Chandrawati, T. Brenda
Departement Informatic System Soegijapranata Catholik University

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Journal : Journal of Business and Technology

Improving Students' Interest In Learning Javanese Character By Using Augmented Reality Halim, David Kristianto; Chandrawati, T. Brenda; Nugroho, Erdhi Wirdayanto
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.v4i1.10490

Abstract

Javanese script is one of the materials taught in Javanese language lessons starting from elementary school to high school starting to be taught Javanese script. However, many students feel that this lesson is very boring and difficult for students because of the atmosphere when learning and teaching methods that only see from books and listen to lighting from teachers. Therefore, research was conducted by developing an Augmented Reality (AR) system, so that later it could add innovation in the method of teaching Javanese script in order to grow interest in students and students in learning[1]. The game created is called "AJAR (Javanese Aksara AR)" in this AR contains images of each basic level script, videos that contain how to write the script correctly, examples of writing the script in a correct sentence and some practice questions that are used to help measure how much the student's ability to learn the script after using this AR.The game development method uses waterfall and this game testing method is qualitative by interviewing several sources to get data on whether this game has been successful and has met the target according to the purpose of this AJAR game. From the results of the interview it can be seen that on average all sources feel satisfied and like the existence of this AJAR game because it can help in learning Javanese script more easily and not get bored quickly.
Educational Games of Introducing English to Early Childhood Gunawan, Rico Ferdian; Chandrawati, T. Brenda; Prasetya, FX. Hendra
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.v4i2.11220

Abstract

In early childhood, they usually begin exploring many things, such as learning, playing and imitating the behaviour of older people. Children learn to communicate with others and from their peers at a certain age. Children also learn to recognize letters of the alphabet, self-recognition and surrounding objects. The following year, children recognize other languages, such as English. Then, year by year, children start learning many languages, such as English. This educational game will be for English furniture for children. When children play games, they are usually accompanied by parents to guide and teach them to play games. The educational game "Elang" is for learning English using puzzle gameplay. This "Elang" game will introduce fruits, transportation, and family members. Then, children can be through an educational game, when children are playing games, of course, accompanied by their parents to guide and teach them to play the game. The purpose of making this educational game is to use puzzle gameplay that brings the topic of fruit introduction, transportation introduction and family introduction to children. The research methods used are waterfall methods and game testing to collect data from respondents in a survey. The survey was conducted by interviewing parents of children who played the educational game "Elang". The survey results show that the educational game "Elang" introduction to English can be efficient in early childhood learning.
Development of Accounting Information System for Matahari Store With RAD Method (Rapid Application Development) Oematan, Virgine Widya; Chandrawati, T. Brenda; Chrismastuti, Agnes Advensia
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.v4i3.10671

Abstract

Business company is a form of business in which business people purchase goods from vendors, then resell them to consumers without changing the form of the goods. Every business, be it large, medium to small businesses, requires an accounting system. From the accounting system, the owner can determine whether his business is running well or vice versa. One trading business that still does not use an accounting system is the Matahari Grocery Store. The accounting information system is needed by Toko Matahari to be able to compete with many other similar businesses. The method used in creating this accounting system is the Rapid Application Development method.