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DECISION SUPPORT SYSTEM TO SELECT CANDIDATES FOR LOAN USING TOPSIS Rocky Tanaamah, Andeka; Prestiliano, Jasson; Djami, Elvin
Proceedings of KNASTIK 2012
Publisher : Duta Wacana Christian University

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Abstract

Noticing the development of technology is developing rapidly increasing, companiesneed information systems that can support decision-making requirement. The existenceof a bank's lending activities is certainly one advantage for the bank including also thecustomers. In need of credit ratings as a material consideration for the prospectivecustomer before the bank decides to accept or reject the request of prospectivecustomers, this is done given the risk of uncollectible big enough. To assist indetermining a person's determination would be eligible for a loan then takes a decisionsupport system. This study aims to design and build a Decision Support System forSelecting Candidates for Loan using TOPSIS method. The criteria used in determiningthe decision, among others, ability to repay, collateral value, duration and status of thehouse. The benefits of this application are to provide an alternative form of reference tothe bank in determining the prospective customer who deserved the loan.
Analisis dan Perancangan Asset Game Rumah dan Pakaian Adat Bali Berbasis Pixel Art 2D Prestiliano, jasson; Sarisih, Debora Puspita; Utami, Birmanti Setia
Jurnal Adat dan Budaya Indonesia Vol 2, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jabi.v2i2.26458

Abstract

Abstrak Bali merupakan salah satu pulau di Indonesia yang memiliki khasanah budaya yang sangat luas dan kaya. Kebudayaan Bali memiliki filosofi yang mendalam, khususnya dalam pakaian adat dan rumah adatnya. Namun belum banyak pelaku seni modern, khususnya perancang seni game yang mengetahui makna dan filosofi setiap bentuk dan warna tersebut. Hal ini membuat mereka merancang sejauh yang mereka lihat saja. Penelitian ini membahas tentang perancangan asset game berbasis pixel art 2D dengan ciri khas Bali. Tujuan penelitian ini adalah membuat asset pixel art 2D dengan menggunakan ciri khas Jawa. Penelitian ini menggunakan metode kualitatif dan strategi linear. Didapatkan hasil bahwa Pakaian dan Rumah adat Jawa memiliki ciri khas yang berbeda-beda serta memiliki berbagai filosofi yang berbeda dalam setiap bentuknya, sehingga hasil perancangan ini dapat menjadi panduan desain pixel art 2D bagi para pengembang game dan perancang seni game agar tidak menghilangkan filosofinya. Manfaat untuk para pemain game hasil perancangan ini dapat memberikan ilmu budaya tentang pakaian adat dan rumah adat Bali.Kata Kunci: Kebudayaan Bali, Pakaian Adat Bali, Rumah Adat Bali, Aset game, pixel art 2D AbstractBali is one of the islands in Indonesia that has a rich and wide culture. Balinese culture has deep philosophy, especially in its traditional clothes and traditional houses. However, not many modern artist, especially game artist that know know the meaning and the philosophy of each form and color. This  reason made them design the art related to Bali only as far as they see. This study discusses the design of 2D pixel art based game assets with Balinese characteristics. This study uses qualitative methods and linear strategies. The result is that the clothes and traditional houses of Bali have different characteristics and have different philosophies in each form, so the results of this design can be a 2D pixel art design guide for game developers and game artist so they will not to eliminate the philosophy. The advantage for the game players will give them the cultural knowledge about Balinese traditional clothes and traditional houses.Keywords: Balinese culture, Balinese Traditional Clothes, Balinese Traditional House, Game Asset, Pixel Art 2D
The Use of Board Games as Learning Media of Project Time Management Falim, Aaron Steven; Prestiliano, Jasson
Journal of Nonformal Education Vol 4, No 1 (2018): February 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jne.v4i1.13575

Abstract

Project time management is the ability of person to use time resources in the project to accomplish a goal efficiently. By the proper project time management, anyone can finish their jobs in the project on time. Unfortunately awareness of the importance of project time management is still lacking and not used to its full potential. Due to not using project time management properly, there are lot of delay and incomplete projects. The purpose of this research is to create a board game as media to teach peoples of the importance of project time management. This study used a mixed research approach by collecting data from the 30 college students and three companies working in game industry. Those collected datas were made into a board game named Days to Deadline that would later be used as media of instruction of project time management. By using a board game as media of time management learning, people who played the board game can learn while experiencing some fun in playing. As a result, awareness and knowledge of the importance of project time management can be perceived by the target of research. From this point, we can draw a conclusion that the board game can be used effectively to teach about the importance of good time management.
A Perancangan Ilustrasi Board Game Mudik Dalam Keselamatan Berkendara Edwin Sanggra; Jasson Prestiliano; T Arie Setiawan
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 4 No 2 (2019): Vol 04, No 02 (September 2019) demandia - Jurnal Desain Komunikasi Visual, Manaje
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v4i2.1813

Abstract

One thing that should come before everything else in driving is safety. If someone ignores traffic light while driving, it must be dangerous for motorists. The way to overcome this ignorance is giving information about the safety while riding motorcycle to young-adult since they like to violate the traffic law. The information about safety riding from the police seems not be delivered well to the audience, but now this information can be applied on board game. Board game needs an illustration as the main element. The illustration used must be compatible with the player to make it interesting. The illustration of board game is the main key for the game so that the message can be delivered well. The illustration of board game ‘Mudik Yuk’ is designed based on the data from police regarding to violation of traffic law, especially in Indonesia. The board game ‘Mudik Yuk’ is expected to reduce the number of traffic rule’s violation. Keywords: safety riding, Visual and Communication Design, board game, illustration
Representasi Tokoh Pewayangan Purwa Pandawa Gagrag Surakarta Penina Inten Maharani; Birmanti Setia Utami; Jasson Prestiliano
Gondang: Jurnal Seni dan Budaya Vol 3, No 2 (2019): GONDANG: JURNAL SENI DAN BUDAYA, DESEMBER 2019
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1378.437 KB) | DOI: 10.24114/gondang.v3i2.14385

Abstract

The trend of initiating art design carrying wayang as the theme, is an attempt initiated by young generation that is worth-appreciated. However, the process of at design-making itself mostly does not genuinely pay attention to the essentials that each wayang figure has. Omitting or replacing one of the elements of Wayang Purwa could possibly change the values of wayang itself. This study is conducted to arrange a representative figure of Wayang Purwa, which is, Pandawa gagrak Surakarta as the principle of the design making without excluding the meanings and identities of the character. The method used in this study is qualitative, obtained from various references, such as; books, articles, and journals related to the Pandawa gagrak Surakarta figure, and interview with Bambang Suwarno, as a puppeteer as well as a leather wayang crafter. The result of this research is a reference of the Pandawa Lima and Gatotkaca figures design, as mostly used in various media.
Perancangan Aplikasi Pembelajaran Kooperatif Tipe Team Games Tournament (TGT) Berbasis Web Leo Nelson Barce Rumayom; Jasson Prestiliano; Mila C. Paseleng
Jurnal Informatika Vol 9, No 1 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (12779.848 KB) | DOI: 10.21460/inf.2013.91.139

Abstract

Team Games Tournament (TGT) as one of cooperative learning models could increase students skills but, this learning model need much time in implementation like grouping students and calculating tournament points. Web based cooperative learning application that designed in this research using TGT model. This application simplify implementation of TGT model because, students grouping will done in virtual mode and the application will automatically calculate tournament points. This application easy in use and quite effective.
Perancangan Board Game sebagai Media Pembelajaran tentang Pentingnya Merawat Gigi bagi Anak Usia Sekolah Dasar Maria Pratami Cahyaningtyastuti; Birmanti Setia Utami; Jasson Prestiliano
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 2 No 01 (2020): Volume 02, Nomor 01, Maret 2020
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v2i01.297

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Merawat kesehatan gigi sangat penting dan kegiatan ini merupakan salah satu perilaku Pola Hidup Bersih dan Sehat (PHBS). Meskipun banyak orang mengerti akan hal tersebut namun sebagian besar mengabaikan dan tidak sepenuhnya paham dampaknya jika mereka tidak merawat kesehatan gigi sejak dini. Terutama untuk siswa sekolah dasar, mereka harus mendapatkan pelajaran tentang kesehatan gigi. Harus ada perhatian khusus untuk menumbuhkan kesadaran para murid akan kesehatan gigi. Untuk membuat siswa berminat mempelajarinya, harus ada media interaktif yang berhubungan dengan kesehatan gigi. Tujuan penelitian ini untuk merancang board game “Bye-bye Karies” sebagai media belajar dan untuk menumbuhkan kesadaran siswa sekolah dasar akan kesehatan gigi. Metode deskriptif, pendekatan kombinasi dan strategi linear digunakan dalam penelitian ini. Hasil yang diperoleh dari penelitian bahwa siswa sekolah dasar lebih sadar akan kesehatan gigi setelah mereka memainkan board game “Bye-bye Karies”.
Perancangan Board Game Edukasi Menggunakan Mekanik Hand Management Tentang Pemahaman Spesifikasi Gadget Albertus Ang Hartono; T. Arie Setiawan Prasida; Jasson Prestiliano
Jurnal Desain Komunikasi Visual Nirmana Vol. 19 No. 2 (2019): JULY 2019
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (817.108 KB) | DOI: 10.9744/nirmana.19.2.98-108

Abstract

Di zaman modernisasi seperti sekarang ini, manusia sudah sangat bergantung pada teknologi salah satunya adalah gadget, yang keberadaannya berkembang pesat dan paling penting adalah handphone. Gadget handphone terdapat komponen yang disebut sebagai spesifikasi untuk menjalankan sistem. Banyak sekali anak-anak malas membaca dan tidak paham mengenai istilah spesifikasi yang dibutuhkan sehingga ketika aplikasi yang diinginkan tidak bisa dijalankan, pengguna akan menyalahkan developer ataupun handphone tersebut. Penelitian ini membahas tentang pemahaman spesifikasi gadget untuk siswa Sekolah Menengah Pertama kelas 7 menggunakan media board game. Tujuan penelitian ini adlaah merancang board game Spec sebagai media pembelajaran dan menumbuhkan minat keingintahuan siswa terhadap spesifikasi gadget handphone. Metode deskriptif dibuat dengan strategi linear dalam penelitian ini.  Didapatkan hasil bahwa siswa menjadi lebih mengerti mengenai spesfiikasi handphone menggunakan board game Spec dan dapat digunakan untuk tujuan pendidikan.
Perancangan Realtime Board Game untuk Melestarikan Alat Musik Tradisional Jawa Tengah dengan Menggunakan Soundtrack dan Mechanics Tile Placement Septian Yoga Kurniawan; T. Arie Setiawan P; Jasson Prestiliano
Jurnal Desain Komunikasi Visual Nirmana Vol. 19 No. 2 (2019): JULY 2019
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1013.699 KB) | DOI: 10.9744/nirmana.19.2.74-83

Abstract

Alat musik tradisional adalah sebuah warisan budaya dalam suatu daerah. Namun dengan adanya perkembangan jaman, musik tradisional mulai ditinggalkan oleh masyarakat setempat. Masyarakat lebih suka mendengarkan dan memainkan alat musik modern dibandingkan musik tradisional yang kedepannya bisa menimbulkan kepunahan dari warisan budaya itu sendiri. Salah satu alat musik tradisional yang harus dilestarikan adalah gamelan. Gamelan berasal dari Jawa yang terdiri dari beberapa alat musik yang dimainkan secara bersamaan. Gamelan dimainkan ketika acara adat dan pertunjukan tari tradisional seperti kuda lumping. Maka dari itu dibutuhkan sebuah media untuk melestarikan dan memperkenalkan musik tradisional kepada masyarakat yang belum sadar akan pentingnya menjaga warisan budaya tersebut yaitu Board Game. Board Game dengan Gameplay yang menggunakan Soundtrack untuk mengenalkan gambaran musik gamelan dipilih karena bukan hanya sekedar permainan, namun juga bisa menjadi media edukasi untuk melestarikan alat musik tradisional bagi pemainya. Setelah memainkan permainan ini, pemain lebih tertarik untuk melestarikan kebudayaan daerah dan secara tidak langsung pengetahuan mengenai alat musik tradisonal Jawa Tengah bisa tersebar melalui permainan ini.
Designing Educational Board Games For Children On Snake Handling Using Competitive Mechanisms Josefin Oktaviane; Jasson Prestiliano; T. Arie Setiawan Prasida
Indonesian Journal Of Educational Research and Review Vol. 4 No. 1: April 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (467.896 KB) | DOI: 10.23887/ijerr.v4i1.30443

Abstract

Education with material and only listening to explanations make some people bored so that the information they want to convey is not well received. In addition, there is a lack of media that can educate snake handling and facilitate children in learning in a fun way and can be played outside of study hours. This study aims to analyze an educational board game for snake handling using competitive mechanisms in children. This research uses a descriptive method. The techniques used in collecting data are interviews, observations, and questionnaires. The instrument used to collect data is a questionnaire. Sources of data obtained from previous studies, online articles, and interviews will be analyzed descriptively. Based on the results of data analysis, the board game as an educational media about the basic handling of snakes has a positive impact on the target. 80% of the targets who do not understand handling snakes and other types of snakes understand and enjoy the education implemented in the board game media. It can be concluded that educational board games can educate children about snake handling using competitive mechanisms.