Judul: Pengembangan dan Pengukuran Enjoyment Prototipe Permainan Simulasi Perikanan melalui Playtest dengan Model EGameFlow
Abstrak: Perikanan budidaya air tawar dapat menjadi pendukung untuk membangun perekonomian nasional. Potensi lahan yang luas menjadi pendukung untuk melakukan perikanan budidaya namun kurangnya kemauan masyarakat membuat potensi ini belum dimanfaatkan. Aplikasi permainan dapat menjadi media untuk menyampaikan edukasi serta motivasi tentang perikanan. Sebuah desain permainan simulasi perikanan yang menyenangkan sudah dibuat dan dicantumkan pada Game Design Documentation (GDD). Pembuatan prototipe permainan dan playtest perlu dilakukan diawal untuk memberi evaluasi terhadap desain permainan. Oleh karena itu, pengembangan dan pengukuran enjoyment melalui playtest mekanisme dasar permainan simulasi perikanan dilakukan untuk menciptakan aplikasi permainan yang menyenangkan. Penelitian ini berfokus pada pengembangan mekanik dasar sesuai desain GDD dengan tampilan yang sederhana kemudian melakukan pengujian terhadap target pemain. Hasil pengujian terhadap 15 partisipan menggunakan model EGameFlow memberikan nilai enjoyment yang masih rendah. Partisipan tidak merasakan kesenangan saat bermain karena kurangnya fitur pada prototipe sehingga tantangan permainan masih membosankan untuk dimainkan., Freshwater aquaculture can be a support to build the national economy. The vast potential of land becomes a support for aquaculture, but the lack of motivation will makes this potential untapped. Game applications can be a medium to give education and motivation about fisheries. A fun fishing simulation game design has been created and written in the Game Design Documentation (GDD). Game prototype and playtest need to be done at the beginning to evaluate the game design. Therefore, the development and measurement of enjoyment through playtest the basic mechanics of a fishery simulation game is carried out to create a fun game application. This research focuses on developing basic mechanics according to the GDD design with a simple appearance and then testing the target players. The test results of 15 participants using the EGameFlow model provide a low enjoyment value. Participants did not feel fun while playing because of the lack of features in the prototype so the challenge was still boring to play.
Keyword: EGameFlow, aquaculture, playtest, game prototype

Judul: Player Engagement Observation of Daily  Mission Feature for Implementation in Aquaculture Simulation Game using Diary  Study
Abstrak: Video game merupakan industri yang sangat besar dan memiliki nilai pasar yang masif. Motivasi bermain dapat berasal dari kemampuan pemain untuk mempengaruhi lingkungan pada game tersebut. Penelitian sebelumnya juga menunjukkan bahwa mekanisme reward adalah salah satu faktor terbesar dalam mempertahankan retensi secara umum. Misi harian merupakan fitur yang umum diimplementasikan dalam Free-to-play Online Mobile Game. Fitur ini bekerja dengan memberikan tugas yang dapat diselesaikan dan diperbarui tiap hari, memberikan insentif agar pemain dapat kembali dan bermain setiap hari. Akan tetapi, desain misi harian yang kurang matang dapat memberikan kesan membosankan atau membuat pemain menjadi frustasi. Penelitian ini menjelajahi implementasi misi harian dalam tiga game berbeda pada beberapa arketipe pemain yang berbeda. Dilakukan observasi diary study selama dua pekan yang dilanjutkan dengan survei Game Experience Questionnaire (GEQ) dan wawancara untuk mempelajari perilaku dan pengalaman pemain. Hasil indikatif menunjukkan permainan kesukaan tiap arketipe pemain. Beberapa implikasi dan saran untuk perancangan fitur misi harian didapatkan berdasarkan analisis dari transkrip wawancara, penilaian GEQ, beserta isi player diary., Video game industry is very massive in both size and market value. Motivation for play may come from the player’s ability to influence the game’s landscape. Previous studies also found that reward mechanisms are one of the biggest factors for keeping retention in general. Daily mission is a common feature in Free-to-play Online Mobile Game. This feature works by setting tasks that refresh on a daily interval and offer incentive for players to come back and play on a daily basis. But half-baked implementation could potentially make the game mundane and even frustrate players. This study aims to explore the implementation of three different games in several different player archetypes. Two weeks of observation period, followed by an interview and Game Experience Questionnaire (GEQ) will be conducted to learn players behaviour and experiences. Results indicatively points to each player archetype's favourite game. Some general design implications and suggestions are gathered from interview transcripts, GEQ score, and player diary contents.
Keyword: daily mission, diary studies, game experience, retention

Judul: Enhancement of photon absorbtion on BaxSr1-xTiO3 thin films semiconductor using photonic crystals.
Abstrak: In this research, has been conducted BaxSr1-xTiO3 (BST) thin films manufacturing for mole fraction x = 0.25, 0.35, 0.45, and 0.55; and concentration of 1 molar using chemical solution depositon (CSD) method. The materials, which are used in this research, are barium acetate [Ba(CH3COO)2, 99%], strontium acetate [Sr(CH3COO)2, 99%], titanium isopropoxide [Ti(C12O4H28), 97.999%], gallium trioxide [Ga2O3], 2-methoxyethanol [H3COOCH2CH2OH, 99%] and 1 x 1 cm of transparent conductive oxide (TCO) glass as substrate. Two BST thin films are made that for BST thin films which are doped by 10% galium (BGST) as p-type layer and pure BST solution as n-type. BST solution is made by reacting barium acetate [Ba(CH3COO)2, 99%], strontium acetate [Sr(CH3COO)2, 99%] and titanium isopropoxide [Ti(C12O4H28)] into 2-methoxyethanol solvent [H3COOCH2CH2OH, 99%] in accordance with mass gram for each x value. While, BGST solution is made in the same way as BST solution, plus adding gallium at 10% of the mass of BST. Once all materials are reacted, then vibrated using ultrasonic for 90 minutes, and followed by coating BGST / BST on the TCO substrate. Once the layer is formed, then annealed for 15 hours at temperature of 500 °C with increasing rate of 1.67 oC/minute. Characterizations of BST thin films with or without photonic crystals include the absorbance and transmittance in the visible light spectrum, as well as the electrical photoconductivity characterizations. From BST thin films without photonic crystals indicate that our thin films have light absorption area on almost the entire range of the visible light spectrum even to the infrared range with absorption value over than 67.6%, in addition, it can be seen that the maximum absorbance of BST thin films for all mole fractions lie in blue to green light spectrum region, 457 nm ≤ λ ≤ 570 nm and the minimum in yellow to red light spectrum region, 570 nm ≤ λ ≤ 678 nm. The largest absorbance is found at x = 0.25 with average absorbance value of 92.04% and maximum and minimum absorbance peaks at wavelength of 500.89 and 657.72 nm, respectively. At x = 0.35, average absorbance value decreased to 83.55% with maximum and minimum peaks at 505.73 and 613.68 nm, respectively. Then increased to 91.16% at x = 0.45 with maximum and minimum peaks at 506.04 and 618.56 nm, respectively. At x = 0.55, average absorbance value decreased to 80.12% with maximum and minimum peaks at 507.85 and 608.79 nm, respectively. Moreover, it can be seen that the addition of barium mole fraction leads to wider maximum absorbance or minimum transmittance peaks and narrower minimum absorbance or maximum transmittance peaks in the same range of the green and blue & red light spectrums, respectively. BST thin films with photonic crystals show increasing in absorption for all x values in the range of 3.04 into 13.33%. At x = 0.25, average absorbance percentage increased 3.96% from 92.4 into 95.68%, for x = 0.35 average percentage increased 7.07% into 89.45 from 83.55%. Furthermore, average absorbance of BST thin films at x = 0.45 increased 3.04% from 91.16 into 93.93% and x = 0.55 has
Keyword: