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Gamification for Elementary Mathematics Learning in Indonesia Yogi Udjaja; Vincent Sadino Guizot; Natalia Chandra
International Journal of Electrical and Computer Engineering (IJECE) Vol 8, No 5: October 2018
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (638.971 KB) | DOI: 10.11591/ijece.v8i5.pp3860-3865

Abstract

The purpose of this research is to combine multimedia elements and mathematics learning material to a mathematic learning interactive application. Research and design methodology that used is Game Development Life Cycle (GDLC) which consist of initiation, pre-production, production, testing and release. Content inside the game is made using gamification and expert system concept. The result of this research is an interactive learning game to support student to understand mathematic materials. The purpose of this application is to help student to learn mathematic in an interactive and interesting way, to deliver mathematic material easily.
Mobile Loyalty Application Development Based on Android Angela Irina; Megawati Megawati; Abednego Abednego; Natalia Chandra; Irma Kartika Wairooy; Alvina Aulia
ComTech: Computer, Mathematics and Engineering Applications Vol. 7 No. 1 (2016): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v7i1.2193

Abstract

The research objective is to develop an application that allows users to participate in a loyalty program and facilitate Smartphone enterprise (Merchant) in access, sale and observation of customer transactions through mobile applications. Design method used is object-based design that includes a UML of use case diagrams, use case narrative, class diagram, sequence diagrams and activity diagrams. Results achieved in the form of mobile applications that are able to facilitate customer in managing loyalty cards as well as to increase customer loyalty. This application features, such as add points, redeem, news, transaction history, and message that can facilitate customer in managing customer loyalty card. The conclusion of this design is that the application of E Points can enable customers to manage a loyalty card in Smartphone, add points, redeem rewards, obtain the latest promotional information through news features, and view transaction history.
Game Edukasi Pengenalan Kebudayaan Indonesia Berbasis Android Afan Galih Salman; Natalia Chandra; Norman Norman
ComTech: Computer, Mathematics and Engineering Applications Vol. 4 No. 2 (2013): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v4i2.2581

Abstract

Game now is not just an entertainment but merely serves as a educational tool or the so-called educational games. We develop an educational game application on Android platform which provides information about Indonesian culture. The methodology used is the analysis method of information gathering, system design, implementation, and testing. Information about Indonesian culture is displayed in form of Android-based educational game application. Users will be expected to get a lot of information regarding the Indonesian culture.