Hendra Prasetya
Unika Soegijapranata

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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.
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).
Application Smart Internship System Unika Soegijapranata (SISTA) berbasis Web (Progressive Web Apps) Ilham Riski Wibowo; Ridwan Sanjaya; Hendra Prasetya
Journal of Business and Technology Vol 2, No 2: Agustus 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v2i2.4416

Abstract

Apprenticeship is a student activity carried out on the basis of cooperation between the University and the institution where the work apprenticeship program is implemented which aims to be a place of learning as well as training for students to assess students' knowledge and understanding of the learning that has been given on campus and applied directly to the world of work at once Where there are difficulties in getting information on job apprenticeship vacancies, students usually search by contacting related agencies or seeing job internship vacancies on the online platform of each agency, which if accommodated will be very time consuming.Therefore a media is needed to accommodate information on vacancies as well as a place to register for an internship program that is easy, fast and easy to use by students and companies to create job apprenticeship vacancies.Purpose of this research is to make an application that can accommodate all of these activities from opening and looking for job apprenticeship program vacancies, approving and collaborating on apprenticeship programs as well as providing value or results of an integrated internship program with transcript information and Certificate of Companion Diploma (SKPI) Students. This media will be designed using a web application as well as the use of a progressive web app to be used on all types of platforms.