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CALYPTRA : Jurnal Ilmiah Mahasiswa Universitas Surabaya
Published by Universitas Surabaya
ISSN : 23038203     EISSN : -     DOI : -
Core Subject : Education,
CALYPTRA : Jurnal Ilmiah Mahasiswa Universitas Surabaya merupakan kumpulan artikel yang ditulis oleh mahasiswa Universitas Surabaya. ISSN 2302-8203
Arjuna Subject : -
Articles 3,446 Documents
PEMBUATAN MOBILE GAME VIRTUAL PET ONLINE Amelia Maya Christina; Richard Pramono; Marcellinus Ferdinand Suciadi
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Abstract

Game virtual pet is a simulation game about the raising of an animal . This game can be played using mobile phone that has the Android operating system. In general, this game is more attractive to female players than male players, and sometimes given feature can make the player feel bored. Therefore made virtual pet online game that is not boring when played by female and male players, by providing additional gameplay and use the social media. Gameplay additions provided that battle, training, evolution, help friend, and transaction. For social media features, adding friends can be done automatically using Facebook. Making virtual pet online game using Unity3D application, by utilizing the programming language C# and PHP. To view and assets used in the manufacturing of virtual pet online game was created using Adobe Illustrator. After doing the implementa t ion and testing by interview showed that the application is made to increase the interest of female and men players to play for their gameplay additions and can be played without having to meet first.
PEMBUATAN PERMAINAN LINK COLOUR BERBASIS ANDROID Alexander Gregorius Pranoto; Budi Hartanto; Marcellinus Ferdinand Suciadi
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Abstract

Casual Game Is a genre of the game which has same pattern and short level. For the example of the casual game is Catch Dot. Catch Dot is a game which has genre Casual Whom the player must match the color of the dot Which coming to circle in the center of the screen. Game will be over if the player can not match the color of the dot. At first, Catch Dot is very attractive, however, because of the lackof some features and variation, this game is rarely played right now. Then, an opportunities arise to make a similar game with Catch Dot which is named Link Colour. Link Colour has some features dan variation which is never exist in Catch Dot. Some features will be added in the Link Colour are online multiplayer, pause button, tutorial, levelling, power up. Power up which will be used are power up to increase the player’s health, slowing the rotation of the enemy wheel, reverse the direction of the enemy wheel. Theaddition ofthis feature are expected to make the Link Colour game can be more exciting thanthe CatchDot game and can be sought bymany people. Link Colour game uses Android Operating System. The development of Link Colour Game uses the Unity Game Engine and utilizing C# Programming Language. After implementation and some test run, obtained a result for Link Colour game. Link Colour game is exciting and easy to be played.
PEMBUATAN SISTEM PENGECEKAN KELULUSAN BERBASIS WEBSITE DI FAKULTAS TEKNIK UNIVERSITAS SURABAYA Eduardus Aldo Kosasih; Budi Hartanto; Daniel Soesanto
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Abstract

College students certainly want to graduate with the best results and on time or faster. Graduation checking system in the University of Surabaya, especially in the Engineering Faculty have not been able to completely follow the curriculum changes that occur. In addition, students have difficulties to check their prerequisite to graduate in their respective department. Until now, the system still using desktop-based application. It is difficult for students who do not have the app. Creating a graduation checking systemwebsite-based in the Engineering Faculty University of Surabaya aims to facilitate students to graduation prerequisite checks in each department. The system is made tocheckvarious aspects of the graduation requirements in each department. This system will compare the courses taken by students with courses that must be taken and ensure that students can graduate and fulfill all prerequisites with lectures contract. The trial results showed that students who use this system will be easier to check what are the prerequisites of graduation and find out what deficiencies unmet graduation prerequisite. Thus, administrative officer, Academic Advisor, and the Head of Department may determine the graduation of each student in each department more efficiently.
PEMBUATAN WEBSITE PENYEWAAN PRASARANA OLAHRAGA BERBASIS LAPANGAN Andre Wirawan; Daniel Hary Prasetyo; Dhiani Tresna Absari
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Abstract

Pada saat ini beberapa pemilik bisnis penyewaan prasarana olahraga berbasis lapangan seperti badminton dan futsal sedang menghadapi tantangan untuk meningkatkan mutu pelayanan bagi pelanggan dan ingin mempromosikan bisnis penyewaan prasarana olahraganya. Hal yang sama juga dirasakan oleh pelanggan yang ingin menyewa tempat prasarana olahraga tersebut, terkadang kesulitan mencari lapangan yang kosong dikarenakan jadwal yang ada sudah terisi dan informasi jadwal lapangan yang selalu berubah-ubah, sehingga harus mengecek di tempat yang lain. Seturut berjalannya perkembangan teknologi informasi saat ini yang semakin pesat salah satunya adalah internet, dimana dengan adanya teknologi internet dapat membantu mengatasi permasalahan yang ada pada setiap tempat bisnis penyewaan prasarana olahraga berbasis lapangan. Untuk itu perlu adanya suatu sistem informasi website yang mewadahi setiap pemilik bisinis penyewaan prasarana olahraga agar dapat mempromosikan bisnisnya dan dapat bertransaksi dengan pelanggan dalam proses pemesanan dan penyewaan lapangan. Pembuatan website penyewaan prasarana olahraga berbasis lapangan ini diawali oleh proses analisis terhadap sistem yang sedang berjalan saat ini sekaligus melakukan benchmarkingterhadap website-website yang sejenis. Lalu berdasarkan hasil analisis dilakukan desain sistem dan implementasi sistem. Setelah implementasi sistem selesai, dilakukan uji coba dan evaluasi terhadap sistem yang dibagi menjadi 2 tahap, yaitu tahap verifikasi dan validasi. Hal tersebut untuk memastikan sistem informasi yang dibuat telah berjalan sesuai kebutuhan. Kesimpulan dari pembuatan website penyewaan prasarana olahraga berbasis lapangan ini adalah bahwa sistem informasi yang dibuat dapat mempermudah pelanggan dalam mencari informasi jadwal lapangan yang kosong pada berbagai tempat, mempermudah pelanggan dalam melakukan pemesanan lapangan, membantu pemilik bisnis tempat penyewaan prasarana olahraga dalam mengelola laporan data transaksi pemesanan dan penyeawaan, dan membantu pemilik bisnis dalam mempromosikan bisnis penyewaan prasarana olahraganya.
PEMBUATAN SISTEM INFORMASI ADMINISTRASI ORGANISASI MAHASISWA UNIVERSITAS SURABAYA Fony Rosiana; Dhiani Tresna Absari; Fitri Dwi Kartikasari
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Abstract

University of Surabaya (Ubaya) is one of the private universities in Surabaya, East Java. In general, any university that is both private and state universities have student organizations in accordance with the interests of each university. Similarly, the University of Surabaya. At present, the administrative activities that include recording and realization of the activities of the work program is still running it manually. Processes running manually is a time consuming, because there are several steps that must be done in a way to meet people. The duration of the administration process can impede the course of events. Therefore, making this system aims to help the administration process so that the process can be completed more quickly and does not inhibit the activity. Analysis of system requirements through interviews to the parties concerned and also made observations on the course of the administrative process. This system will streamline administrative processes and activities can save the file with the existing format seminimalis system design made possible so it does not make the user confused in using this system. The system is made by using CodeIgniter and phpMyAdmin. After going through the process of testing, the system created to help according to the needs of student organizations University of Surabaya. Final conclusion of this system can help reduce errors and help accelerate the process of administrative activities.
PEMBUATAN APLIKASI PEMBELAJARAN BAHASA JEPANG LEVEL DASAR BERBASIS ANDROID Lisania Ayu Agustin; Budi Hartanto; Melissa Angga
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Abstract

In this era of globalization, make the country Indonesia to connect with other countries in various countries in the world. One of the countries that have relations with Indonesia and plays an important role in various aspects in Indonesia, especially in terms of economics and education is the country of Japan. The obstacles that must be overcome so that the relationship between Indonesia and other countries can be well established is about language. Basic Level of Japanese Language Learning Applications, built to help learners of basic level Japanese language can write, read, and understand Japanese easily. This app utilizes android technology. Android has many Application Programming Interface (API) tools for application development, one of which is the Gesture API feature. By utilizing the API was built the application of Japanese Language Learning, mainly in Japanese letters, both Hiragana and Katakana. This application is designed and built using android programming languages and MySQL database as its storage database. The results achieved is a learning application that provides ease in understanding Japanese language. This learning application is supported by multimedia so as to provide an interesting and interactive appearance, so that users can understand what is learned.
PEMBUATAN APLIKASI INFORMASI LAPANGAN OLAHRAGA BERBASIS ANDROID David Setiawan Wijaya; Daniel Hary Prasetyo; Fitri Dwi Kartikasari
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Abstract

Exercise is something everyone must do. Not apart from sports that can be done at home or sports that require a field. Currently there are many sports rental courts that are spread in every city. But there is no system that can connect userswith field owners. This app connects between field owners in particular basketball, badminton, soccer, volleyball and futsal with users. This app uses Phonegap that integrates with Framework7. Phonegap is a framework that allows web developers to turn it into a mobile app. Phonegap can be combined with framework7 which is an open source framework created for mobile application makers. This app also has a location feature with the help of googlemaps that serves to show the location of the sports field. With the creation of this application as well as with the results of the questionnaire can be concluded, help tenants field to find out the latest sports field information and order the field directly using thesmartphone.
MOTIVASI BERKUNJUNG PADA DARK TOURISM: KAWASAN WISATA GUNUNG MERAPI YOGYAKARTA Agus Andy
CALYPTRA Vol. 8 No. 1 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (September)
Publisher : Perpustakaan Universitas Surabaya

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Abstrak - Penelitian ini bertujuan untuk mengetahui faktor-faktor yang memotivasi wisatawan untuk berkunjung ke Kawasan Wisata Gunung Merapi Yogyakarta. Situs dark tourism di Indonesia yang menjadi obyek penelitian adalah tempat kejadian bekas bencana alam Gunung Merapi di Yogyakarta. Penelitian ini menggunakan pendekatan kuntitatif dengan menggunakan analisis faktor. Penelitian ini menggunakan sampel wisatawan yang berkunjung ke Gunung Merapi dalam kurun waktu 1 tahun terakhir dengan jumlah 100 orang dengan teknik pengambilan sampel menggunakan non probability sampling dengan jenis convenience sampling. Dalam penelitian ini juga dilakukan uji Bartlett’s test of sphericity, Kaiser-Meyer-Olkin (KMO) dan MSA (Measure of Sampling Adequacy). Hasil penelitian ini menunjukkan bahwa faktor motivasi wisatawan Yang berkunjungan ke Kawasan Wisata Gunung Merapi Yogyakarta adalah victim, artifacts, curiosity, remembrance dan historical. Kata kunci: motivasi, dark tourism, curiosity, remembrance, historical Abstract - This study aims to determine the factors that motivate tourists to visit the site of the death and disaster of Mount Merapi Yogyakarta. The site of dark tourism in Indonesia which became the object of research is the place of former natural disaster of Mount Merapi in Yogyakarta. This research uses a quantitative approach using factor analysis. This study used a sample of tourists who visited Mount Merapi in the last 1 year with 100 people with sampling technique using non probability sampling with the type of convenience sampling. In this study also tested Bartlett's test of sphericity, Kaiser-Meyer-Olkin (KMO) and MSA (Measure of Sampling Adequacy). The results of this research show that the factors of tourist motivation Visits to the death and disaster site of Mount Merapi Yogyakarta are victim, artifacts, curiosity, remembrance and historical. Keywords: motivation, dark tourism, curiosity, remembrance, historica
PENGARUH DESTINATION IMAGE WISATA WISATA KAWAH IJEN dan KEPUASAN WISATAWAN TERHADAP LOYALITAS WISATAWAN SURABAYA Samuel Siyanto
CALYPTRA Vol. 8 No. 1 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (September)
Publisher : Perpustakaan Universitas Surabaya

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Abstrak Tujuan dari penelitian ini adalah untuk mengetahui cognitive image dan affective image dan mengetahui hubungan antara kedua variabel tersebut dengan variabel tourist satisfaction dan tourist loyalty. Data yang digunakan dalam penelitian ini adalah data primer, yaitu data yang diperoleh dari pembagian kuesioner. Pengukuran data ini menggunakan interval tingkat pengukuran. Pengukuran ini menggunakan pendekatan kuantitatif melalui uji statistik. Pengujian ini dilakukan dengan menggunakan permodelan SEM dengan bantuan analisis data AMOS 22. Hasil yang didapat adalah variabel cognitive image memiliki hubungan yang signifikan positif dengan variabel affective image. Variabel cognitive image memiliki hubungan yang signifikan positif dengan variabel tourist satisfaction. Akan tetapi variabel cognitive image, affective image dan tourist satisfaction tidak memiliki hubungan signifikan dengan variabel tourist loyalty. Kata kunci: destination image, cognitive image, affective image, tourist satisfaction, tourist loyalty. Abstract The purpose of this paper is to explore both the cognitive image and affective image and examine the effect of destination image through both aspect on satisfaction level and tourist loyalty. The data used in this study comes from primary data, namely data obtained though the distribution of questionnaires. This measurement uses the interval measurement level, which is a measurement that has thes ome distance and clear difference. This study uses a quantitative approach through statistical testing. Tests conducted using Structural Equation Modeling (SEM) with the help of Analysis of Moment Structured (AMOS 22) The result showed that the cognitive image have positive significant effect to affective image. Cognitive image has a significant effect on tourist satisfaction. Affective image has a signification effect on tourist satisfaction. While cognitive image, affective image, and tourist satisfaction does not affect the tourist loyalty. Keywords : destination image, cognitive image, affective image, tourist satisfaction, tourist loyalty.
FAKTOR YANG MEMPENGARUHI GREEN PRODUCT PURCHASE DECISIONS PADA PRODUK PERBEKALAN KESEHATAN RUMAH TANGGA RAMAH LINGKUNGAN DI SURABAYA Fatimah Khoirun Nisa’
CALYPTRA Vol. 8 No. 1 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (September)
Publisher : Perpustakaan Universitas Surabaya

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Abstract

Abstrak - Penelitian ini bertujuan untuk mengetahui dan membuktikan pengaruh supporting environmental protection, drive for environmental responsibility, green product experience, environmental friendliness of companies, dan social appeal terhadap green product purchase decisions pada produk PKRT ramah lingkungan di Surabaya. Pengolahan data penelitian ini menggunakan Structural Equation Modelling (SEM) dengan program Statistical Package for Social Sciences (SPSS) versi 18 dan LISREL versi 8.7. Obyek penelitian ini adalah orang yang membeli dan menggunakan produk PKRT ramah lingkungan minimal tiga bulan terakhir. Jumlah sampel dalam penelitian ini berjumlah 185 responden yang diambil dengan pendekatan purposive sampling. Hasil penelitian ini menunjukkan bahwa supporting environmental protection berpengaruh positif dan signifikan terhadap green product purchase decisions, drive for environmental responsibility tidak memiliki pengaruh terhadap green product purchase decisions, green product experience berpengaruh positif dan signifikan terhadap green product purchase decisions, environmental friendliness of companies berpengaruh positif dan signifikan terhadap green product purchase decisions, dan social appeal tidak memiliki pengaruh terhadap green product purchase decisions. Kata kunci: supporting environmental protection, green product experience, green product purchase decisions Abstract - This research aims to know and prove the existence of supporting environmental protection, drive for environmental responsibility, green product experience, environmental friendliness of companies, and social appeal to green product purchase decisions on environmentally friendly PKRT products in Surabaya.This research data processing using Structural Equation Modeling (SEM) with Statistical Package for Social Sciences (SPSS) version 18 and LISREL version 8.7. The object of this research is people who buy and use environmentally friendly products PKRT at least the last three months. The number of samples in this study amounted to 185 respondents taken with the approach of purposive sampling.The results of this study indicate that supporting environmental protection has a positive and significant effect on green product purchase decisions, the drive for environmental responsibility has no effect on green product purchase decisions, green product experience has a positive and significant effect on green product purchase decisions, environmental friendliness of companies positively and significant to green product purchase decisions, and social appeal has no effect on green product purchase decisions. Keywords: supporting environmental protection, green product experience, green product purchase decisions

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