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Journal : ComTech: Computer, Mathematics and Engineering Applications

Gamification for the Ancient Kingdom of Nusantara with User-Centered Design Approach Arifin, Yulyani; Martin, Martin; Ryan, Ryan; Dratama, Ryan
ComTech: Computer, Mathematics and Engineering Applications Vol 9, No 1 (2018): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v9i1.4171

Abstract

The purpose of this research was to conserve the history of Nusantara kingdoms with the interesting way for the students. The researchers proposed a method by combining the history of ancient kingdoms in Nusantara with the game. It was done by using gamification with the user-centered design approach. The data collection used questionnaires and literature review. Moreover, the researchers identified the resources by applying the gamification element, developing the game based on user requirement, and evaluating the usability testing. The result shows that the implemented gamification in learning Nusantara can attract the students to learn about history. Based on the result of usability testing that has already been tested using the prototype, it proves that the user interest to learn the history of the ancient kingdom in Nusantara is increased. The results also imply that gamification indeed is one of a suitable method to be used as a medium for students to learn about history, especially the ancient kingdoms in Indonesia.
Penerapan Interactive Multimedia untuk Perangkat Ajar Persiapan Toefl Berbahasa Indonesia Arifin, Yulyani; Widjaja, Nicolas Willianto; Awang, Nicholas Kurnia; Irwan, Stefanus Sadryan
ComTech: Computer, Mathematics and Engineering Applications Vol 5, No 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2194

Abstract

One of added values to compete in work and business is mastering English’s Language. To support the needs of an online teaching tool that can be accessed anywhere and is easy to use, an online teaching tool that uses Indonesian is made with an attractive multimedia display so that users do not feel bored and can monitor the development of the value achieved. The material presented is based on the structure tested in TOEFL. The method used in designing these applications is the waterfall method, ranging from data collection through questionnaires and comparative analysis of similar applications and then proceed with the design and development of applications and user satisfaction evaluation. It is expected that these applications can help in improving the English language proficiency as measured by TOEFL score achieved.
Factors Affecting the Behavioral Intention of using Sedayuone Mobile Application Yanfi, Yanfi; Kurniawan, Yohannes; Arifin, Yulyani
ComTech: Computer, Mathematics and Engineering Applications Vol 8, No 3 (2017): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v8i3.3722

Abstract

This research evaluated the factors that influenced the behavioral intention to use a mobile application. The case study used was SedayuOne mobile application. The method used was the questionnaires using Unified Theory of Acceptance and Use of Technology (UTAUT2) model. The questionnaires were sent to the 342 members by using email. The result shows that the user habit is the highest factor that influences the user behavioral intention to consume the SEDAYUONE application.Therefore, to maintain the user behavior, the company must know the user habit and consider promotional strategies to enhance the attractiveness and maintain customer loyalty.
Aplikasi Game Quiz Animals Berbasis Windows 8 Arifin, Yulyani; Handoko, Budi; Nurtanio, Venansius Kevin
ComTech: Computer, Mathematics and Engineering Applications Vol 4, No 2 (2013): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v4i2.2509

Abstract

Game is currently in great demand by various circles, especially children. Children's interest in the game can be used as a tool to increase children?s intellectuality, i.e. English competence. The purpose of this study is to design an animal-themed quiz game in English languange based on Windows 8 operating system, followed by making a game prototype designed. This game is expected to be an exciting educational tool for children in learning English and broadening the knowledge about types of animal. The research is conducted through the stages of game design requirements, game design, evaluation and implementation. Based on theresults of the evaluation it is found that thoroughly the game already meets the standards of IMK by Shneiderman and Plaisant (2010). It is good enough as a game play since it is available at Window Store.
Penerapan Interactive Multimedia untuk Perangkat Ajar Persiapan Toefl Berbahasa Indonesia Yulyani Arifin; Nicolas Willianto Widjaja; Nicholas Kurnia Awang; Stefanus Sadryan Irwan
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2194

Abstract

One of added values to compete in work and business is mastering English’s Language. To support the needs of an online teaching tool that can be accessed anywhere and is easy to use, an online teaching tool that uses Indonesian is made with an attractive multimedia display so that users do not feel bored and can monitor the development of the value achieved. The material presented is based on the structure tested in TOEFL. The method used in designing these applications is the waterfall method, ranging from data collection through questionnaires and comparative analysis of similar applications and then proceed with the design and development of applications and user satisfaction evaluation. It is expected that these applications can help in improving the English language proficiency as measured by TOEFL score achieved.
Aplikasi Game Quiz Animals Berbasis Windows 8 Yulyani Arifin; Budi Handoko; Venansius Kevin Nurtanio
ComTech: Computer, Mathematics and Engineering Applications Vol. 4 No. 2 (2013): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v4i2.2509

Abstract

Game is currently in great demand by various circles, especially children. Children's interest in the game can be used as a tool to increase children’s intellectuality, i.e. English competence. The purpose of this study is to design an animal-themed quiz game in English languange based on Windows 8 operating system, followed by making a game prototype designed. This game is expected to be an exciting educational tool for children in learning English and broadening the knowledge about types of animal. The research is conducted through the stages of game design requirements, game design, evaluation and implementation. Based on theresults of the evaluation it is found that thoroughly the game already meets the standards of IMK by Shneiderman and Plaisant (2010). It is good enough as a game play since it is available at Window Store.
Factors Affecting the Behavioral Intention of using Sedayuone Mobile Application Yanfi Yanfi; Yohannes Kurniawan; Yulyani Arifin
ComTech: Computer, Mathematics and Engineering Applications Vol. 8 No. 3 (2017): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v8i3.3722

Abstract

This research evaluated the factors that influenced the behavioral intention to use a mobile application. The case study used was SedayuOne mobile application. The method used was the questionnaires using Unified Theory of Acceptance and Use of Technology (UTAUT2) model. The questionnaires were sent to the 342 members by using email. The result shows that the user habit is the highest factor that influences the user behavioral intention to consume the SEDAYUONE application.Therefore, to maintain the user behavior, the company must know the user habit and consider promotional strategies to enhance the attractiveness and maintain customer loyalty.
Gamification for the Ancient Kingdom of Nusantara with User-Centered Design Approach Yulyani Arifin; Martin Martin; Ryan Ryan; Ryan Dratama
ComTech: Computer, Mathematics and Engineering Applications Vol. 9 No. 1 (2018): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v9i1.4171

Abstract

The purpose of this research was to conserve the history of Nusantara kingdoms with the interesting way for the students. The researchers proposed a method by combining the history of ancient kingdoms in Nusantara with the game. It was done by using gamification with the user-centered design approach. The data collection used questionnaires and literature review. Moreover, the researchers identified the resources by applying the gamification element, developing the game based on user requirement, and evaluating the usability testing. The result shows that the implemented gamification in learning Nusantara can attract the students to learn about history. Based on the result of usability testing that has already been tested using the prototype, it proves that the user interest to learn the history of the ancient kingdom in Nusantara is increased. The results also imply that gamification indeed is one of a suitable method to be used as a medium for students to learn about history, especially the ancient kingdoms in Indonesia.