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 72 Documents
Educational Game Using Coordinate-Based Augmented Reality At Green Fresh Farm Maximiliano, Oeij Dominic Aldrich; Widiantoro, Albertus Dwiyoga; Nugroho, Erdhi Widyarto
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.v4i1.11102

Abstract

Tourist destinations in Indonesia are incredibly diverse. One of these destinations is Green Fresh Farm, located in the Gunungpati district, specifically in Jatirejo Village. Green Fresh Farm serves as a place for dairy cow farming and is also a tourist destination. Children visit this place for recreational purposes and to learn about cows.The creation of the MooLand AR game aims to determine whether the MooLand AR game is accepted as a means for introducing and educating about cattle farming at Green Fresh Farm. This includes educating visitors about cattle barn facilities, feeding techniques for dairy cattle, and educating about cattle diseases at Green Fresh Farm.    Based on the test results, the MooLand AR game is accepted as a means of introducing and educating visitors about cows at Green Fresh Farm. The analysis results indicate that the game correlates with ease of use, utility, and enjoyment, making MooLand AR successful and accepted as an educational game about cows at Green Fresh Farm. 
Design of Melodi Nusantara Rhythm Game to Introduce Traditional Indonesians Song Sugiarto, Lie Luky Andreas; Nugroho, Agus Cahyo; Prasetya, FX Hendra
Journal of Business and Technology Vol 3, No 3: Desember 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v3i3.10225

Abstract

At The culture of traditional music and songs in Indonesia is one of the results of intellectual and cultural richness, which plays an important role in the lives of traditional communities. In addition, traditional music and songs are also national assets that embody strategic values for both Indonesia and foreign parties. Therefore, there is a need to protect traditional music and songs in Indonesia. "Melodi Nusantara" is the name of a game developed to support and introduce traditional music and songs of Indonesia. The game "Melodi Nusantara" is a rhythm game genre. The rhythm game genre is very popular and loved by all, and this game requires players to follow the rhythm of a song. This game is very suitable for listening to music while playing. With the existence of the "Melodi Nusantara" game, it is hoped that players will be able to recognize the music culture of each region in Indonesia. And researchers can also see if the "Melodi Nusantara" game will continue to be useful for players and if they would want play the "Melodi Nusantara" game in the future.
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.
Website Based Floor Plan Design for Henricus Constant and Mikael Unika Soegijapranata Buildings Putra, Sie Irfan Eka; Prasetya, FX. Hendra; Nugroho, Agus Cahyo
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.v4i1.10399

Abstract

This study explains how influential technological progress is in several aspects, in this study it refers to aspects of education, knowledge, and facilities for students regarding floor plans. And with existing technological advancements, it doesn't make it difficult for students to find information boards or bulletin boards.There are several methods of analysis, namely, Primary Data Sources and Secondary Data Sources. The second uses the Data Collection method in this method which is also divided into several sections, namely: Collection of Questionnaires or Questionnaires, Literature Study and Interviews. The third uses the Testing method which is divided into several tests, namely: Application Testing, Testing Model Development, Methodology Flowchart, Framework of Mind.
Sensitivity to Sound in Web-Based FPS Game Pasila, Agustinus Altrian Fajar; Nugroho, Erdhi Widayarto; 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.v4i2.10248

Abstract

To train the hearing of individuals, both those with and without visual impairment, in a fun and effective way, the research methods used in this study include needs analysis, design, implementation, and testing. The result of this research is a web-based game that can be used to train an individual's hearing in a fun and effective way. The results of this study show that the developed web game can be used to train an individual's hearing in a fun and effective way. This game is equipped with various playing methods, each of which has several levels that can be accessed according to the level of difficulty, making it suitable for individuals with different levels of hearing ability.
The Development of Emporia Digital Raya's "IKI Canvasser" Stores Acquisition Mobile Application Arciliyagutama, Billy Alvin; Widiantoro, Albertus Dwi Yoga; Prasetya, FX Hendra
Journal of Business and Technology Vol 3, No 3: Desember 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v3i3.10331

Abstract

Inequity technology development in Indonesia had a bad impact on micro and small local stores all over Indonesia. This condition made Emporia Digital Raya acquire micro and small local stores as digital store partners to boost up their income. In a way to fasten the process, Emporia Digital Raya developed a mobile application to help and fasten the Acquirer (Emporia Digital Raya call it Area Leader) process in acquisition. This journal explains how this application is developed in the form of a mobile application based on Area Leader needs like acquisition, supervise store performance, and store visit report. This research was conducted with a quantitative method. The data collection is done by survey and literature study. Mobile application development is carried out using Java, Codeigniter 2 as the Application Programming Interface or API, PostgreSQL as database server, and Apache as the server. The study shows an overall result that this application is useful in helping Area Leaders to acquire and supervise their stores. This application is also considered user friendly. The results of application testing have been confirmed to pass the quantitative test using a survey method with 100 Area Leader from all over Indonesia.
Integration of Battle Royale Games With Tabletop Games to Help Decision Making Skills Febrianto, Nicholas Valentino; Nugroho, Agus Cahyo; Nugroho, Erdhi Widyarto
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.v4i3.11199

Abstract

Effective decision-making skills are essential both in everyday life and in gaming contexts, where choices have major consequences. Board games, known for their strategic nature, provide an ideal platform to hone these skills. This research aims to understand decision-making skills using board games, using Rapid Application Development (RAD) methodology to collect data, implement updates, and improve the gaming experience. This project uses Unity to create applications that augment the gameplay. The result of this effort is a distinctive board game that differs from conventional table games, offering its players a new and exciting experience.
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.
Educational Games for Learning Mathematics Medium at Elementary School Level Ardyani, Benedikta Avien; Pamudji, Andre Kurniawan; Prasetya, FX. Hendra
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.v4i3.11833

Abstract

Observation data shows various problems experienced by elementary school students when learning about Greatest Common Factor (GCF) and Least Common Multiple (LCM). This research aims to: (1) understand the effectiveness of learning math through education game, (2)  introduce technology to students without interrupting their regular study time, and (3) increase students’  interest in learning math through education game. Sample used were 62 students in grade 5 and 6. The method of this research uses 4 variables, i.e. Performance Expectancy (PE), Effort Expectancy (EE), Hedonic Motivation (HM), and Behavioral Intention (BI). After the respondents have tried playing the game, they fill out Google form and the result obtained with 51 respondents.
Designing a Website-Based Bus Ticketing System for Ria Sari Bus Agents Novita, Stefani Arfiyani; Harnadi, Bernardinus; Koeswoyo, G. Freddy
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.v4i3.10806

Abstract

Ria Sari Bus Ticket Agent is a night ticket agent that serves the various regions in Indonesia. Currently, the agent still uses a manual system to record bus ticket sales. Agents still write prospective passenger data and calculate agent commissions manually. In addition, sometimes agents forget about passenger orders that have been booked long ago. This usually happens during the Eid season and long vacations. This bus agent also does not have a recap of sales reports every month, so it does not know the commission earned each month. This study has a solution in a website-based ticket sales information system developed using Laravel, PHP, XAMPP, and MySQL. The purpose of the study is to design and develop a website-based bus ticketing system for Ria Sari Bus Ticket Agent. The testing of the system is conducted by interviews with the owner and users of the system. The result shows all features and menus available in this system are working properly and in accordance with the access rights of each user. The owner and users are satisfied and perceived helpful in using the system.