Ridwan Sanjaya
Unika Soegijapranata

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Learning Traditional Denok Dance With Kinect Game Dominikus Reynard Darmawan; Erdhi Widyarto Nugroho; Ridwan Sanjaya
Journal of Business and Technology Vol 1, No 2: Agustus 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (599.605 KB) | DOI: 10.24167/jbt.v1i2.3511

Abstract

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 And also, studying our native culture is considered something outdated.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.
Designing Game For Spirituality Education At Primary School Rico Yupita; Ridwan Sanjaya; Bernadinus Harnadi
Journal of Business and Technology Vol 1, No 2: Agustus 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v1i2.3534

Abstract

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.
Game Save The Sea! as an Education Media to Prevent Water Pollution Alnando Harsono; Ridwan Sanjaya; Bernadinus Harnadi
Journal of Business and Technology Vol 1, No 2: Agustus 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (519.023 KB) | DOI: 10.24167/jbt.v1i2.3537

Abstract

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.
Application Smart Internship System Unika Soegijapranata (SISTA) berbasis Web (Progressive Web Apps) Ilham Riski Wibowo; Ridwan Sanjaya; Hendra Prasetya
Journal of Business and Technology Vol 2, No 2: Agustus 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v2i2.4416

Abstract

Apprenticeship is a student activity carried out on the basis of cooperation between the University and the institution where the work apprenticeship program is implemented which aims to be a place of learning as well as training for students to assess students' knowledge and understanding of the learning that has been given on campus and applied directly to the world of work at once Where there are difficulties in getting information on job apprenticeship vacancies, students usually search by contacting related agencies or seeing job internship vacancies on the online platform of each agency, which if accommodated will be very time consuming.Therefore a media is needed to accommodate information on vacancies as well as a place to register for an internship program that is easy, fast and easy to use by students and companies to create job apprenticeship vacancies.Purpose of this research is to make an application that can accommodate all of these activities from opening and looking for job apprenticeship program vacancies, approving and collaborating on apprenticeship programs as well as providing value or results of an integrated internship program with transcript information and Certificate of Companion Diploma (SKPI) Students. This media will be designed using a web application as well as the use of a progressive web app to be used on all types of platforms.