Ranuharja, Fadhli

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Authority KeyName Variants
b6ac184e-c348-4764-bde8-d20e26636183
  • Ranuharja, Fadhli (2)
Projects

Author's Bibliography

Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2

Samala, Agariadne Dwinggo; Bojić, Ljubiša; Vergara-Rodríguez, Diego; Klimova, Blanka; Ranuharja, Fadhli

(International Association of Online Engineering, 2024)

TY  - JOUR
AU  - Samala, Agariadne Dwinggo
AU  - Bojić, Ljubiša
AU  - Vergara-Rodríguez, Diego
AU  - Klimova, Blanka
AU  - Ranuharja, Fadhli
PY  - 2024
UR  - http://rifdt.instifdt.bg.ac.rs/123456789/3779
AB  - This study explores how gamification in DOTA 2 cultivates 21st-century skills (problem-solving, teamwork, communication, and critical thinking). It supports DOTA 2 as an immersive platform for skill development. The study investigated various sources, including player surveys, meticulous gameplay analysis, academic research reviews, and expert opinions. By synthesizing this evidence, the study sheds light on DOTA 2’s potential to hone and refine abilities. Player surveys revealed individuals’ acquisition of adaptability in dynamic situations, cultivation of strategic thinking abilities, and enhancement of effective team collaboration skills. An in-depth examination of gameplay unveiled discernible patterns of collaborative effort and cognitive processes aimed at resolving challenges resembling real-world situations. Existing scholarly literature substantiates these findings and highlights gaming’s role in developing 21st-century competencies. The study emphasizes the potential implications of its results for stakeholders, such as educators, policymakers, and game developers, offering valuable opportunities for the practical application of gamification strategies. It sparks further investigation and exploration of unexplored research avenues. This study contributes to the growing body of literature recognizing gaming’s substantial advantages in fostering crucial 21st-century skills.
PB  - International Association of Online Engineering
T2  - International Journal of Interactive Mobile Technologies
T1  - Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2
IS  - 18
VL  - 17
SP  - 33
EP  - 54
DO  - 10.3991/ijim.v17i18.42161
ER  - 
@article{
author = "Samala, Agariadne Dwinggo and Bojić, Ljubiša and Vergara-Rodríguez, Diego and Klimova, Blanka and Ranuharja, Fadhli",
year = "2024",
abstract = "This study explores how gamification in DOTA 2 cultivates 21st-century skills (problem-solving, teamwork, communication, and critical thinking). It supports DOTA 2 as an immersive platform for skill development. The study investigated various sources, including player surveys, meticulous gameplay analysis, academic research reviews, and expert opinions. By synthesizing this evidence, the study sheds light on DOTA 2’s potential to hone and refine abilities. Player surveys revealed individuals’ acquisition of adaptability in dynamic situations, cultivation of strategic thinking abilities, and enhancement of effective team collaboration skills. An in-depth examination of gameplay unveiled discernible patterns of collaborative effort and cognitive processes aimed at resolving challenges resembling real-world situations. Existing scholarly literature substantiates these findings and highlights gaming’s role in developing 21st-century competencies. The study emphasizes the potential implications of its results for stakeholders, such as educators, policymakers, and game developers, offering valuable opportunities for the practical application of gamification strategies. It sparks further investigation and exploration of unexplored research avenues. This study contributes to the growing body of literature recognizing gaming’s substantial advantages in fostering crucial 21st-century skills.",
publisher = "International Association of Online Engineering",
journal = "International Journal of Interactive Mobile Technologies",
title = "Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2",
number = "18",
volume = "17",
pages = "33-54",
doi = "10.3991/ijim.v17i18.42161"
}
Samala, A. D., Bojić, L., Vergara-Rodríguez, D., Klimova, B.,& Ranuharja, F.. (2024). Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2. in International Journal of Interactive Mobile Technologies
International Association of Online Engineering., 17(18), 33-54.
https://doi.org/10.3991/ijim.v17i18.42161
Samala AD, Bojić L, Vergara-Rodríguez D, Klimova B, Ranuharja F. Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2. in International Journal of Interactive Mobile Technologies. 2024;17(18):33-54.
doi:10.3991/ijim.v17i18.42161 .
Samala, Agariadne Dwinggo, Bojić, Ljubiša, Vergara-Rodríguez, Diego, Klimova, Blanka, Ranuharja, Fadhli, "Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2" in International Journal of Interactive Mobile Technologies, 17, no. 18 (2024):33-54,
https://doi.org/10.3991/ijim.v17i18.42161 . .
3

Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience

Samala, Agariadne Dwinggo; Ricci, Marina; Angel Rueda, Christian Jonathan; Bojić, Ljubiša; Ranuharja, Fadhli; Agustiarmi, Winda

(International Association of Online Engineering, 2024)

TY  - JOUR
AU  - Samala, Agariadne Dwinggo
AU  - Ricci, Marina
AU  - Angel Rueda, Christian Jonathan
AU  - Bojić, Ljubiša
AU  - Ranuharja, Fadhli
AU  - Agustiarmi, Winda
PY  - 2024
UR  - http://rifdt.instifdt.bg.ac.rs/123456789/3776
AB  - This study aims to assess the incorporation of virtual reality (VR) photography into the web-based immersive application “virtual interactive campus tour (VICT).” This application offers users an immersive experience, allowing them to virtually explore university campuses and access information about the facilities and services available. The VICT application offers a cost-effective, attractive, and sustainable alternative for universities to display their resources and interact with potential students. Through black box testing, we conducted user acceptance testing (UAT) and functionality testing, confirming the application’s readiness for deployment and its capability to meet institutional and end-user requirements. This study also examined the potential for universities to use VR to meet the expectations of prospective students. The application is compatible with both desktop and mobile devices. The results indicated that the overall average validity score was 0.88, suggesting that the measure is valid. The validation results were thoroughly tested and reliable. This study emphasizes the potential of immersive web-based tours in higher education and aims to bridge the divide between virtual exploration and physical visits. By offering an immersive virtual campus experience, this innovative tool has the potential to revolutionize university marketing strategies, increase student engagement, and transform campus visit approaches.
PB  - International Association of Online Engineering
T2  - International Journal of Online and Biomedical Engineering
T1  - Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience
IS  - 1
VL  - 20
DO  - 10.3991/ijoe.v20i01.44339
ER  - 
@article{
author = "Samala, Agariadne Dwinggo and Ricci, Marina and Angel Rueda, Christian Jonathan and Bojić, Ljubiša and Ranuharja, Fadhli and Agustiarmi, Winda",
year = "2024",
abstract = "This study aims to assess the incorporation of virtual reality (VR) photography into the web-based immersive application “virtual interactive campus tour (VICT).” This application offers users an immersive experience, allowing them to virtually explore university campuses and access information about the facilities and services available. The VICT application offers a cost-effective, attractive, and sustainable alternative for universities to display their resources and interact with potential students. Through black box testing, we conducted user acceptance testing (UAT) and functionality testing, confirming the application’s readiness for deployment and its capability to meet institutional and end-user requirements. This study also examined the potential for universities to use VR to meet the expectations of prospective students. The application is compatible with both desktop and mobile devices. The results indicated that the overall average validity score was 0.88, suggesting that the measure is valid. The validation results were thoroughly tested and reliable. This study emphasizes the potential of immersive web-based tours in higher education and aims to bridge the divide between virtual exploration and physical visits. By offering an immersive virtual campus experience, this innovative tool has the potential to revolutionize university marketing strategies, increase student engagement, and transform campus visit approaches.",
publisher = "International Association of Online Engineering",
journal = "International Journal of Online and Biomedical Engineering",
title = "Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience",
number = "1",
volume = "20",
doi = "10.3991/ijoe.v20i01.44339"
}
Samala, A. D., Ricci, M., Angel Rueda, C. J., Bojić, L., Ranuharja, F.,& Agustiarmi, W.. (2024). Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience. in International Journal of Online and Biomedical Engineering
International Association of Online Engineering., 20(1).
https://doi.org/10.3991/ijoe.v20i01.44339
Samala AD, Ricci M, Angel Rueda CJ, Bojić L, Ranuharja F, Agustiarmi W. Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience. in International Journal of Online and Biomedical Engineering. 2024;20(1).
doi:10.3991/ijoe.v20i01.44339 .
Samala, Agariadne Dwinggo, Ricci, Marina, Angel Rueda, Christian Jonathan, Bojić, Ljubiša, Ranuharja, Fadhli, Agustiarmi, Winda, "Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience" in International Journal of Online and Biomedical Engineering, 20, no. 1 (2024),
https://doi.org/10.3991/ijoe.v20i01.44339 . .