Ferdian Aditya Pratama
Atma Jaya Catholic University of Indonesia

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Journal : Sisforma: Journal of Information Systems

The Implementation of SST as the System of Room Reservation for Students’ Organization at Atma Jaya BSD Campus Ferdian Aditya Pratama; Stefani Prima Dias Kristiana; Christian Moritz Lukito
SISFORMA Vol 8, No 2: November 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (665.856 KB) | DOI: 10.24167/sisforma.v8i2.3434

Abstract

The implementation of SST in any organization activity can create a positive outcome and bring less negative response if the system failed. The bureau of students, alumni, and student career counselling at Atma Jaya has difficulties managing a room booking process for the student’s organization. The current method of room booking is done manually, and it has taken a lot of costs, especially from time, human resources, and the process itself. This research focuses on developing the SST system that can help the bureau manage the room booking process. The system itself will be developed on a web-based platform using Laravel as the framework. The room booking system will be developed using an SDLC model with five general processes: planning, analysing, design, implementation, and testing. This research will also measure user satisfaction while using the system using Kaplan and Norton Model. The result of this study is a web-based system for a room booking process for students’ organizations in Atma Jaya BSD Campus. Based on the evaluation of user satisfaction, this system has an average score of 4.56, which indicates the user is very satisfied using this system for the room reservation.
Serious Game Development for Color and Object Name Recognition in Early Childhood Education (Case Study: TKK Mitra) Ferdian Aditya Pratama; Riana Magdalena; Stefani Prima Dias; Davin Jeremiah Alamsyah
SISFORMA Vol 7, No 1: May 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (987.572 KB) | DOI: 10.24167/sisforma.v7i1.2620

Abstract

The concept of playing and learning in the classroom has begun to change from playing using physical toys to playing using a computer such as games. The use of serious games as a learning media can help the improvement of dopamine hormones in human body, which is responsible for bringing pleasure and joy to our mind. When that hormone is triggered, the children will be easier to understand the information provided through the game. TKK Mitra has several problems, such as (1) The old computer with a low spec that they had, so it would be difficult for them to download or to install the new game. (2) The lack of games that can be used for teaching the children, so they often get bored quickly. The purpose of this research is to design an educational PC game. The result of this research is an education game for color and object recognition in English for early childhood education.