Bernardinus Harnadi
Department Of Information System Soegijapranata Catholic University, Semarang, Indonesia

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Pacman Game Benefit Analysis on Decision Making Speed Wulandari, Wati; Harnadi, Bernardinus
SISFORMA Vol 1, No 1 (2014)
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (382.288 KB)

Abstract

Pacman game is able to train the child concentration and decision making speed. This Research use respondent children ages 6 up to11 years as a player who will take the data. Every respondent must play Pacman game and then they can answer 10 questions. Resulting data are analyzed with a statistical method; it is “product moment" in correlation technique. The result turns out 8 of the 10 children get correlation values above 0.632. From the results of these research demonstrate that children who play the Pacman has the ability to quick in decision making and to have high concentrations. Because playing the game using the right brain or our imagination so that when applied in real life we are trained to improve concentration and have a strategy in solving the problem. Keyword: decision making, respondent children, statistical method, product moment
TEKNIK PENJADWALAN DENGAN MENNAKAN MSQL DAN PHP Harnadi, Bernardinus; Edward, Suyanto; Herawati, Rosita
PROXIES Vol 1, No 1 (2012)
Publisher : PROXIES

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Abstract

Penjadwalan matakuliah merupakan persoalan klasik dalam manajemen akademik di perguruan tinggi. Persoalan yang mendasari pada intinya terletak pada usaha menjadwalkan kegiatan perkuliahan pada ruang fisik yang tersedia. Terdapat banyak pilihan alat bantu dalam mewujudkan program penjadwalan. Mulai dari pemilihan jenis data yang dipakai dalam pengolahan dan penyimpanan data sampai program aplikasi yang dipakai untuk menghubungkan antara basis dengan pemakai. Peneliti mencoba meneliti pemakaian alat bantu open source dalam mewujudkan program penjadwalan seperti mysql dan PHP
Pacman Game Benefit Analysis on Decision Making Speed Wati Wulandari; Bernardinus Harnadi
SISFORMA Vol 1, No 1 (2014): May 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (382.288 KB) | DOI: 10.24167/sisforma.v1i1.88

Abstract

Pacman game is able to train the child concentration and decision making speed. This Research use respondent children ages 6 up to11 years as a player who will take the data. Every respondent must play Pacman game and then they can answer 10 questions. Resulting data are analyzed with a statistical method; it is product moment" in correlation technique. The result turns out 8 of the 10 children get correlation values above 0.632. From the results of these research demonstrate that children who play the Pacman has the ability to quick in decision making and to have high concentrations. Because playing the game using the right brain or our imagination so that when applied in real life we are trained to improve concentration and have a strategy in solving the problem.Keyword: decision making, respondent children, statistical method, product moment
Designing Student’s Registration Book and Student’s Report Card Processing Application For Pangudi Luhur Don Bosko Elementary School Semarang Adrianus Hermawan Susanto; Erdhi Widyarto; Bernardinus Harnadi
SISFORMA Vol 7, No 1: May 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1510.099 KB) | DOI: 10.24167/sisforma.v7i1.2362

Abstract

The development of information and communication technology continues to run over time in various fields, without exception in the field of education. Master data management of students has now started using electronic media. At Pangudi Luhur Don Bosko Elementary School also used electronic media in its management, but the application has limitations in storing data, therefore the authors designed the "Student’s Registration Book and Student’s Report Card Processing Application for Pangudi Luhur Don Bosko Elementary School". The purpose of this research is to design and build student’s registration book and student’s report card processing so that it can facilitate data processing, and determine the factors that influence users to adopt this application. This writing method starts with a literature study followed by the design and construction of the application, the next step is testing the application to making report card. This application is able to store data with a much larger capacity, so it can continue to be used for years. This application can process student data and be a good student data archive. The factor that can influence the user to adopt this application is the student report card archiving feature with a very complex K13 model.
Designing Android Based Game to Educate The Central Java Traditional Music Instrument for Children Helarius Panji Aruna; Albertus Dwiyoga Widiantoro; Bernardinus Harnadi
SISFORMA Vol 7, No 2: November 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1138.453 KB) | DOI: 10.24167/sisforma.v7i2.1926

Abstract

This research was held to design create games that can provide children with knowledge of traditional musical instruments in Central Java.The initial design of the game is done by collecting data by interviewing the speakers. The game was created using Construct 2. This game has 5 different gameplay and when completing each stage you will get 3 traditional musical instruments except stage 5. Players can get information about traditional musical instruments and the sounds they produce. The game was tested on 41 respondents and the results of the game had a positive impact on players and provided new knowledge about traditional musical instruments.
Designing Horticulture Education Game Khoirul Fikri Shona; Albertus Dwiyoga Widiantoro; Bernardinus Harnadi
SISFORMA Vol 6, No 1: May 2019
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (724.189 KB) | DOI: 10.24167/sisforma.v6i1.1930

Abstract

Learning about fruit crops can be done by utilizing the gaming media. The purpose of this research is to design a game with a concept of horticulture including planting, caring for, and maintaining fruit trees. This game is packaged in an attractive appearance and resembleing the state of the garden. The game was tested by 43 hortimart visitors the result shows that the game is easy and fun to play so that users will continue to use it but it isn’t influence by age, gender, and usefulness of the game
ANALISIS ALGORITMA ASSIGNMENT PADA PROGRAM PENJADWALAN Bernardinus Harnadi
Prosiding SNST Fakultas Teknik Vol 1, No 1 (2011): PROSIDING SEMINAR NASIONAL SAINS DAN TEKNOLOGI 2 2011
Publisher : Prosiding SNST Fakultas Teknik

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Abstract

Algoritma Assignment banyak diterapkan pada program penjadwalan. Penjadwalan memiliki arti pemakaian suatu sumber daya yang terbatas untuk memperoleh suatu jadwal pemakaian sumber daya yang optimal. Sehingga penjadwalan merupakan persoalan optimasi dan banyak ditemukan pada berbagai bidang terutama yang memiliki sumber daya yang terbatas. Dalam makalah ini dilakukan suatu analisis sebuah algoritma assignment yang digunakan dalam program penjadwalan ruang. Analisis dibagi menjadi 2 tahap sesuai dengan pentahapan dalam program penjadwalan ruang. Proses pentahapannya yaitu: proses pembobotan tiap kegiatan terhadap ruang dan proses assignment.  Pembobotan yang dilakukan merupakan proses memberi nilai bobot tiap kegiatan terhadap ruang. Proses assignment yang dilakukan dibagi dalam tiga sub proses, yaitu : menemukan nilai optimum berdasarkan bobot kegiatan terhadap ruang, mengecek hasil perhitungan optimum terhadap ketersediaan fasilitas dalam ruang, dan meletakkan kegiatan optimum ke dalam tabel jadwal. Analisis pada algritma pembobotan dilakukan pada kode sumber yang mengkonstruksi langkah-langkah pembobotan. Model analisis algortimam dilakukan per bagian penggalan algritma dengan bantuan kode sumber yang bersangkutan. Kata kunci: assignment, pembobotan, penjadwalan, analisis, kode sumber
Guesspic Game as an Educational Game Media Knowing Living and Inanimate Objects for Children Albertus Prana Setiawan; Bernardinus Harnadi; Erdhi Widyarto Nugroho
Journal of Business and Technology Vol 1, No 3: December 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v1i3.4347

Abstract

Learning to recognize understanding of the home environment, school, the benefits of helping parents and teachers in the way of educational media games. Where children in the current era love games as hobbies one of them is Guesspic games that can help children to recognize living objects and inanimate objects by coloring objects and with sounds and images - interesting animated images make children fun to play. Educational game is very interesting to develop. There are several advantages of educational games compared to conventional education methods. One of the main advantages of the educational game is the visualization of real problems. Massachusetts Institute of Technology (MIT) succeeded in proving that games are very useful for improving the logic and understanding of players about a problem through a game project called Scratch. Based on the results of previous studies, there is no doubt that educational games can support the educational process. The application of this game is designed using software or applications, namely unity. Unity is a game engine that can help make games on mobile (Smartphone) in the form of 2D games. The advantages of guesspic games can help children to recognize living objects and inanimate objects by coloring objects and with sounds and pictures - interesting animated images make children fun to play. Testing of the game to 40 users said it was easy to play, felt useful, and the child had facilities.
The Nearby Doctor Search Application Based on Android Steven Wisnu Cahya Putra; Albertus Dwiyoga Widiantoro; Bernardinus Harnadi
Journal of Business and Technology Vol 1, No 1: April 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (405.813 KB) | DOI: 10.24167/jbt.v1i1.3222

Abstract

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.
Analysis of User Comments Based on Topic Modeling using LDA on OVO E-Wallet Albertus Dwiyoga Widiantoro; Bernardinus Harnadi
SISFORMA Vol 9, No 2: November 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (574.954 KB) | DOI: 10.24167/sisforma.v9i2.5343

Abstract

Fintech OVO in Indonesia is an important part of cashless payment services. Users take advantage of the commenting service on the Playstore to convey messages to OVO managers. Hundreds of comments always appear every day, and this if not responded to will be a problem. The topic method of the Latent Dirichlet Allocation (LDA) model will be used to analyze the occurrence of user topics. Based on the 6-topic LDA model, we found that the trending topic was in topic 1, with a topic probability value of 0.235. Topic 1 mentions transaction difficulties with premium services with high OVO usage While the ease of transactions has the lowest total probability. The results of this topic can be used as a reference for OVO service providers to focus their performance on improving OVO applications. The impact of this research on service providers is to find out the topics discussed by OVO application users.