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Development of Psychology Based on Online with Edward Personality Preference Schedule and High Level Indonesian Collective Intelligence Test Richard Juan putra Sudarto; Erdhi Widyarto Nugroho; Hendra Prasetya
Journal of Business and Technology Vol 1, No 2: Agustus 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (584.142 KB) | DOI: 10.24167/jbt.v1i2.3529

Abstract

Online psychotic are developed to keep up with current technological advancements. Application of Psychotest Development Based on Online with Edward Personality Preference Schedule and High-level Indonesian Collective Intelligence Test, developed for the benefit of the Soegijapranata Center for Applied Psychology. Making the application "Psychotest Development Based on Online with Type of EPPS and High TIKI" is motivated by the director's vision to be able to advance PPT Soegijapranata. In the process of creating an application design, sources were obtained from the director of the Center for Applied Psychology at Uneg Soegijapranata, the design obtained was the number of users, application flow, and mockup design. The goal to be achieved is to change the manual process to use technology. When testing 30 respondents, it was found that the Psychotest Development Application Based Online with EPPS and TIKI Types was quite helpful and made the test process simple.
Comparison of Forward Chaining and Hill Climbing Methods in Blood Disease Diagnosis Expert Systems Lydia Natalia Kristiani; Erdhi Widyarto Nugroho; Albertus Dwiyoga Widiantoro
Journal of Business and Technology Vol 1, No 3: December 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v1i3.4348

Abstract

Blood disease is a condition in which one or several parts of the blood can’t function normally. Blood disease itself is classified as quite mild but also some are classified as serious diseases and are usually genetic. Sometimes people underestimate the symptoms of mild illnes and lazy to see a doctor or laboratory because they think it troublesome and need to spend money. Therefore an early diagnosis of symptoms that may be related to blood disease is needed, so people can be alert and also prevent severe blodd disease. That’s why we need an expert system application that can help people diagnose and be aware of diseases that related to blood.
Increasing Knowledge About History of Hindu Empire in Indonesia with Game “Indo Trivia” Pieter Theodorus Handoko; Erdhi Widyarto Nugroho; Bernadinus Harnadi
Journal of Business and Technology Vol 2, No 1: April 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v2i1.4234

Abstract

Most young people think that History is not important enough to learn and they are more likely to choose to play games. This study aims to develop the game "Indo Trivia" which is a game about the history of Indonesia, especially the history of the Hindu kingdom on the island of Java. In this game, there is a history of the Tarumanegara kingdoms, Hindu Mataram, Kediri, Singasari, and Majapahit kingdoms. This thesis report contains about how to make games as a medium of learning about history, especially history during the Hindu kingdom as well as providing a quiz about the history of Indonesia. The game development method used is the waterfall. The game testing method by proposing a hypothesis that is tested using a questionnaire test tool. a questionnaire will be given if the respondent has finished playing the game "Indo Trivia". From the results of the study, it was found that the variables of convenience, usefulness, and pleasure correlated with the variable of desire to reuse.
Game Design Education "Terjumlah" Using Kinect Sensor Yedija Prima Putra; Erdhi Widyarto Nugroho; Hendra Prasetya
Journal of Business and Technology Vol 1, No 1: April 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v1i1.3220

Abstract

At present, the development of the game world is increasing. A lot of which utilize various sensors as input. However, many of these games have no educational value. Therefore, the game titled "Terjumlah" is designed, which has educational value, in this case math material. In the making of the game, collaborated using kinect sensor that can detect the movement of the user, to be more active and interactive.
Psychotes Papi Kostick Web-Based Online Mikael Duhantatya; Erdhi Widyarto Nugroho; Albertus Dwiyoga Widiantoro
Journal of Business and Technology Vol 1, No 3: December 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v1i3.4349

Abstract

Technological progress has experienced very rapid development. Technology that has developed began to slowly replace the conventional way of becoming more modern, especially in terms of psychological tests. The psychological test known as a psychological test is a test that is carried out to measure aspects of the individual psychologically. One of these psychological tests is the PAPI Kostick Test which is an inventory report of a person's personality in a work environment. The online PAPI Kostick test was developed using HTML, CSS, JavaScript, and PHP. Application testing was conducted to obtain correlation in terms of appearance, comfort, convenience, satisfaction, and long-term use.
Waste Sorting and Processing Education for Children through Game Applications that Use Loud Sound Levels Bill Berthan Panjaitan; Erdhi Widyarto Nugroho; FX Hendra Prasetya
Journal of Business and Technology Vol 2, No 3: Desember 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v2i3.4393

Abstract

Garbage is one of the big problems in society.lack of awareness of throwing garbage in its place worsen the situation. Waste processing has also become more difficult because waste is not sorted. lack of knowledge of sorting waste does not make matters better. To deal with this problem, the government launched a bank sampah program to reduce waste problems. But garbage banks don't accept all types of waste. The waste bank only accepts waste that can be recycled. Therefore a game was created to teach sorting garbage and not to litter. It was made with a sound sensor to give a unique impression in the game.  The game development is designed with a reward and punishment system to tell players if they do the right thing.  After the game is finished, tests are conducted on several elementary school children and the results are that EE, PE, and HM have an influence on the BI variable.
Application Of System Information & Android Based Smart Display In Jewelery Stores Christianto Gunadi; Albertus Dwiyoga Widiantoro; Erdhi Widyarto Nugroho
Journal of Business and Technology Vol 2, No 3: Desember 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v2i3.4392

Abstract

In general, medium-sized retail stores have started implementing information systems to optimize their business processes, even though the information system used is relatively simple. This is not the case with precious metal retail stores or often called jewelry stores. They are currently still using manual processes.
Internet of Things-Based Entrepreneurship Lockers Yulius Bisma Cahyaprawira; Andre Kurniawan Pamudji; Tecla Brenda Chandrawati; Erdhi Widyarto Nugroho
Journal of Business and Technology Vol 2, No 3: Desember 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v2i3.5709

Abstract

The development of the internet, which was originally only a medium of communication, is now more varied and sophisticated. An example of the development of the internet is Internet Of Things (IoT) , which in this study will discuss the implementation of IoT. As a form of pandemic recovery for IoT entrepreneurial activities, researchers developed lockers that can help entrepreneurial actors (especially on campus) to get up during the recovery period from the pandemic. The general concept of this locker is that the seller puts his merchandise into the locker and the buyer will pick it up by paying through QRIS. In other words, this locker provides convenience in transactions because it is done cashless. The design begins with making the work steps and logic flow of the locker which then makes the circuit scheme of the hardware. The hardware circuits used have their respective roles and support each other. This research hopes that with the IoT-based entrepreneurial lockers, it is expected not only to help partners / entrepreneurial actors on campus, but also attract new partners and encourage campus residents to dare to be entrepreneurs.
IoT and QRIS Payment System Integration in Entrepreneurship Lockers to Improve Culinary Business in Schools Andre Kurniawan Pamudji; Agus Cahyo Nugroho; Bernadinus Harnadi; T Brenda Chandrawati; Erdhi Widyarto Nugroho; FX Hendra Prasetya; Albertus Dwiyoga Widiantoro; Ridwan Sanjaya
Journal of Information System and Informatics Vol 5 No 1 (2023): Journal of Information Systems and Informatics
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v5i1.448

Abstract

The Covid-19 pandemic has disrupted various activities, including the operation of school and campus canteens. In response, innovative solutions are needed to ensure the continuation of the culinary business while keeping all stakeholders safe during the pandemic. This study proposes the development of IoT-integrated entrepreneurial lockers that enable cashless payments through QRIS. These lockers can be used to revive the culinary business in school and campus canteens that had to close due to the pandemic. The results of the study show that the use of these lockers can reduce physical contact during transactions, thus minimizing the risk of virus transmission. Overall, this research offers a practical solution for sustaining the canteen business in the face of the pandemic.
Simulation Game-Based Governance System Education Glenn Hariyanto Putra; Erdhi Widyarto Nugroho; T.Brenda Chandrawati
Journal of Business and Technology Vol 3, No 1: April 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v3i1.6079

Abstract

Democratization is a process of people's participation in the country's political activities, but this process is quite difficult because the public's perception of the government tends to be negative. One way to increase public awareness about government is to use educational games such as "Governman" which teach about the government system through simulation and make players think critically and creatively. The game "Governman" is made using the waterfall method and has gone through all the stages in that method. Research has been conducted to show that this game is effective in encouraging the player's intention to learn about the government system. It is hoped that this game will be an interesting and easy-to-understand way for players to learn about the government system. Research has been conducted to evaluate the effectiveness of this game and the results show that this game has a valid correlation between Performance Expectancy, Effort Expectancy, Hedonic Motivation and Behavioral Intention. This shows that this game is effective in encouraging players' intentions to learn and understand the government system