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Educational Games of Introducing English to Early Childhood Gunawan, Rico Ferdian; Chandrawati, T. Brenda; Prasetya, FX. Hendra
Journal of Business and Technology Vol 4, No 2: Agustus 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v4i2.11220

Abstract

In early childhood, they usually begin exploring many things, such as learning, playing and imitating the behaviour of older people. Children learn to communicate with others and from their peers at a certain age. Children also learn to recognize letters of the alphabet, self-recognition and surrounding objects. The following year, children recognize other languages, such as English. Then, year by year, children start learning many languages, such as English. This educational game will be for English furniture for children. When children play games, they are usually accompanied by parents to guide and teach them to play games. The educational game "Elang" is for learning English using puzzle gameplay. This "Elang" game will introduce fruits, transportation, and family members. Then, children can be through an educational game, when children are playing games, of course, accompanied by their parents to guide and teach them to play the game. The purpose of making this educational game is to use puzzle gameplay that brings the topic of fruit introduction, transportation introduction and family introduction to children. The research methods used are waterfall methods and game testing to collect data from respondents in a survey. The survey was conducted by interviewing parents of children who played the educational game "Elang". The survey results show that the educational game "Elang" introduction to English can be efficient in early childhood learning.
Website Based Floor Plan Design for Henricus Constant and Mikael Unika Soegijapranata Buildings Putra, Sie Irfan Eka; Prasetya, FX. Hendra; Nugroho, Agus Cahyo
Journal of Business and Technology Vol 4, No 1: April 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v4i1.10399

Abstract

This study explains how influential technological progress is in several aspects, in this study it refers to aspects of education, knowledge, and facilities for students regarding floor plans. And with existing technological advancements, it doesn't make it difficult for students to find information boards or bulletin boards.There are several methods of analysis, namely, Primary Data Sources and Secondary Data Sources. The second uses the Data Collection method in this method which is also divided into several sections, namely: Collection of Questionnaires or Questionnaires, Literature Study and Interviews. The third uses the Testing method which is divided into several tests, namely: Application Testing, Testing Model Development, Methodology Flowchart, Framework of Mind.
Educational Games for Learning Mathematics Medium at Elementary School Level Ardyani, Benedikta Avien; Pamudji, Andre Kurniawan; Prasetya, FX. Hendra
Journal of Business and Technology Vol 4, No 3: Desember 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v4i3.11833

Abstract

Observation data shows various problems experienced by elementary school students when learning about Greatest Common Factor (GCF) and Least Common Multiple (LCM). This research aims to: (1) understand the effectiveness of learning math through education game, (2)  introduce technology to students without interrupting their regular study time, and (3) increase students’  interest in learning math through education game. Sample used were 62 students in grade 5 and 6. The method of this research uses 4 variables, i.e. Performance Expectancy (PE), Effort Expectancy (EE), Hedonic Motivation (HM), and Behavioral Intention (BI). After the respondents have tried playing the game, they fill out Google form and the result obtained with 51 respondents.
Implementation of Chatbot to Improve Service in Purchasing Batik Arminta, Marilyn Jasmine; Nugroho, Agus Cahyo; Prasetya, FX. Hendra
SISFORMA Vol 12, No 1: May 2025
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v12i1.13574

Abstract

The rise of e-commerce has significantly changed consumer purchasing behavior. For example, the purchase of culture-related goods such as batik is now also done online. Currently, batik sellers often rely on manual communication, such as short messages, to provide product and business information, which causes delays in response time and potential lost sales opportunities. In addition, batik sellers also often receive the same questions from customers, making it ineffective and inefficient in running their business. To overcome this problem, a chatbot named BatikBot was created in the form of a website. This chatbot aims to answer common questions that customers often ask to increase customer satisfaction and operational efficiency. The method used in the development of this chatbot is the waterfall method, which is modeled with a use case diagram, activity diagram, and sequence diagram. The development process uses Program O as a tool for making chatbots. The final result of this development is a website with a chatbot named BatikBot that is expected to not only improve the shopping experience for consumers but also support batik sellers in managing their business more effectively while contributing to the preservation of Indonesia's cultural heritage.