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The Web-Based Sales Information System for A Store in Tegal District Yonathan Aditya Wijaya; Ridwan Sanjaya; T. Brenda Ch Ch
Journal of Business and Technology Vol 3, No 2: Agustus 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v3i2.5777

Abstract

The development of information systems in the age of digital reform is very rapid, as the development of science and technology changes with the age of time. In mankind's lives, information systems play a crucial role in the quality of resources, both human resources, and natural resources, and can increase productivity in both services and goods. The development of the web-based information system application in the regional planning system is conducted using waterfall development methods. With the original shop website online, the owners make more money because the COVID-19 pandemic has felt the income is rapidly falling. With the website of the original store online, the original store owner is happy and content to increase income before there was no website.
Making an Arduino-Based Trash Disposal Game Isidorus Ivan Kalya Wasistha; Ridwan Sanjaya; FX Hendra Prasetya
SISFORMA Vol 11, No 1: May 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i1.10427

Abstract

The problem that is going to be finished by the writer was the throwing trash activity where the writer will use Arduino as the tool for making ‘Throwing Trash Game” with purpose for making the throwing trash activity become more fun. On this essay, the writer will use waterfall method because the scope of this essay not really big and there is lot of testing that will happened during the making progress of the game. Overall, the writer wants to give some fun on throwing trash activity  using Arduino as the tool for making game and the writer hopes that the game the throwing trash activity become more fun.
Integration of Trivia Game Within the Metaverse Mall for Public Services in the City of Semarang Widianto, Daniel Prasetya; Sanjaya, Ridwan; Pamudji, Andre Kurniawan
Journal of Business and Technology Vol 4, No 2: Agustus 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v4i2.11533

Abstract

The lack of education regarding the metaverse mall application for public services has left the public confused when engaging in public service activities within it. To address this issue, a trivia game titled "MPP Quiz" was created with the aim of understanding user responses to the implementation of an educational trivia game packaged with metaverse technology. The chosen research method is the waterfall model because its stages are well-suited for application in this study. The data collection method employed quantitative techniques by distributing questionnaires to respondents who had previously played the MPP Quiz game. After collecting the data, it was processed using the SPSS application to determine the level of validity, reliability, and correlation between the tested variables. Based on the conducted tests, it can be concluded that the MPP quiz game qualifies as an educational medium and introduction to the public service system in Semarang city, as the values of variables tested for validity, reliability, and correlation exceed the set standards.
Product and Business Development of Another Path Game in Myhand Studio Santosa, Daniel; Widyarto, Erdhi; Sanjaya, Ridwan
Journal of Business and Technology Vol 3, No 3: Desember 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v3i3.5365

Abstract

Game can be used for entertainment purpose and can also be used for educational purpose, in the world of game development there are many positions or roles in a team commonly referred to as a developer, the roles in a developer team are, programmer, artist, product manager, game marketing, market research etc, each position or role has its own responsibility for the success of a game that is in the development process, the market research position is one of the roles that is quite important for the success of a game product on the market, it does not mean other role do not play an important role in the success of a game product but the market research position is the main basis for making a game because this position will see directly to the market what trends are trending in the market or game genres that are in high demand by consumers, but after doing research on student related to game developing is very unfortunate very few students know about how to do market research and game product validation, here we will discuss how to do market research and product validation and a little bit about marketing game products in the market, in this journal will talk about how to make game step by step from doing market research, product validation and get to the point where developer get the data to make the game is demanded by the market, result of this research is before we need to make any decision about the game we need to make sure its not just assumption but the idea have a proof, to get the proof for ideas we can make a survei or posting things to social media and wait for responds, after some time waiting we found that our marketing strategy is working best with Facebook Ads, with small amount of money like $10 we got 9500 reach with only five days of campaign.
Design Of Web Based RT Citizen Cover Letter System Pramuditya, Reza Santika; Sanjaya, Ridwan; Nugroho, Agus Cahyo
Journal of Business and Technology Vol 4, No 1: April 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v4i1.10601

Abstract

The coronavirus (covid-19) pandemic has claimed many lives and poses a threat to the entire world. The government has implemented numbers of rules to suppress the spread of the coronavirus, one of them are implementing all physical activities into online. To support these rules, both the government and the community really need support from digital technologies. However, not all digital technology support is available to all citizens, like the smallest government auxiliary institutions, namely the scope of RT and RW, need digital technology assistance to provide maximum service to the community. This research aims to assist one particular service of RT and RW for the community to be maximized, which is the creation of a web-based community cover letter system.
Design and Build a Web Service for Financial Technology Dashboard at PT. Mitra Kasih Perkasa with React JS Muljanto, Yehuda Joy; Sanjaya, Ridwan; Widiantoro, Albertus Dwiyoga
Journal of Business and Technology Vol 3, No 3: Desember 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v3i3.10153

Abstract

PT Mitra Kasih Perkasa or MKP is a financial technology or fintech company, as well as a system integrator. MKP processes thousands, even millions, of financial transaction data every day, requiring efficient data management through the use of a dashboard. Information from the dashboard is used to monitor business processes and improve company performance. This research focuses on the development of efficient and effective web services for financial technology dashboards, integrating attractive and user-friendly user interfaces (UI/UX). Additionally, this research will discuss how to access web services using React JS, a popular JavaScript framework for responsive user interface development. The research will also outline the steps in building a financial technology dashboard that can help PT. Mitra Kasih Perkasa efficiently and effectively manage financial information using modern and innovative React JS technology.
TRANSFORMASI TIPOLOGI RUANG KETIGA KARENA PENGARUH PERKEMBANGAN TEKNOLOGI DIGITAL Bachtiar, Firmansyah; Sanjaya, Ridwan; Purwanto, LMF
Jurnal Arsitektur ZONASI Vol 6, No 2 (2023): Vol 6, No 2 (2023): Jurnal Arsitektur Zonasi juni 2023
Publisher : KBK Peracangan Arsitektur dan Kota Program Studi Arsitektur Fakultas Pendidikan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jaz.v6i2.54607

Abstract

Abstrak: Rutinitas manusia yang melibatkan kegiatan bermukim dan bekerja memunculkan kebutuhan untuk bersosialisasi secara informal dan kasual. Ruang untuk bersosialisasi ini menurut teori Oldenburg disebut sebagai Ruang Ketiga, dan muncul dalam berbagai bentuk seperti kafe, kedai kopi, restaurant hingga ruang terbuka kota. Sejalan dengan perkembangan teknologi digital dan peradaban manusia, karakteristik Ruang Ketiga mulai berubah karena perubahan aktivitas dan kebutuhan ruang penggunanya. Penelitian ini dilakukan dengan pendekatan kualitatif melalui studi literatur terkait Ruang Ketiga dan teknologi digital khususnya terkait immersive media dan pengaruhnya dalam penciptaan interaksi dan wujud arsitektur baru dari suatu ruang interaksi sosial. Penelitian ini bertujuan untuk melihat jejak perubahan yang dapat diamati selama perkembangan peradaban masyarakat pada era sebelum perkembangan teknologi digital (Society 1.0, 2.0, 3.0) hingga pada era perkembangan teknologi digital (Society 4.0, 5.0). Perubahan tersebut dapat dilihat pada transformasi hubungan interaksi antara ruang dan bagaimana karakteristik keruangan yang baru muncul untuk mewadahi perpaduan interaksi sosial di dunia nyata dan di dunia virtual. Temuan yang dihasilkan dapat memberikan gambaran mengenai peran arsitektur untuk membentuk lingkungan sosial dalam suatu dunia virtual. Living and working as human daily activities need to be combined with the existence of casual social activities. The space for social interaction is defined as Third Place based on Oldenburg's theory. It appears in various forms such as cafes, coffee shops, restaurants, and urban open spaces as well. In line with the development of digital technology, the characteristics of the Third Place began to change due to the activities and space requirements of its users. This research was carried out using a qualitative approach through literature studies related to the Third Place and digital technology, especially immersive media and its influence in creating interactions and new architectural forms of a social interaction space. This study aims to look at typology that can be observed during the development of society era before the digital ages (Society 1.0, 2.0, 3.0) until the era of digital ages (Society 4.0, 5.0). These changes can be seen in the transformation of interaction relations between spaces and how new spatial characteristics of space will emerge to accommodate the variety of social interactions in the real world and in the virtual world. The findings can provide an overview of the role of architecture to shape the social environment in a virtual world.Keywords: third place, digital age, space, typology
Pengaruh influencer kuliner petualangmakanan_a2 dalam pemasaran usaha kuliner melalui media sosial instagram Priatko, Albertus Aditya; Sanjaya, Ridwan
Jurnal Riset Ekonomi dan Bisnis Vol 17, No 1 (2024): APRIL
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/jreb.v17i1.8829

Abstract

Strategi pemasaran bisnis kuliner menggunakaninfluencer dapat membantu mendapatkan pengakuan merek oleh publik. Promosi oleh influencer dapat menarik minat orang-orang yang belum mengetahui bisnis tersebut dan ingin mengetahui lebih lanjut tentang produk atau layanan yang ditawarkan namun besarnya pengaruh influencer belum dieksplorasi secara mendalam. Tujuan penelitian ini untuk mengetahui pengaruh influencer kuliner petualangmakanan_A2 dalam pemasaran usaha kuliner melalui media sosial instagram. Implikasi manajerial penelitian menggambarkan potensi pemasaran usaha kuliner melalui media sosial Instagram dengan memanfaatkan pengaruh dan strategi yang diperoleh dari influencer kuliner PetualangMakanan_A2. Penelitian menggunakan data primer dan data sekunder dengan menggunakan desain penelitian kualitatif. Jumlah informan 4 orang (3 pemilik usaha dan 1 pemilik akun petualangmakanan_a2). Hasil menunjukkan strategi influencer kuliner melalui akun Instagram Petualangmakanan_a2 berpengaruh besar terhadap penjualan usaha kuliner dengan menerapkan marketing mix baik dan pendekatan konvensional dan digital, meningkatkan kesadaran merek dan penjualan dalam industri kuliner. Pemilik usaha kuliner berhasil meningkatkan pertumbuhan bisnis secara signifikan melalui pemanfaatan Instagram sebagai alat pemasaran efektif dengan strategi marketing mix, penggunaaan influencer, dan interaksi dengan konsumen.The marketing strategy for culinary businesses using influencers can help gain brand recognition among the public. By promoting together with influencers, culinary businesses can attract the interest of people who are not yet aware of the business and want to learn more about the products or services offered, but the extent of the influencer's impact has not been deeply explored. The aim of this research is to understand the influence of the culinary influencer petualangmakanan_A2 in marketing culinary businesses through the Instagram social media platform. The managerial implications of the research illustrate the potential of marketing culinary businesses through Instagram by leveraging the influence and strategies obtained from the culinary influencer PetualangMakanan_A2. This study employs both primary and secondary data using a qualitative research design. The number of informants is 4 individuals (3 business owners and 1 owner of the petualangmakanan_a2 account). The results show that the culinary influencer strategy through the Instagram account Petualangmakanan_a2 significantly impacts culinary business sales by implementing both a good marketing mix and conventional and digital approaches, thereby increasing brand awareness and sales in the culinary industry. Culinary business owners have successfully increased business growth significantly through the utilization of Instagram as an effective marketing tool with marketing mix strategies, influencer usage, and consumer interaction.
Pragmatics of Eco-compassion in Angelic Speech Therapy: An Effective Communication Strategy for Individuals with Serious Mental Illness P., Angelicdolly; Sanjaya, Ridwan; Wibhowo, Christin; Soetomo, Greg.; Adiseputra, Nicholaus; Murniati, Cecilia Titiek; Dukut, Ekawati Marhaenny
Celt: A Journal of Culture, English Language Teaching & Literature Vol 24, No 2: December 2024, Nationally Accredited
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/celt.v24i2.10438

Abstract

Misunderstanding and misperception in communication often occur due to listeners’ failure to grasp the accurate meaning of a speaker’s utterances. These failures are typically caused by a lack of pragmatic competence in understanding the contexts and conditions of speakers when interacting with listeners in specific situations. An example of communication failure is seen with individuals experiencing serious mental illness (ISMI). Communicating and interacting with ISMI is challenging due to their communication disorders. Their speech and behavior are often impacted by hallucinations, delusions, disorganized talk and abnormal thought processes. This study aimed to explore effective communication strategy to deal with ISMI. The case study involved 3 (three) ISMI who met the eligibility criteria. An inductive qualitative method employing participant observation and documentary analysis was used. Data collection included primary, secondary and tertiary sources, which were triangulated with in-depth interviews with their families. Data analysis was conducted through thematic coding, which revealed that pragmatic competence (80%), Compassionate Psychiatric Care (CPC; 15%) and ecological conduciveness (5%) are key factors in improving communication fluency with ISMI. This article concludes that the speech therapy method developed by Angelicdolly, which combines pragmatic principles with compassion for the ecological conduciveness of ISMI is an effective strategy for enhancing communication with these individuals.
Design and Development of a Web Based Accounting Information System at TB Alam Lestari Rahardjo, Ervina Febriani; Sanjaya, Ridwan; Koeswoyo, G. Freddy
Journal of Business and Technology Vol 4, No 3: Desember 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v4i3.11121

Abstract

TB Alam Lestari is a store that selling some building material. In this store, there are some problems, such as missing invoice, don’t have financial statement, and different quantities during stock opname. Objective of this research is to design and implement accounting information system at TB Alam Lestari. To achieve the objective, researcher made accounting information system with RAD method. The result of this research is the owner of TB Alam Lestari starts to record transaction digitally, save the invoice automatically, have product quantity reference when stock opname, and have financial statement.
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