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Modeling the Smartphone Game to Improve Players’ Focus Case Study of Game Dumb Ways to Die Purnamasari, Elisa; Sanjaya, Ridwan
SISFORMA Vol 1, No 1 (2014)
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (749.234 KB)

Abstract

Commonly, playing a game is judged as an activity which spend a lot of time, money, and energy. Players usually spend their money to buy vouchers to play and also buy characters, weapons and equipments which provided in the game. Players who addicted to game mostly spend their time and energy to satisfy their desire to solve the challenge on a game.However, not all of games give the negative impacts. There are a lot of advantages which can be obtained by games, such as to train our memory, precision, speed, and even ability to get money from games.  A game called “Dumb Ways to Die” that can be found on smartphone is an example of game to increase speed and concentration of people who play it.There are a need to find some characteristics of a game which has positive effects for the players. Those characteristics can be formulated as the example of a good game. This paper will analyze the opinion and produce the conclusion from a survey of playing "Dumb Ways to Die” to generate a positive game model.Keywords-  positive game, speed, concentration, favorable, game model
DETEKSI BUKU PERPUSTAKAAN FAKULTAS DENGAN APLIKASI RFID BERBASIS WEB Chandrawati, T. Brenda; Farrid Christanti, Risa Farrid; Sanjaya, Ridwan
PROXIES Vol 1, No 1 (2012)
Publisher : PROXIES

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Abstract

RFID is an identification technology that can be used in various applications, one of which is the detection of books in the library. It aims to facilitate the transaction. Developmeuat conducted in the use of RFID is the detection of the presence of books in the library that utilizes a web application with a local server. Keyword: identification technology, detection, web application
KOMPARASI PENCAHAYAAN BOOTH DENGAN METODE PERHITUNGAN MANUAL DAN SIMULASI RELUX DESKTOP 2020.2.3.0 Andadari, Tri Susetyo; Purwanto, LMF; Satwiko, Prasasto; Sanjaya, Ridwan
LANGKAU BETANG: JURNAL ARSITEKTUR Vol 8, No 1 (2021): April
Publisher : Department of Architecture, Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/lantang.v8i1.43746

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Sistem perhitungan pencahayaan penting untuk mengetahui jumlah dan tipe armatur, tingkat efektifitas kuat penerangan pada bidang kerja, serta untuk mengetahui besarnya pemakaian energi listrik pada suatu ruangan. Sistem perhitungan pencahayaan bisa dilakukan secara manual atau dengan simulasi menggunakan software pencahayaan. Kedua metode tersebut, menjadi alternatif pilihan bagi arsitek dalam mendapatkan formula pencahayaan buatan untuk desainnya. Namun permasalahannya adalah bagaimanakah perbandingan ketepatan kedua metode tersebut? Bagaimanakah hasil kedua metode tersebut terhadap standar yang berlaku? Dan bagaimanakah kualitas hasil perhitungan kedua metode tersebut? Untuk itulah, penelitian ini berusaha membandingkan metode perhitungan pencahayaan secara manual dan secara simulasi agar hasilnya bisa digunakan sebagai acuan arsitek dalam menentukan sistem perhitungan pencahayaan yang tepat pada desainnya. Penelitian ini merupakan penelitian eksperimental, dengan metode komparatif dan menggunakan booth sebagai media uji. Software simulasi yang dipilih adalah Relux Desktop versi 2020.2.3.0, dengan pertimbangan sudah lama release, mudah pengoperasionalannya dan banyak digunakan oleh praktisi.  Hasil akhir menunjukkan bahwa luaran perhitungan sistem pencahayaan secara simulasi (1) lebih akurat dengan deviasi maximal 4%, (2) rerata besar kuat penerangan pada bidang kerja dan pemakaian energi listrik lebih rendah terhadap standar yang berlaku dan (3) kualitas luaran lebih lengkap berupa kalkulasi, gambar perspektif sebaran cahaya dan gambar kontur sebaran pencahayaan sesuai titik lampu. BOOTH LIGHTING COMPARISON WITH MANUAL AND RELUX DESKTOP 2020.2.3.0 SIMULATION CALCULATION METHODS  The lighting calculation system is essential to determine the number and type of armature, light strength effectiveness, and electrical energy consumption. The lighting calculation system can be done manually or with simulation software. Both methods are alternative architects to obtain artificial lighting formulas. The problem is how to compare the accuracy of the two methods? How do the results of the two methods against the prevailing standards? And how is the quality of the results of the two methods? This study seeks to compare manual and simulation lighting calculation methods so that the results can be used as a reference for architects in determining the appropriate lighting calculation system. This research is an experimental study, with a comparative method and using a booth as a medium. The simulation software uses Relux Desktop version 2020.2.3.0, because it has been released for a long time, is easy to operate, and is widely used by architects. The final results show that the simulation output of the lighting system is (1) more accurate with a maximum deviation of 4%, (2) the average light strength in the work area, and the use of electrical energy is lower than the prevailing standards and (3) the quality of the output is more complete in the form of calculations, perspective drawing of light distribution and contour drawing of lighting distribution according to the position of the light points.
STUDY OF DIGITAL ARCHITECTURE TECHNOLOGY: THEORY AND DEVELOPMENT Andadari, Tri Susetyo; Purwanto, LMF; Satwiko, Prasasto; Sanjaya, Ridwan
Journal of Architectural Research and Education Vol 3, No 1 (2021): Vol 3, No 1 (2021): Journal of Architectural Research and Education
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (230.136 KB) | DOI: 10.17509/jare.v3i1.30500

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Abstract - In the beginning of the 20th century, computerization has developed rapidly affected in all aspects of human life. Computer is not only simplified everything, but it has become an instrument which turned into something that is never thought before. In architecture, digital technology is not only impacted on the architectural planning and design aspects but also on the manufactured finished product. This is the study of literature along with interpretation of the author discussing about the phenomenon of the digital architecture development related to the theory, philosophical study, its evolution and development, as well as a deeper analysis to a few studies on the digital technology especially in the realm of architecture. 
Students as Producers: A Case Study of Technology-Based Projects Cecilia Titiek Murniati; Ridwan Sanjaya
Celt: A Journal of Culture, English Language Teaching & Literature Vol 17, No 2: December 2017, Nationally Accredited
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1047.243 KB) | DOI: 10.24167/celt.v17i2.1173

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The existent literature on the integration of technology in language classrooms has addressed the issues of effective teaching strategies, the types of technologies students use, and teachers’ preparedness in adopting technology for the classrooms. Some scholars argue that the effectiveness of technology largely relies on the teaching strategies that teachers utilize. The findings of some studies shed light on the impact of technology on students’ attitude and engagement. Despite the unresolved debates about the use of technology in the classroom and its impact on student learning, the author’s current projects using games, YouTube, blog, and microblogging services indicated that students benefit from the projects in several ways. The participants of this study were students in the English Department in a private university in Semarang. The data for this study were collected from interviews, observation, and students’ learning reflective journals that students submitted upon the completion of the projects. The findings indicated that students felt more confident in applying their knowledge in real life situations. Interactions with teachers and peers, bridged by technology, contribute to their development as the creator of knowledge.
Rare Animal Education Usingaugmented Reality Hening Artdias; Ridwan Sanjaya; Alb. Dwi Yoga Widiantoro
SISFORMA Vol 4, No 2 (2017): November 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (285.628 KB) | DOI: 10.24167/sisforma.v4i2.1033

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Indonesia has a lot of the diversity on flora and fauna that can be assets and icon on this area. Unfortunately flora flora and fauna that exist in Indonesia is less reasing. The animals endangered in Indonesia are Javan Rhino , Sumatran Rhino, Sumatran Tiger, Sumatran Orangutan, Sumatran Elephant, Borneo Elephant, Bornean Orangutan and Turtle.They are extinction because destruction of forest habitats, a conflict between humans and animals, trade, hunting, the arrests beyond capacity. [1]. Is that the issue of the extinction of the animals is dominated by human behavior and nature of the wrath of them. For that, education game “Rare Animal” become formulations to raise awareness of endangered species.
Design and Build Educational Game "New Normal" Felicia Kusuma; Ridwan Sanjaya; Erdhi Widyarto Nugroho
SISFORMA Vol 8, No 2: November 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (696.837 KB) | DOI: 10.24167/sisforma.v8i2.4101

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Indonesia’s first confirmed case of COVID-19 infection was in early March 2020. Of course, the citizens in Indonesia want this pandemic to end soon. The fact is, there are plenty of people who do not apply the health protocols properly in daily life. Therefore, the effort to formulate the educational media in the form of a game will be carried out in this study. “New Normal” game is an educational media about how to apply the health protocols properly that have a nice user interface design so that the players will not get bored easily while playing. Thus, the knowledge about the importance of applying the health protocols properly will be embedded in every player’s mind.
Promote Folksong Use Game Based On Augmented Reality Baskara Arya Pranata; Ridwan Sanjaya; Albertus Dwi Yoga W
SISFORMA Vol 5, No 1 (2018): May 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (228.49 KB) | DOI: 10.24167/sisforma.v5i1.1029

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Abstact- folk songs in indonesia's is wealth cultural heritage most of our ancestors. In this modern era narrower the knowledge of their own folk songs due to the influx of foreign cultures.               Augmented is a new technology to display digital visual in the real world. This technology is very interesting when applied in the field of entertainment. This Research Report contains about how to create a game titled Tembang which aims to preserve the songs of the region that originated from the Indonesian. In this game will provide information about the local songs along with their origin, packed in Augmented Reality technology, with challenge quizzes, and there is a gift feature to make players interested in completing the game.
Game As Major Introducing Media To OPT For College Inggrit Swastini Dewi; Ridwan Sanjaya; Hendra Prasetya
SISFORMA Vol 4, No 1 (2017): May 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.625 KB) | DOI: 10.24167/sisforma.v4i1.1043

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Today's development requires people to have higher education and expertise in a particular field. Because of that, many universities or colleges are beginning to open new majors to suit the increasingly growing and diverse interests. However, the increasing number of majors could make it difficult for many high school students in determining the university or colleges and department they should take. A lack of understanding of their own personal interests and talents, as well as information about said universities or colleges and majors also add to the difficulty of choosing.Therefore, an interesting and simple media to help students to know their potential, provide information about the majors according to their interests, and help them determine the right path is needed.The concept of this major introducing game is based on sources such as interviews with interviewees and questionnaires. In the game, players can find out their interests, talents and appropriate majors, as well as courses and professions related to those majors. Aptitude test in this game is based on Holland’s Theory.
Gatotkaca's Birth Story As A First Step To Introduce Children With Puppets Leocadia Desy Pranatalisa; Ridwan Sanjaya; Alb. Dwiyoga Widiantoro
SISFORMA Vol 2, No 2 (2015): November 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (84.24 KB) | DOI: 10.24167/sisforma.v2i2.842

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Puppet is most prominent one of the arts in Indonesia. In the puppet also has good values delivered. In an educational pursuit puppet story are characters that are also included in the 18-character value that has been determined by the curriculum in 2013 as efforts to establish the desired character of the nation and the State.Although the puppet contains good values that can be emulated, unfortunately generation of young people today just do not know the puppet. This is influenced by the development of technology that can not only be used to help complete the work, but also as a means of entertainment. This makes the younger generation today is more interested in the development of the technology to get to know about puppet.To introduce the puppets against children, can be done by introducing one puppet stories. The story introduced should also start from scratch a puppet story. It is expected with the introduction of one of the stories of the many stories puppet, can make children interested in puppets and imitating good attitude conveyed in the story. Stories that can be used for the initial introduction of the puppet is a story about the birth of Gatotkaca. This is because many know about the characters Gatotkaca therefore begins with the initial story of his birth. From the story of the birth Gatotkaca there are also many good things delivered and there are also other figures like clown is widely known. It is expected to also be able to facilitate the children to get to know the story because there are already several characters they know.
Co-Authors Adiseputra, Nicholaus Agus Cahyo Nugroho Alb. Dwi Yoga Widiantoro Alb. Dwiyoga Widiantoro Albertus Dwi Yoga W Albertus Dwiyoga Widiantoro Alexandra Adriani Widjaja andadari, tri susetyo Andre Kurniawan Pamudji Andru Deva Lukito Aprilia Ratna Christanti Baskara Arya Pranata Bernadinus Harnadi Bernardinus Harnadi Cecilia Titiek Murniati Celvin Laviano Chandrawati, T. Brenda Christine Wibhowo, Christine Cobantoro, Adi Fajaryanto Dharmawan, Jovita Dwiyoga Widyarto Ekawati Marhaenny Dukut, Ekawati Marhaenny Elisa Purnamasari Elisa Purnamasari, Elisa Elizabeth Kurniawan Ardianto Erdhi Widyarto Evangeline Eunike Fajar As'ari Fajar As'ari Felicia Kusuma Fiolita, Cindy FX Hendra Prasetya FX Hendra Prasetya Graciela, Cindy Fiolita Gregorius Alvin Raditya Santoso Gregorius Anung Hanindito Hendra Prasetya Hendra Prasetya Hendra Prasetya Hendra Prasetya Hening Artdias Hermawan Hermawan Inggrit Swastini Dewi Isidorus Ivan Kalya Wasistha Koeswoyo, Freddy Koeswoyo, G. Freddy L.M.F. Purwanto Leocadia Desy Pranatalisa LMF. Purwanto Lysbeth Venella Oey Margareta Ernanda Rahardani Meissy Lengmas Congdinata Mufidah Mufidah Muljanto, Yehuda Joy Nugraha, Johanes Arya Pramesta Nugroho, Agus Cahyo Nugroho, Setyadi Nur Yanti Nuryanti Nuryanti P., Angelicdolly Palgunadi, Petrus Pamudji, Andre Kurniawan Perdana Putra, Sinar Pramuditya, Reza Santika Prasasto Satwiko, Prasasto Priatko, Albertus Aditya Purwanto, LMF Rahardjo, Ervina Febriani Ramli, Justine Hezekiel Rejeki, V. G. Sri Retang Wohangara, Retang Rio Wiranto Risa Farrid Farrid Christanti, Risa Farrid Santi Widiastuti Santosa, Daniel Saswitko, Prasasto Setiyanto, Benny D. Sindi Budi Emilia Soetomo, Greg. Stephen Jonathan Gustav Sulastri, Augustina T Brenda Chandrawati T. Brenda Ch Ch Tri Arinta, Rizka veinta sonrizky mayo Wahyuningrum, Shinta Estri Wibowo, Mochamad Agung Widianto, Daniel Prasetya Widjaja, Robert Rianto Widyarto, Erdhi Yonathan Aditya Wijaya Yulianto, Felix Wiranata