cover
Contact Name
Melania Adirati
Contact Email
melania@unika.ac.id
Phone
+628441555
Journal Mail Official
jbt@unika.ac.id
Editorial Address
Department of Information Systems, Computer Science Faculty, Soegijapranata Catholic University 8th Floor Henricus Constant Building Jl. Pawiyatan Luhur IV/1, Bendan Dhuwur Semarang, Indonesia
Location
Kota semarang,
Jawa tengah
INDONESIA
Journal of Business and Technology
ISSN : -     EISSN : 27760332     DOI : https://doi.org/10.24167/jbt
Core Subject : Science, Education,
ournal of Business and Technology published by Departement of Information Systems Soegijapranata Semarang, to accommodate the scientific writings of the ideas or studies related to business and technology in Information Systems.
Articles 6 Documents
Search results for , issue "Vol 1, No 2: Agustus 2021" : 6 Documents clear
Educational Game Learning Japanese Language Oh Daniel Kurniawan; Hendra Prasetya; Bernadinus Harnadi
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 (825.141 KB) | DOI: 10.24167/jbt.v1i2.3535

Abstract

Language and culture is an applied been possessed by every man since born. Language is a in the form of communication with  each  other.  In daily life, communicate with the family, friend, even work also need good ability. Therefore a  use of language that well and properly should be owned individuals[1]. Nihon-Goo! Is a Game made from computer for the purpose as a medium and facilitate the process increase knowledge and understanding basic vocabulary and culture in japan. After 5 times playing of one each day, game testing was conducted to 40 people and fill the questionnaire. Post-test data result shows that the game makes the player having  difficulty answering  the questions, but still want to play it again and again. So even though they failed to try it, they still tried again and again.
Developing and Creating Board Game as a Media to Learn English Vocabulary for Senior High Student Kevin Christopher; Bernardus Harnadi; 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 (553.754 KB) | DOI: 10.24167/jbt.v1i2.3510

Abstract

Students have a general problem to even start learning the English language. Through the game, student will only feel that they’re playing games and not studying, increasing the willingness of someone to learn more by averting their mindset to think that they are playing instead of studying. The game will be created in a form of a board game, the reason is the game is seen as more a friendly and more acceptable by more people. The objective of this research is to design a board game helping student to increase their English proficiency in a friendlier, easier, and enjoyable manner. The board game was tested to 40 students on high school by letting them play it 10 times in different day each time they play, and then filling the questionnaire. The questionnaire then will be processed in SPSS software to conclude the result of the research. This research will produce an English learning educational board game which will improve their English proficiency in a fun and cooperative way (togetherness).
Game Save The Sea! as an Education Media to Prevent Water Pollution Alnando Harsono; Ridwan Sanjaya; Bernadinus Harnadi
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 (519.023 KB) | DOI: 10.24167/jbt.v1i2.3537

Abstract

Human’s ignorance is the most threatening factor to natural water sources on the system. The habit of littering and poor waste management often occurs in developing countries, especially Indonesia. Through an educational game this message could be delivered easier. This paper is intended to find ways for people to be more concerned with water pollution. The questionnaire and interview methods are used to search for pre-test and post-test data. From the pre-test data, “Save The Sea” mobile game is created which can help educate the public about the dangers of water pollution. After 5 times playing of once each day, game testing was conducted to 39 people and fill the questionnaire. Post test data result shows that the game succeeded in creating conditions where people were more concerned about water pollution.
Learning Traditional Denok Dance With Kinect Game Dominikus Reynard Darmawan; Erdhi Widyarto Nugroho; Ridwan Sanjaya
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 (599.605 KB) | DOI: 10.24167/jbt.v1i2.3511

Abstract

Nowadays, culture exchange is so much easier, with the foreign culture walk in to Indonesia, our traditional culture start to be forgotten, one of them is our traditional dance. And also, studying our native culture is considered something outdated.  That why its needed a new media to  make our traditional culture more modern so not become forgotten. One of the media which can be used is a game and a technology called kinect, with both of it, can be made a simulation game of our traditional dance, so it can be a media for introducing our traditional dance or help to train the dancer.
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.
Designing Game For Spirituality Education At Primary School Rico Yupita; Ridwan Sanjaya; Bernadinus Harnadi
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 | DOI: 10.24167/jbt.v1i2.3534

Abstract

The purpose of this research is to find out the ways to make Catholic Subject learning more enjoyable, convenient, and helpful by designing "A New Me" game that were in accordance with primary student’s necessity. This educational game was designed to teach students about the Fruit and Gifts of the Holy Spirit. The game has been examined to 50 Primary School students in age range of 10–12 years old. The subject matter used is the Fruit and Gifts of the Holy Spirit. The results of this research showned that the desire to play “A New Me” game is greatly influenced by the experience of playing digital games before, effort expectancy, enjoyment, and usability in  playing the game.

Page 1 of 1 | Total Record : 6