Andre Kurniawan Pamudji
Soegijapranata Catholic University

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Journal : Journal of Business and Technology

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.
Development of Electronic Documentation System for Final Project with Gamification to Improve the Effectiveness of Final Project Creation Andre Kurniawan Pamudji
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.v3i1.8712

Abstract

The final project is very important for every student in their educational program. This is a final project that requires in-depth research and thought, helping students put into practice the knowledge they learn and apply it in the form of real work. In several educational programs, the results of the final assignment can also be used as a determining factor for a student's final grade. The process of preparing the final assignment involves several stages, including determining the topic, selecting a supervisor, conducting guidance, conducting a plagiarism test, final assignment exam, and uploading the results of the assignment. end to the existing system. However, in such a long process, if it is not supported by a good system, the process of compiling the Final Project can be a troublesome thing. Therefore, there is a need for a gamification process in the existing system to improve the quality of the system and re-encourage students in doing their final assignments. Gamification uses game design and has several important components such as feature points, badges, levels, leaderboards, challenges and prizes. The gamification process can increase student involvement and the achievements given.