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Published By Soegijapranata Catholic University

2776-0332

2021 ◽  
Vol 1 (2) ◽  
pp. 62
Author(s):  
Oh Daniel Kurniawan ◽  
Hendra Prasetya ◽  
Bernadinus Harnadi

Language and culture is an applied been possessed by every man since born. Language is a in the form of communication with  each  other.  In daily life, communicate with the family, friend, even work also need good ability. Therefore a  use of language that well and properly should be owned individuals[1]. Nihon-Goo! Is a Game made from computer for the purpose as a medium and facilitate the process increase knowledge and understanding basic vocabulary and culture in japan. After 5 times playing of one each day, game testing was conducted to 40 people and fill the questionnaire. Post-test data result shows that the game makes the player having  difficulty answering  the questions, but still want to play it again and again. So even though they failed to try it, they still tried again and again.


2021 ◽  
Vol 1 (2) ◽  
pp. 49
Author(s):  
Richard Juan putra Sudarto ◽  
Erdhi Widyarto Nugroho ◽  
Hendra Prasetya

Online psychotic are developed to keep up with current technological advancements. Application of Psychotest Development Based on Online with Edward Personality Preference Schedule and High-level Indonesian Collective Intelligence Test, developed for the benefit of the Soegijapranata Center for Applied Psychology. Making the application "Psychotest Development Based on Online with Type of EPPS and High TIKI" is motivated by the director's vision to be able to advance PPT Soegijapranata. In the process of creating an application design, sources were obtained from the director of the Center for Applied Psychology at Uneg Soegijapranata, the design obtained was the number of users, application flow, and mockup design. The goal to be achieved is to change the manual process to use technology. When testing 30 respondents, it was found that the Psychotest Development Application Based Online with EPPS and TIKI Types was quite helpful and made the test process simple.


2021 ◽  
Vol 1 (2) ◽  
pp. 43
Author(s):  
Dominikus Reynard Darmawan ◽  
Erdhi Widyarto Nugroho ◽  
Ridwan Sanjaya

Nowadays, culture exchange is so much easier, with the foreign culture walk in to Indonesia, our traditional culture start to be forgotten, one of them is our traditional dance. And also, studying our native culture is considered something outdated.  That why its needed a new media to  make our traditional culture more modern so not become forgotten. One of the media which can be used is a game and a technology called kinect, with both of it, can be made a simulation game of our traditional dance, so it can be a media for introducing our traditional dance or help to train the dancer.


2021 ◽  
Vol 1 (2) ◽  
pp. 54
Author(s):  
Rico Yupita ◽  
Ridwan Sanjaya ◽  
Bernadinus Harnadi

The purpose of this research is to find out the ways to make Catholic Subject learning more enjoyable, convenient, and helpful by designing "A New Me" game that were in accordance with primary student’s necessity. This educational game was designed to teach students about the Fruit and Gifts of the Holy Spirit. The game has been examined to 50 Primary School students in age range of 10–12 years old. The subject matter used is the Fruit and Gifts of the Holy Spirit. The results of this research showned that the desire to play “A New Me” game is greatly influenced by the experience of playing digital games before, effort expectancy, enjoyment, and usability in  playing the game.


2021 ◽  
Vol 1 (2) ◽  
pp. 68
Author(s):  
Alnando Harsono ◽  
Ridwan Sanjaya ◽  
Bernadinus Harnadi

Human’s ignorance is the most threatening factor to natural water sources on the system. The habit of littering and poor waste management often occurs in developing countries, especially Indonesia. Through an educational game this message could be delivered easier. This paper is intended to find ways for people to be more concerned with water pollution. The questionnaire and interview methods are used to search for pre-test and post-test data. From the pre-test data, “Save The Sea” mobile game is created which can help educate the public about the dangers of water pollution. After 5 times playing of once each day, game testing was conducted to 39 people and fill the questionnaire. Post test data result shows that the game succeeded in creating conditions where people were more concerned about water pollution.


2021 ◽  
Vol 1 (2) ◽  
pp. 35
Author(s):  
Kevin Christopher ◽  
Bernardus Harnadi ◽  
Hendra Prasetya

Students have a general problem to even start learning the English language. Through the game, student will only feel that they’re playing games and not studying, increasing the willingness of someone to learn more by averting their mindset to think that they are playing instead of studying. The game will be created in a form of a board game, the reason is the game is seen as more a friendly and more acceptable by more people. The objective of this research is to design a board game helping student to increase their English proficiency in a friendlier, easier, and enjoyable manner. The board game was tested to 40 students on high school by letting them play it 10 times in different day each time they play, and then filling the questionnaire. The questionnaire then will be processed in SPSS software to conclude the result of the research. This research will produce an English learning educational board game which will improve their English proficiency in a fun and cooperative way (togetherness).


2021 ◽  
Vol 1 (1) ◽  
pp. 1
Author(s):  
Yedija Prima Putra ◽  
Erdhi Widyarto Nugroho ◽  
Hendra Prasetya

At present, the development of the game world is increasing. A lot of which utilize various sensors as input. However, many of these games have no educational value. Therefore, the game titled "Terjumlah" is designed, which has educational value, in this case math material. In the making of the game, collaborated using kinect sensor that can detect the movement of the user, to be more active and interactive.


2021 ◽  
Vol 1 (1) ◽  
pp. 16
Author(s):  
Anastasia Widiastuti ◽  
Erdhi Widyarto Nugroho ◽  
Albertus Dwi Yoga Widiantoro

 Soegijapranata Catholic University is one of the private universities that exist in Semarang. Many students from outside the region are on their education at this university. Students from outside the area seek for the temporary residence or domicile or are often referred to as boarding houses. The increasing of the development technology makes it easier for humans to find all the information. Boarding houses search application helps facilitate students in finding information about boarding houses which are desired. This application can be operated on Android and there are printed the profiles and the facilities of boarding houses, so that users can use them easily, and equipped with GPS to find boarding houses locations, it is not easier to find the locations of the boarding houses. From the results of this study, 90% agree with the existence of a boarding houses search application. This application is very beneficial for various parties such as boarding houses managers can promote their own boarding houses and students are easier to find boarding houses information which is desired and they can choose from the lowest price to the highest price.


2021 ◽  
Vol 1 (1) ◽  
pp. 31
Author(s):  
Kristiawan Nugroho

The Covid-19 pandemic has occurred for a year on earth. Various attempts have been made to overcome this pandemic, especially in making various types of vaccines developed around the world. The level of vaccine effectiveness in dealing with Covid-19 is one of the questions that is often asked by the public. This research is an attempt to classify the names of vaccines that have been used in various nations by using one of the robust machine learning methods, namely the Neural Network. The results showed that the Neural Network method provides the best accuracy, which is 99.9% higher than the Random Forest and Support Vector Machine(SVM) methods.


2021 ◽  
Vol 1 (1) ◽  
pp. 10
Author(s):  
Steven Wisnu Cahya Putra ◽  
Albertus Dwiyoga Widiantoro ◽  
Bernardinus Harnadi

This study aims to design the nearest doctor search application based on Android. The application is designed to find the nearest doctor and emergency room, show a list of emergency rooms and general doctor and specialists who open practice in Semarang area, and order queues online. The design of this application uses survey results to get data about application requirements. The application is designed based on the needs of the people who use the services of a private practice doctor and is expected to help the community in ordering queues to see a private practice doctor. The application was tested to 45 respondents ages 16-35 years who had tried the application 2-4 times. The test results state that application users will continue to be willing to use it if the application is easy to use and they have the device to run the application.


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