Erdhi Widyarto Nugroho
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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).
Designing Financial Information Systems And Customer Management On Website-Based CCPA And P3A Rafael Anthonio Nanda; Erdhi Widyarto Nugroho; Alexandra Adriani Widjaja
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.v2i2.4869

Abstract

Business competition that is increasingly fierce in this era, requires companies to not only focus on profits but also focus on the needs of consumers and stakeholders. Along with the development of information technology, the company's efforts in meeting the needs of consumers and stakeholders, can be supported with the help of information systems. With the help of a well-integrated information system, companies can collect, process, analyze and store data more quickly, precisely and accurately and can maximize marketing, sales and service efforts to consumers. In CCPA and P3A, the recording of transactions and customer data is still done manually. Because of this, a financial information system and customer management were developed. Based on the results of the functionality test and the results of interviews with users, it proves that the system developed can support the performance of CCPA and P3A in terms of recording transaction data and customer data.
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).