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Designing 3D Animated Games as Learning Media For Lontara (Edulontara) Based on Android Rachman, Suci Rahma Dani; Ardimansyah; Baso Arfan Efendy; Riyan Alfian Syarif
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol. 12 No. 2 (2022): Inspiration: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Pusat Penelitian dan Pengabdian Pada Masyarakat Sekolah Tinggi Manajemen Informatika dan Komputer AKBA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (407.426 KB) | DOI: 10.35585/inspir.v12i2.10

Abstract

At this time it is known that many children, especially students, have played games, both through computers and mobile phones. Students think that games can fill their spare time. The use of media that involves technology can affect student achievement and motivation, one of which is game play. The background of the research is that learning in schools still uses learning methods that use guidebook media, which causes a lack of interest and attention from students to take part in ongoing learning, for that it is necessary to develop an educational game that can be used as a medium of learning and can motivate students to be interested in study. The purpose of making 3D animation game applications for learning lontara script is so that students can easily understand and be interested in learning lontara script. The system development method used is waterfall starting from data collection, system analysis, application design, system testing and implementation. Black-box testing method that focuses on the functional requirements of the software. The programming language used is the Visual C programming language. With the application of the 3D animation game for learning the Lontara script, it is hoped that it can provide information and help students understand and be interested in learning the Lontara script.
Semiotic Analysis in the Lyrics of the Song Tikus-Tikus Kantor and Its Significance for Fraud Accounting Actors Ardimansyah; Rafles Ginting; Elga Yulindisti; Anton Robiansyah; Rissa Anandita
Jurnal Sastra Indonesia Vol. 13 No. 1 (2024): March
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jsi.v13i1.3101

Abstract

The role of the song "Tikus-Tikus Kantor" by Iwan Fals serves as a metaphor for depicting workplace fraud, particularly in the context of company financial reporting. This study aims to empirically examine the song's meaning using semiotic analysis. The qualitative research method used Roland Barthes' semiotic approach to explore both denotative and connotative meanings within the song's lyrics. Symbols such as rats and cats represent actors in accounting fraud, namely perpetrators and auditors. The connotations within the lyrics depict rationalization, pressure, and competence, aligning with the Fraud Pentagon theory, which identifies triggering factors for fraud. The moral message in the song serves as a reminder for auditors to execute their duties with integrity and professionalism. From a dramaturgical perspective, the song highlights the relationship between fraud perpetrators and auditors, portraying the former as cunning rats and hungry cats. The research illustrates how fraud perpetrators can exploit the lack of attention or errors on the part of auditors. The moral message in the lyrics encourages auditors to enhance vigilance and integrity when examining financial reports. Consequently, this study provides theoretical contributions by applying semiotic analysis to understand the meaning of songs related to accounting fraud. The findings can serve as a basis for formulating policies to prevent accounting fraud for stakeholders.