RB Hendri Kuswantoro
Sekolah Tinggi Multi Media Yogyakarta

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Minat Memainkan Game Edukasi Berbasis Smartphone (Studi Kasus Pada Minat Komunitas Gamer Semarang Memainkan Game Bubble Zoo Collect ) RB Hendri Kuswantoro
Journal of Animation and Games Studies Vol 4, No 1 (2018): April 2018
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v4i1.2121

Abstract

Perkembangan teknologi saat ini telah memasuki segala aspek kehidupan. Salah satu teknologi yang sangat berkembang adalah telepon pintar atau smartphone. Selain sebagai alat komunikasi,  smartphone juga menjadi salah satu alat yang dapat digunakan untuk membantu berbagai keperluan diantaranya membuka internet, sebagai sarana multimedia, bermain game, proses pembelajaran dan lain-lain. .Metode pengumpulan data pada penelitian ini menggunakan metode surveydengan penyebaran kuesioner kepada komunitas gamer semarang sebanyak 20 anggota. Seluruh anggota komunitas  mempunyai kebiasaan memainkan game. Penentuan sampel dalam penelitian ini menggunakan metode total sampling.  Hasil dari penelitian ini menunjukan bahwa:  Kemudahan memainkan sebesar  78 %;  Kegunaan sebesar  78%;  persepsi Sikapsebesar 83%. Dari kemudahan, kegunaan dan sikap berpengaruh signifikan terhadap minat memainkan game sebesar 90%.  Hasil pengujian memberikan bukti bahwa komunitas gamer semarang berminat memainkan game Game Bubble Zoo Collectketika akan menambah pengetahuan. Kata kunci: Kerangka TAM, Game Edukasi, User Interface. Abstract           Current technological developments have entered all aspects of life. One of the most developed technologies is smart phones or smartphones. Aside from being a communication tool, smartphone is also one of the tools that can be used to help various purposes including opening the internet, as a means of multimedia, playing games, learning process and others.Data collection methods in this study use survey methods by distributing questionnaires to semarang gamers as many as 20 members. All members of the community have a habit of playing games. Determination of samples in this study using total sampling method. The results of this study indicate that: Ease of playing is 78%; Usage of 78%; Attitude perceptions of 83%. From the ease, usefulness and attitude significantly influence the interest in playing the game by 90%. Test results provide evidence that the gamers community is interested in playing game games Bubble Zoo Collect when it will increase knowledge.  Keywords: TAM Framework, Educational Game, User Interface. 
Perancangan Game “IM HERE” Berbasis Augmented Reality dan Location Based Sebagai Media Promosi Arief Kurniawan Yoga Dywa; RB Hendri Kuswantoro
Journal of Animation and Games Studies Vol 6, No 2 (2020): Oktober 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v6i2.3927

Abstract

On a business there must be advertise for a product, services, and also for entertainment. Advertisement activities has been changed from door to door advertisement to technological advertisement. Technology that used for advertisement are televisions, web and social media. One of the new technology and media that use for advertisement are games. Games as advertisement tool use ads via monetizing and promote services. Some company use augmented reality and location based technology which new technology as advertisement enhancement to attract costumer. Augmented reality is technology that combine real world object and game object, and location based is technology that determine user location in the point of world as coordinate or place descriptions. Augmented reality and location based can be implemented using Unity3D algorithm through accessing user camera and gps. Location based can be implemented as marker for some feature to active if company that want advertise their product or place, user must get profit from activating the feature. Using augmented reality and location base as gameplay may give new experience for user and attract new user or customer.
Website Management Optimization to Improve Nature Tourism Manager's Digital Marketing Capacity RB. Hendri Kuswantoro; Adi Sucipto; Willhelmus Fillianto; Sigit Winarso; R.M Joko Priono
ABDIMAS: Jurnal Pengabdian Masyarakat Vol. 5 No. 2 (2022): ABDIMAS UMTAS: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Muhammadiyah Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (427.827 KB) | DOI: 10.35568/abdimas.v5i2.2402

Abstract

Tawangsari and Mendoh Kidul hamlets are several hamlets located in the Semowo Village area, Pabelan District, Semarang Regency which have several potential resources that can be used as a support for the existence of a natural tourism village. Efforts to improve skills and management of these resources have been carried out through several series of training activities, including those related to increasing skills in utilizing digital platforms, village websites, while forms of assistance that have been carried out include improving website management and mapping some of the potential resources in the village area. Semowo. From several series of activities that have been carried out, efforts to pioneer the existence of tourist villages have begun to be directed to how to map the potential of existing resources in several hamlets in the Semowo Village area. The implementation of this training provides a practical overview of aspects of optimization village websites, especially in strengthening human resources in digital marketing / e-Marketing capacity or promoting nature tourism. The outputs of this activity are: 1) A village website that describes a map of Potential Areas for Development of Nature Tourism Villages; 2). MoU, cooperation between the village government and university leaders for assistance; 3) .Publication of community service activity programs on the web and social media