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Journal : Jurnal Mantik

Design and Build Desktop-Based Educational Game Save The Wildlife "With Game Engine Construct 2: Design and Build Desktop-Based Educational Game Save The Wildlife "With Game Engine Construct 2 Fajar Muhammad Sukmawijaya; Cholid Fauzi
Jurnal Mantik Vol. 4 No. 1 (2020): May: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (565.062 KB)

Abstract

Educational Games are digital games that are designed for enrichment and education. One of the benefits of the game is as entertainment and to get players' inner satisfaction from the game. Games can also be used as a fun educational delivery tool. Educational games have other positive values ??in them, by supporting teaching and learning. In order to obtain the essence or additional knowledge for players of the game. Indonesia is a country that has a very high level of biodiversity and endemism. One of them is the diversity of fauna (animals) in Indonesia. The problem faced by animals in Indonesia today is the rampant hunting and trade of animals. If not further addressed then it is not impossible that the next few years these animals will become extinct. This is due to a lack of awareness of the importance of protecting nature and caring for protected animals. Understanding of environmental and animal care needs to be educated as early as possible. In this final project, a product in the form of the game "Save the Wildlife" is created which aims to introduce and provide information about protected animals in Indonesia. An arcade game created with the game engine Construct 2. The design method used is Collision detection, which is a method used to detect collisions or collisions between an object and other objects. It is hoped that by making this game, players, especially children, will get to know more about protected animals in Indonesia and better protect and preserve the environment of these animals.
Measuring Organizational Culture Influence On Effectiveness Information System Using SEM-PLS: Measuring Organizational Culture Influence On Effectiveness Information System Using SEM-PLS Cholid Fauzi
Jurnal Mantik Vol. 4 No. 2 (2020): Augustus: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.Vol4.2020.801.pp1150-1156

Abstract

Information System (IS) has become essential for organizations to compete in services that focuses on current technology. The resources invested in IS to provide services and generate better value products and as an enabler in implementing good governance. With the model of DeLone McLean, there is an attempt to measure effectiveness of information systems in higher education. Culture of an organization should also be considered as an enabler in the organization's efforts to achieve the desired performance. With the CVF model an IS Success Model, effectiveness could be modeled. The combined model proposed a model of cultural influence on the effectiveness of IS consisting of 6 and 5 constructs effectiveness of the cultural constructs of Information Quality, System Quality, Service Quality, Usage, and Benefits. Cultural self-constructs consisting of clan, adhocracy, market, and hierarchy. Model evaluation is done by using SEM-PLS. The survey was conducted at university by distributing questionnaires to academic staff, faculty, and students. The model has been evaluated with 6 constructs as forming element model. The result model of the influence of culture on the effectiveness of information systems consisting of 6 constructs the effectiveness of Information Quality, System Quality, Service Quality, Usage, Satisfaction and Effectiveness and the 3 constructs of cultural influences namely Clan, Adhocracy and Hierarchy.