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Measuring the Games Influence on Improving English Proficiency Pertiwi, Reni Dwi; Widyarto N., Erdhi
SISFORMA Vol 1, No 1 (2014)
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (269.852 KB)

Abstract

English is now used as an international language, so that every person in order to communicate at the international level are required this language.  To improving english proficiency, people used native speaker, course, story book, film game and etc. Games or better known as PC gaming is another alternative in improving the English proficiency. Beside this is fun, player required to read and listen  the story game to finish the game. So that player can improve English proficiency while the player play game. In this paper, author present what game are fun and not boring also can improving English  proficiency. The measuring improving English proficiency is observed from reading,writing, listening and grammarKeyword: English, Game, improving ,Proficiency
PROTOTYPE INFORMASI LAHAN PARKIR MENGGUNAKAN ARDUINO Tejo P, Yulianto; Edward A., Suyanto; Widyarto N., Erdhi
PROXIES Vol 1, No 1 (2012)
Publisher : PROXIES

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Abstract

The parking area is one of the main means of shopping centers, offices ami recreation areas. The accurate information about a parking area will be very important for users. This paper will explain about a prototype of parking area that give the user information of the capacity, the amount of the used space, and lamp indicator in each location of parking spaces. Users can find an empty space for parking in easy way because they just looking for IIzmp imJicator which on in each floor. This information system of parking area use the Arduino for processing the informaTtion from sensors that installed on each parking space. Besides to the LCD display, Arduino sends the information of empty space to the server in serial data form via USB connection. Using JQUERY application, the server will provide this information to the client in the website. So that the client will get information in real time.
Pemakaian Kendali Accelerometer pada Game 2D Berbasis Android Nugroho, Erdhi Widyarto
PROXIES Vol 2, No 1 (2013)
Publisher : PROXIES

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Abstract

Game saat ini berkembang sangat pesat swing dengan perkembangan teknologi smartphone. Game-game dengan menggunakan sensor touchdrag sudah biasa ditemui jika game ini digabungkan dengan accelerometer maka game yang dibuat akan semakin menarik dan leblh diminatl oleh orang banyak. Andengine digunakan untuk membantu pengembang game dalllm membuat game-game berbasis android. Didalam Ubrary andengine inl sudah terdapat sensor sensor touch,touchdrag, dan accelerometer, sehingga memudahkan pengembang dalam membuat game-game berbasis android Keyword: accelerometer, Andenglne, Android, Game
Detection Hand Motion on Virtual Reality Mathematics Game with Accelerometer and Flex Sensors Erdhi Widyarto Nugroho; T. Brenda Chandrawati
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 16, No 5: October 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v16i5.7594

Abstract

Montessori method is a learning method using props. One of the developments props is to use the game as a medium of learning. The examples Game media as learning is the use of Virtual Reality or VR Technology. By using the VR, players will be brought into the virtual world as if the player is in the real world. The weakness of the VR game is the limited interaction with the outside world. Interaction uses only buttons and joysticks. In this paper we use Flex sensor and accelerometer sensor to detect hand movements for VR mathematic game. The result is VR games are more interactive and interesting with hand motion.
PERANCANGAN PENGATURAN SISTEM TRAFFIC LIGHT BERDASARKAN JUMLAH KENDARAAN DENGAN MENGGUNAKAN CCTV DINAMIS Florentinus Budi Setiawan; Erdhi Widyarto Nugroho; Yulianto Tejo Putranto
JURNAL LITBANG PROVINSI JAWA TENGAH Vol 8 No 2 (2010): Jurnal Litbang Provinsi Jawa Tengah
Publisher : Badan Perencanaan Pembangunan, Penelitian dan Pengembangan Daerah Provinsi Jawa Tengah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36762/jurnaljateng.v8i2.263

Abstract

Intelligent Traffic System (ITS) implementation as an integrated control system needs some up-to-date data and many detectors for supporting system. Some research use the static CCTV camera to detect traffic density, vehicle speed and vehicle quantity. But there is no method for detecting the dynamic area with dynamic CCTV. The ain of the research is design of controlled traffic light system based on data of the vehicle quantity obtained by CCTV picture capture. The advantage of the research result is obtain the automatic and adaptive traffic light system based on the number of the vehicle. The recent ITS need some camera for some road that enter the crossing. The proposed systems only need one CCTV that dynamically supervising the number of vehicle. Conclusion of the research is that the camera can be used as traffic density detector. The picture that captured by this camera can be processed digitally, so that we obtain the traffic data. Data of the traffic condition are used as the reference for controlling the green lamp on each road on the cross. The other result is obtaining the prototype of hardware and software based on the research conclusion.
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

Abstract

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.
Designing Student’s Registration Book and Student’s Report Card Processing Application For Pangudi Luhur Don Bosko Elementary School Semarang Adrianus Hermawan Susanto; Erdhi Widyarto; Bernardinus Harnadi
SISFORMA Vol 7, No 1: May 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1510.099 KB) | DOI: 10.24167/sisforma.v7i1.2362

Abstract

The development of information and communication technology continues to run over time in various fields, without exception in the field of education. Master data management of students has now started using electronic media. At Pangudi Luhur Don Bosko Elementary School also used electronic media in its management, but the application has limitations in storing data, therefore the authors designed the "Student’s Registration Book and Student’s Report Card Processing Application for Pangudi Luhur Don Bosko Elementary School". The purpose of this research is to design and build student’s registration book and student’s report card processing so that it can facilitate data processing, and determine the factors that influence users to adopt this application. This writing method starts with a literature study followed by the design and construction of the application, the next step is testing the application to making report card. This application is able to store data with a much larger capacity, so it can continue to be used for years. This application can process student data and be a good student data archive. The factor that can influence the user to adopt this application is the student report card archiving feature with a very complex K13 model.
Game Design to Introduce Pets Wahyu Febriyanto; Brenda Chandrawati; Erdhi Widyarto
SISFORMA Vol 3, No 1 (2016): May 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (254.026 KB) | DOI: 10.24167/sisforma.v3i1.624

Abstract

Introduction of animals from an early age can make children to love animals, especially pets. Children are the easiest group to receive stimulation, such as for example the stimulation of introducing children to the pet. Various media are used by parents to introduce pet. For examplle, by the media of books, multimedia, etc. One of the interesting media to introduce pet is with game. Of these problems then need to know how to make concept and design game to introduced pets for children age 3-6 years. In this paper, author formulate how to make pet game design include game genre, user interface design, image model selection, game characters, and game engine. The expected design of this game can be formulation of learning through proper game as a learning tool children. Game design derived from this writing by using model 2-dimensional images are funny and interesting coloring. And combines several game genres into one, or use the mini games that children do not get bored quickly. Design of GUI (Graphical User Interface) is made as simple as possible so that children easily understand in playing this game, but also must use an interesting image
Measuring the Games Influence on Improving English Proficiency Reni Dwi Pertiwi; Erdhi Widyarto N.
SISFORMA Vol 1, No 1 (2014): May 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (269.852 KB) | DOI: 10.24167/sisforma.v1i1.89

Abstract

English is now used as an international language, so that every person in order to communicate at the international level are required this language. To improving english proficiency, people used native speaker, course, story book, film game and etc. Games or better known as PC gaming is another alternative in improving the English proficiency. Beside this is fun, player required to read and listen the story game to finish the game. So that player can improve English proficiency while the player play game. In this paper, author present what game are fun and not boring also can improving English proficiency. The measuring improving English proficiency is observed from reading,writing, listening and grammarKeyword: English, Game, improving ,Proficiency
The Introduction of Classic Batik Motif to the Community Through Game Elisa Purnamasari; Erdhi Widyarto; Albertus Dwiyoga Widiantoro
SISFORMA Vol 4, No 1 (2017): May 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (156.542 KB) | DOI: 10.24167/sisforma.v4i1.1039

Abstract

Batik is a wealth of Indonesian nation that became a cultural heritage and has been registered in the Representative of the Masterpiece of the Oral and Intangible Heritage of Humanity by UNESCO in 2009 [1]. The appearance of a variety of batik would be a pleasure for batik lovers so often used as clothing, furniture, or other equipment in everyday life.But the lack of knowledge of meaning and philosophy in batik itself so that batik is often being used indiscriminately without knowing the intentions contained in the batik itself and being a mistake in its use [2], especially classic batik is a batik that is still thick with tradition and custom philosophy in it [3].This report contains about the introduction of classic batik motifs and philosophies that are packaged in interactive educational games. This game is made by entering the element of trivia quiz as an evaluation material and equipped with batik information that can be read repeatedly outside the gameplay so as to enrich and give better understanding of the information in the game.From the results of a survey of 50 respondents from the age range between 13 - 30 years old located in Central Java and outside Central Java, shows that this educational game about batik can make respondents become richer with knowledge about the meaning and philosophy of classical batik. In addition, respondents also want to preserve batik as a nation's wealth.