STIKes Ibnu Sina Ajibarang

Monopoli Jamaah Berkah is an educational game designed to help students understand the concepts of togetherness, cooperation, and religious values through play. The background for the creation of this game stems from the need for more interesting, interactive, and easy-to-understand learning media, especially for material related to congregations and daily religious activities. This study aims to explain the game development process, how the game works, and how it can increase student engagement and understanding. The method used is simple development research through observation of needs, creating a preliminary game design, and testing the game on a small group of students. The test results show that this game encourages students to be more active, easily understand the concepts, and be more enthusiastic about learning. In addition, the competitive elements and rules of the game proved to help students work together while continuing to learn in a fun atmosphere. In conclusion, “Monopoli Jamaah Berkah” is worthy of being used as an alternative learning medium because it is able to combine educational and entertainment elements in a balanced manner, making learning more lively and meaningful.

Restu Agung Setyo Nugroho; Viro Dharma Saputra

Kajian Administrasi Publik dan ilmu Komunikasi 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study explores the implementation of communication strategies in building personal branding on YouTube, with a particular focus on the micro-gaming content creator bioplazee. Using a qualitative approach, this research adopts a systematic literature review method by analyzing scientific journals, academic books, and other relevant sources published within the last five years. In addition, empirical analysis is conducted on the bioplazee YouTube channel to observe real-world applications of communication and branding practices. The study finds that communication strategies serve as a fundamental component in shaping audience perceptions, fostering engagement, and differentiating content creators in an increasingly competitive digital space. For micro-creators with limited resources (352 subscribers), authenticity and local cultural elements—such as using a Javanese accent and adapting to trending game themes—are found to be powerful tools for building a unique identity. However, the research also identifies gaps between theoretical models and practical execution, especially in maintaining message consistency, systematic content planning, and collaborative networking. These findings emphasize the importance of developing more structured, adaptive, and sustainable communication strategies for micro-creators to strengthen their personal branding, attract a loyal audience base, and achieve long-term growth in the dynamic landscape of digital content creation.

Yayan Sudrajat; R.A. Annita Meilina Ahmadi; Ikeu Liana Dewi; Ina Herlina; Rifka Kamalia Wardani +1 more

Nusantara: Jurnal Pengabdian kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

This community service program focuses on training teachers at SMKN 1 Malingping in developing formative assessment instruments using the Quizizz and Wordwall platforms. The main objective is to enhance teachers’ competencies in integrating technology into classroom assessment practices, thereby improving the quality of teaching and learning. Formative assessment plays a crucial role in the learning process as it allows teachers to continuously monitor student progress, identify learning gaps, and provide timely feedback that supports both remediation and enrichment. By mastering digital tools such as Quizizz and Wordwall, teachers can design engaging, interactive, and effective assessment activities that align with curriculum objectives while also increasing student motivation and participation. The training was conducted through a workshop model, combining theoretical sessions on formative assessment principles with hands-on practice in creating and implementing online quizzes, interactive games, and customized learning activities. Teachers were guided step-by-step in account creation, content development, and analyzing assessment results for instructional decision-making. Feedback sessions were also integrated to address challenges and share best practices. The results of the training indicated a significant improvement in teachers’ skills and confidence in utilizing Quizizz and Wordwall for formative assessment. Participants demonstrated the ability to design varied assessment formats, adapt content to students’ needs, and effectively interpret assessment data to inform teaching strategies. Moreover, teachers reported increased student engagement when these platforms were implemented in classroom settings. This program highlights the importance of equipping educators with digital literacy skills that are relevant to 21st-century learning demands. The integration of Quizizz and Wordwall not only streamlines the assessment process but also fosters a more dynamic and student-centered learning environment. The experience from SMKN 1 Malingping suggests that similar training initiatives can be replicated in other schools to promote effective, technology-based formative assessment practices.

Mohamad Rafi Ahdan Rizar; Nasharuddin Mas; Alfiana Alfiana

Maslahah : Jurnal Manajemen dan Ekonomi Syariah 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This quantitative study investigates the antecedents of Brand Loyalty in Genshin Impact players by examining the mediating role of Customer Value in the relationship between Experiential Marketing and Product Quality. Data were collected from 80 active players in Malang City using a purposive sampling technique and analyzed using a Partial Least Squares Structural Equation Modeling (PLS-SEM) approach to examine the relationship between variables. The results revealed two distinct pathways to loyalty formation. First, Experiential Marketing demonstrated a significant influence on Brand Loyalty, both directly and indirectly through strong mediation by Customer Value. This suggests that emotional, sensory, and relational experiences during gameplay play a crucial role in creating perceived value and long-term engagement. Second, although Product Quality demonstrated a significant direct influence on Brand Loyalty, its influence was not significantly mediated by Customer Value. This indicates that while the game's graphical quality, system performance, and technical stability are highly appreciated, they do not automatically translate into customer value without a meaningful experience. This study concludes that in the Games-as-a-Service model, loyalty is built through a dual strategy: a combination of superior product appeal and holistic value creation derived from a rich, curated player experience. Therefore, game developers need to synergistically integrate experience and quality strategies to build long-term brand loyalty. The practical implications of these findings are highly relevant for game developers and digital marketers. Marketing strategies are no longer sufficient to simply highlight technical features or product specifications; they must also address the emotional and social dimensions experienced by players.

Henri Joko Lumban Gaol; Nelson Tarigan

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The creation of this artwork was inspired by the artist, who is a native of the Batak Toba tribe from Pollung District, Humbang Hasundutan Regency. This area is known as a horse breeding region, which produces waste in the form of horsehide scraps. This waste is then utilized as an alternative medium for painting. The idea for the artwork was inspired by traditional Batak Toba games rich in cultural value. This research aims to visualize the form, historical background, and function of traditional Batak Toba games through paintings. In the creation process, horsehide and oil paint were used as media. Each painting depicts the visual form of the traditional game with a simple approach yet still reflects the characteristics and meaning of the games. The method of creating the artwork is based on the stages described by Hedriyana, which include five stages: preparation, elaboration, contemplation, the creation process, and completion of the artwork. The final result of this research is a series of paintings with various titles, as the author's visual interpretation of traditional Batak Toba games.

Diki Ramadhani; Aprilia Srilestari; Ika Titian Junita; Nurul Robiyatul Abdabiah

ARDHI : Jurnal Pengabdian Dalam Negri 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This community service project at SD Negeri 16 Kota Bengkulu aims to enhance children's awareness of local culture. The primary objective is to cultivate a love for Bengkulu’s indigenous heritage through integrated cultural education. Utilizing the Asset-Based Community Development (ABCD) approach, the program leverages existing community strengths and cultural assets. Service-learning, field observation, and a descriptive qualitative methodology guide the design and implementation of a variety of cultural activities. Key activities include training in traditional dance and Dol music, the introduction of local games, exposure to Bengkulu folk songs, as well as the introduction of Batik Besurek and traditional foods. As part of the Pancasila Student Profile Strengthening Project (P5), the program also features the creation of Tabot miniatures and coloring wayang figures. Additionally, the program introduces the Kaganga script and raises awareness about cultural preservation. This comprehensive initiative is expected to significantly enhance students' appreciation and understanding of Bengkulu’s rich cultural heritage, contributing to the sustainable preservation of local traditions.  

Nurul Karisma; Yovita Eka Wulandari; Shelvi Amalia Putri

ARDHI : Jurnal Pengabdian Dalam Negri 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This article aims to analyze the views of Generation Z (Gen Z) towards the use of Mobile Legends online game as a source of income. This research uses a qualitative approach with a case study method involving six research subjects aged 20-24 years old and actively playing Mobile Legends. Data were collected through semi-structured interviews, observations, and documentation studies. The results showed that Gen Z has a positive view of Mobile Legends as a source of additional income. Their main motivations are the desire to earn extra income, an income-generating hobby, filling spare time, and entrepreneurial opportunities. The strategies used include selling accounts, becoming a jockey, live streaming, content creation, and participating in tournaments. Challenges faced include fierce competition, meta game changes, risk of fraud, and the need to maintain a balance between gaming and real life. Playing intensity has a relationship with monetization success, but excessive intensity can have a negative impact. This research provides new insights into the phenomenon of online game utilization as a source of income among Gen Z and its implications for the digital economy and entrepreneurship.

Rafi Ardani; Fadli Muhammad Athalarik; Nasaruddin Siregar; Syahrul Hidayanto

International Journal of Communication, Tourism, and Social Economic Trends 2024 Asosiasi Penelitian dan Pengajar Ilmu Sosial Indonesia

Football is far more than a game; it is a cultural language that brings people together across nations and generations. In Indonesia, this passion for football extends beyond domestic leagues, where local supporters also form strong communities around international clubs. One of these is the Chelsea Indonesia Supporters Club (CISC) Bekasi Region, a collective of Chelsea FC fans who not only share admiration for the team but also nurture social bonds and a sense of belonging within their community. This paper offers a conceptual exploration of how cohesiveness among members of CISC Bekasi contributes to the creation of a positive community image. Building on ideas from scholars such as Mulyana (2016), Collins and Raven (in Arifuddin, 2016), and Muniz and O’Guinn (in Ratnawati & Lestari, 2018), the discussion focuses on the role of group communication in fostering solidarity and collective identity. Within the group, communication is not limited to exchanging information but also functions as a medium for emotional support, shared values, and moral responsibility. The argument put forward is that effective communication and social cohesion can transform a fan club into a respected social group that embodies unity and positive representation. The experience of CISC Bekasi illustrates how sports enthusiasm, when supported by strong interpersonal ties, can encourage inclusive participation and strengthen the public image of football supporter communities in Indonesia.

Hairani Winarti; Putri Zahrani Purba; Titi Syahfitri Pane; Mutiah Khaira Sihotang Ma

Jurnal Inovasi Sosial dan Pengabdian 2024 Lembaga Pengembangan Kinerja Dosen

This community service program aims to socialize the importance of early saving habits to children using an Islamic financial approach, while also contributing to the village of Jaranguda in environmental preservation through the creation of organic and non-organic trash bins. The activities included preparation, socialization of the program, and participation in various social activities, such as group exercises, religious recitations, and the Independence Day celebration. Furthermore, the program developed the creativity of RA Nur Ilmi kindergarten students through games and skill-based activities. The results show that the program successfully fostered positive relationships between the students and the local community, raised awareness about the importance of saving and environmental management, and provided valuable experience for students in applying their knowledge within the community. The program is expected to continue with the support of various stakeholders to generate more long-term and significant impacts.

Eva Khusnia Arianti; Rizky Herdian Syah; Mila Hariani

Jurnal Penelitian Manajemen dan Inovasi Riset 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This research aims to identify and analyze effective tactics used by teachers in increasing the learning motivation of fifth grade students at Tempel Elementary School. Using a qualitative approach with a case study method, data was collected through classroom observations, in-depth interviews, and document analysis. The research results show that several effective tactics include: (1) Project-Based Learning Approach which involves students in practical and relevant activities, (2) Use of varied learning media such as educational videos and teaching aids to make lessons more interesting, (3) Providing Constructive Feedback that helps students feel valued and motivated, (4) Creation of a Positive and Supportive Classroom Environment that makes students feel safe to participate, and (5) Use of Interactive Learning Methods such as group discussions and educational games that increase students' active participation. These findings indicate that these strategies effectively increase students' learning motivation, which contributes to increasing their participation, interest and learning outcomes. This research provides practical implications for teachers in developing effective teaching strategies and becomes a reference for developing teacher training programs and educational policies that support the creation of a learning environment that motivates students.    

Titin Setiawati; Muhammad Sabri; Teuku Faturrahman

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2023 Fakultas Teknik Universitas Maritim AMNI Semarang

Graphic design has become a necessity in various areas of life, including branding and website design. Nowadays, graphic design has become an important part of various sectors of life, especially to support the economic and marketing sectors. Therefore, graphic design visual arts abilities and skills are very necessary. This is an opportunity to equip young people with graphic design skills. The results of a survey conducted by the service team showed that Medan city teenagers have a high interest in graphic design art. So real efforts need to be made to equip Medan city teenagers with graphic design skills. Therefore, in this community service activity, graphic design training and assistance was carried out using the Canva application to increase the creativity of Medan city teenagers. The method of implementing community service is in the form of lectures providing material directly by resource persons to partners.

Chyntia Elsa Pratiwi; Eva Dwi Kurniawan

Ocean Engineering : Jurnal Ilmu Teknik dan Teknologi Maritim 2023 Fakultas Teknik Universitas Maritim AMNI Semarang

The creation of literary works in various genres such as short stories, poetry and even novels cannot be separated from themes related to the development of technology, including internet technology. The novel genre literary work entitled Hi-Fi by Bayu Permana, published in 2019, contains several uses of internet technology in it which will be explained more complexly in this research. In this novel, internet technology as a whole is used as a means to explore information and knowledge in the learning process, as well as as a means of entertainment for playing games, watching streaming broadcasts, downloading videos, accessing social media, and so on. The method used in this research uses a hermeneutic approach, namely by analyzing in more depth several text fragments in the novel related to internet technology. Internet technology findings in the Hi-Fi novel include internet network technology, Wi-Fi, quota or data package, Mi-Fi, and hotspot.

Muhammad Sabri; Titin Setiawati; Ahmad Chairyan

Nusantara: Jurnal Pengabdian kepada Masyarakat 2023 Pusat Riset dan Inovasi Nasional

Perspective or point of view is a technique or method for drawing objects in the form of objects, rooms (interiors), and environments (exteriors) that are larger in size than humans. This technique was created due to the limited visibility of our eyes in seeing objects. The farther the eye can see, the smaller it appears and will even disappear from view at a certain distance. Conversely, the closer our eyes look, the object will appear bigger. Two things must be used as a benchmark in perspective drawing techniques. Perspective in general means images that are used to communicate objects in the form of objects, spaces, environments that are visible to the human eye on a flat plane. Perspective drawing is an image that technically uses a vanishing point. Perspective drawing itself is a form of 3-dimensional images.

Titin Setiawati; Muhammad Sabri; Muhammad Munawar Suaib

Nusantara: Jurnal Pengabdian kepada Masyarakat 2023 Pusat Riset dan Inovasi Nasional

Reativity and skills in the field of technology are a unit that go hand in hand and are indispensable in the world of work. For this reason, it needs to be instilled early on in directing and developing the skills and creativity of a student. Given the large number of companies engaged in graphic design, advertising and multimedia, it affects the development of the times and everyone's knowledge. In the very rapid development of technology like now we are required to be able to become people who have more creativity. This Community Service is carried out at the Al-Wasliyah Hamparan Perak Vocational School, where the author will help younger siblings to be able to make simple games from power point. But it doesn't demand the possibility for them to recreate it into games that are more creative, innovative and useful.

Rahadian, Aditya Cipta; Setiawan, Iwan; Hartawan, George Pri

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

In this era of rapid technological development, many things are developing rapidly, one of which is the development of games in the world. Many games have been made by the developers themselves, so there are already many variations of the type of game itself, one of which is the endless runner genre game. In the endless runner game itself, there is an object that we have to create massively and repeatedly which usually applies to how to create and delete these objects massively. However, there is a better method in optimizing the implementation for massive object creation and deletion with the object pooling method, where the difference is in this method uses how to activate and deactivate objects. So in this way, it will optimize the game so that its performance does not drop and memory usage does not take up much space.