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Greenhouse Effect Education Against Climate Change Through an Accelerometer-Based Android Game Mahendra Jordan; FX Hendra Prasetya; Bernadinus Harnadi
Journal of Business and Technology Vol 2, No 1: April 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v2i1.4390

Abstract

Climate change has become a global issue, the greenhouse effect is the main cause of climate change. The greenhouse effect has an important role in keeping the earth's temperature warm. But greenhouse gases are increasing which is why global average temperatures continue to rise. These greenhouse gas emissions are caused by humans, such as the use of fossil fuels as an energy source, excess methane from livestock and burning forests as CO2 absorbers. For this reason, how humans reduce greenhouse gas emissions such as switching from fossil materials to alternative energy, using public transportation rather than private vehicles, reducing meat consumption and so on. Education through games will learn all of this in different ways, using the accelerometer as the main control is a challenge for playersThis paper has purpose how to arrange the greenhouse effect material in the form of an Android-based game. Game testing data through submitting several statements to respondents. Questionnaires were distributed to respondents who had directly played this game. After testing the game, it is found that the convenience variable and the pleasure variable have a correlation with the desire to return to use.
RFID Implementation on Information Recording Systems of Deer Jonathan Tyar Putro Wicaksono; Erdhi Widyarto Nugroho; FX Hendra Prasetya
Journal of Business and Technology Vol 2, No 1: April 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v2i1.4389

Abstract

Deer are animals that currently still have conservation status as protected animals. However, for the activities of breeding and caring for deer animals, they are allowed and given legal payment by the government. However, in practice, there is still a lot of illegal deer meat or the result of illegal hunting which is also sold in the Indonesian market. Recording of deer seed genealogy and legality of breeding is one way to differentiate between illegal and legal deer meat sellers. However, due to the manual form of recording, human errors often lead to errors in recording. Therefore we need an application that can handle manual recording coupled with the implementation of RFID on meat so that it is expected to facilitate the existing recording process. The purpose of this research is to create a deer recording system application that can assist users in making sales and purchasing transactions as well as checking the lineage of deer seeds using the implementation of RFID. The method applied is through the design of Use Case Diagrams, Entity Relationship Diagrams, flowcharts, and using the Laravel 7 framework with the application of MVC to produce a Deer Recording System (SRS) application aimed at helping breeders. After the application was generated, testing was carried out on 84 buyers and prospective buyers of deer meat in deer breeding in Kudus, and the results showed that the EE (convenience) and FC (facilities) variables had a significant correlation with the BI variable (desire to return).
Investigating Fintech Service Adoption using Extended-ECM Bernardinus Harnadi; Albertus Dwiyoga Widiantoro; FX Hendra Prasetya
SISFORMA Vol 9, No 1: May 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (361.746 KB) | DOI: 10.24167/sisforma.v9i1.4143

Abstract

This paper aims to investigate the Fintech Service Acceptance on Student in Indonesia. The investigating of the acceptance employs extended-ECM to reveal the student’s perception of usefulness, confirmation, and satisfaction in using fintech service.  The extend of Expectation–confirmation model (ECM) using technological self-efficacy (TSE) and perceived ease of use is used in this research to investigate the adoption study in fintech area. This research also adds trust factor to fit up the investigation in the area. The 302 questionnaires from respondents are tested using SmartPLS to point significantly factors in the proposed model. The results reveal that the factors in ECM and trust are most powerful in fintech service acceptance study. The interesting result came from TSE as a predicted factor for confirmation and perceived ease of use and not for perceived usefulness. The results have recommendation to developer of fintech application. They must aware to technological self-efficacy of users.
Implementation Of Qr-Code Based Point Of Sales Application For Retail Store Simeon Bensona; FX Hendra Prasetya; Bernadinus Harnadi
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.v2i2.4395

Abstract

Point of Sales is an application used to record transactions. This application can be used to help business owners including retail stores, self-service stores, and even supermarkets so that every transaction can be supervised and tracked. This kind of application gives convenience and easiness to avoid as many as possible from transaction fraud that may happen in running the business. This kind of application has features that may fulfill the direct and in-direct needs in business transactions. POS Applications can now be installed and operated in any kind of common electronic device in society including but not limited to laptops, smartphones, and personal computers. Because of the developments of technologies, the use of cameras in every device has become common nowadays. In the context of technology, this new feature can be utilized to search and find data and even read the data in the system. To store data in the real world, the use of QR-Code has been becoming common but rarely been implemented in POS Application. Because of this kind of capability, the three of these technologies can be integrated to ease the human’s works. Several problems in business need contributions like this.  In order to prove that, this research had been conducted to a retail shop by implementing Point of Sales Application and doing interviews to collect data as proof of the hypothesis. In order to do that, the research will be started to ask several questions about the needs of the business and build the application using Rapid Application Development Methodology. Rapid Application Development Method will be using the data from the interview as the requirements of system development. The Rapid Application Development Methodology was used because it has effectiveness and efficiency to build applications without wasting time and efforts in building useless features. After the application is done, then the testing will be conducted by listing all main features of the application and checking whether the application works as expected. When the testing is done, the implementation of application will be conducted directly to the business. Implementation will be meeting several issues and revisions, in this section, another interview will be conducted in order to gather information about anything that needs to be fixed or changed. After the last interview was conducted, several facts were found. It proves that what has been stated in previous research was correct. Research has found that fraud and human error that spoil the business has occurred.
Augmented Reality-Based Board Game for Learning English for Junior High School Students Handy Putra Maslan; Erdhi Widyarto Nugroho; FX 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.v2i2.4391

Abstract

English is the language used by all countries as the main communication tool. By understanding English, young people can have the opportunity to work abroad and gain more knowledge and better job opportunities. But education in Indonesia and the willingness of young people to learn is still low, young people tend to prefer to play games rather than learn. Therefore, a game made with Augmented Reality technology was combined with a Board Game called the game "ArReadSpeed" in hopes of helping young people especially those still sitting in junior high schools (SMP) to learn while playing. This game can be played by 4 people, so we can give free time children the game "ArReadSpeed". But because currently there is a Corona pandemic, the data search and testing process must be changed by going through online classes. The purpose of this study is about how to formulate games so that it can make young people more easily learn English lessons. The formulation in it determines the gameplay, reward system, and punishment for incorrectly answering questions. After the game was finished, some junior high school children were tested and the results were that performance expectations (usability) and entertainment (pleasure) had a correlation with the variable wanting to continue to use (desire to use again).