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DECISION SUPPORT SYSTEM TO SELECT CANDIDATES FOR LOAN USING TOPSIS Rocky Tanaamah, Andeka; Prestiliano, Jasson; Djami, Elvin
Proceedings of KNASTIK 2012
Publisher : Duta Wacana Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Noticing the development of technology is developing rapidly increasing, companiesneed information systems that can support decision-making requirement. The existenceof a bank's lending activities is certainly one advantage for the bank including also thecustomers. In need of credit ratings as a material consideration for the prospectivecustomer before the bank decides to accept or reject the request of prospectivecustomers, this is done given the risk of uncollectible big enough. To assist indetermining a person's determination would be eligible for a loan then takes a decisionsupport system. This study aims to design and build a Decision Support System forSelecting Candidates for Loan using TOPSIS method. The criteria used in determiningthe decision, among others, ability to repay, collateral value, duration and status of thehouse. The benefits of this application are to provide an alternative form of reference tothe bank in determining the prospective customer who deserved the loan.
Analisis dan Perancangan Asset Game Rumah dan Pakaian Adat Bali Berbasis Pixel Art 2D Prestiliano, jasson; Sarisih, Debora Puspita; Utami, Birmanti Setia
Jurnal Adat dan Budaya Indonesia Vol 2, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jabi.v2i2.26458

Abstract

Abstrak Bali merupakan salah satu pulau di Indonesia yang memiliki khasanah budaya yang sangat luas dan kaya. Kebudayaan Bali memiliki filosofi yang mendalam, khususnya dalam pakaian adat dan rumah adatnya. Namun belum banyak pelaku seni modern, khususnya perancang seni game yang mengetahui makna dan filosofi setiap bentuk dan warna tersebut. Hal ini membuat mereka merancang sejauh yang mereka lihat saja. Penelitian ini membahas tentang perancangan asset game berbasis pixel art 2D dengan ciri khas Bali. Tujuan penelitian ini adalah membuat asset pixel art 2D dengan menggunakan ciri khas Jawa. Penelitian ini menggunakan metode kualitatif dan strategi linear. Didapatkan hasil bahwa Pakaian dan Rumah adat Jawa memiliki ciri khas yang berbeda-beda serta memiliki berbagai filosofi yang berbeda dalam setiap bentuknya, sehingga hasil perancangan ini dapat menjadi panduan desain pixel art 2D bagi para pengembang game dan perancang seni game agar tidak menghilangkan filosofinya. Manfaat untuk para pemain game hasil perancangan ini dapat memberikan ilmu budaya tentang pakaian adat dan rumah adat Bali.Kata Kunci: Kebudayaan Bali, Pakaian Adat Bali, Rumah Adat Bali, Aset game, pixel art 2D AbstractBali is one of the islands in Indonesia that has a rich and wide culture. Balinese culture has deep philosophy, especially in its traditional clothes and traditional houses. However, not many modern artist, especially game artist that know know the meaning and the philosophy of each form and color. This  reason made them design the art related to Bali only as far as they see. This study discusses the design of 2D pixel art based game assets with Balinese characteristics. This study uses qualitative methods and linear strategies. The result is that the clothes and traditional houses of Bali have different characteristics and have different philosophies in each form, so the results of this design can be a 2D pixel art design guide for game developers and game artist so they will not to eliminate the philosophy. The advantage for the game players will give them the cultural knowledge about Balinese traditional clothes and traditional houses.Keywords: Balinese culture, Balinese Traditional Clothes, Balinese Traditional House, Game Asset, Pixel Art 2D
The Use of Board Games as Learning Media of Project Time Management Falim, Aaron Steven; Prestiliano, Jasson
Journal of Nonformal Education Vol 4, No 1 (2018): February 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jne.v4i1.13575

Abstract

Project time management is the ability of person to use time resources in the project to accomplish a goal efficiently. By the proper project time management, anyone can finish their jobs in the project on time. Unfortunately awareness of the importance of project time management is still lacking and not used to its full potential. Due to not using project time management properly, there are lot of delay and incomplete projects. The purpose of this research is to create a board game as media to teach peoples of the importance of project time management. This study used a mixed research approach by collecting data from the 30 college students and three companies working in game industry. Those collected datas were made into a board game named Days to Deadline that would later be used as media of instruction of project time management. By using a board game as media of time management learning, people who played the board game can learn while experiencing some fun in playing. As a result, awareness and knowledge of the importance of project time management can be perceived by the target of research. From this point, we can draw a conclusion that the board game can be used effectively to teach about the importance of good time management.
PERANCANGAN BOARD GAME SEBAGAI MEDIA PEMBELAJARAN PANCASILA UNTUK KELAS 3 SD MENGGUNAKAN MEKANIK CO-OPERATIVE PLAY Kelvin Adriel Setiawan; T. Arie Setiawan Prasida; Jasson Prestiliano
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol 5, No 02 (2019): August 2019
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v5i2.2396

Abstract

AbstrakPancasila adalah ideologi masyarakat Indonesia. Pancasila digunakan sebagai pedoman untuk membangun karakter bangsa. Namun pada kenyataannya, nilai Pancasila di masyarakat terutama di kalangan anak-anak mulai memudar terlihat pada perilaku anak-anak yang seperti tidak memiliki moral. Salah satu penyebab pudarnya nilai-nilai Pancasila adalah pendidikan di Indonesia yang kurang menanamkan nilai Pancasila di dalam kelas dan metode pembelajaran yang membosankan sehingga membuat siswa kurang bersemangat ketika mempelajari Pendidikan Kewarganegaraan. Penelitian ini menghasilkan board game yang dirancang menggunakan metode perancangan studio game Kummara sebagai media pembelajaran inovatif.  Selain itu, penelitian ini juga bertujuan untuk menarik minat belajar siswa dan menanamkan nilai karakter secara tidak langsung lewat aturan dalam permainan dan secara langsung lewat bimbingan yang diberikan saat permainan. Respon baik diberikan oleh murid-murid, dimana murid-murid merasa senang belajar Pancasila dengan board game ini dan adanya peningkatan nilai dari hasil tes yang diberikan kepada murid-murid. Kata Kunci: Pancasila, Board Game, Pendidikan, Sekolah Dasar    AbstractPancasila is the ideology of the Indonesian people. Pancasila be used as a guideline to build national character. But in reality, the value of Pancasila in the community especially among children began to fade which children act as immoral. One of the causes of the fading values of Pancasila is an education in Indonesia was less imparts the value of Pancasila in the classroom and bores methods of learning, so it makes students less enthusiasm when studies the Citizenship Education. This research produced a board game designed by using the Kumara Studio game method design as innovative media learning. Moreover, this research purpose is also to attract the attention of students to study and implantation the value of a character indirectly through rules in gameplay and directly through guidance given by during playtimes. Responded well given by students and students feel joyful when learning Pancasila using board games. There is also an increase in the grade of students' test results. Keywords: Board Game, Education, Elementary School, Pancasila
PERANCANGAN CARD GAME MENGENAL PLASTIK UNTUK ANAK USIA 9 -12 TAHUN DENGAN MEKANIK MEMORY Laurensius Ricky Kristanto; Jasson Prestiliano; T. Arie Setiawan Prasida
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol 5, No 02 (2019): August 2019
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v5i2.2363

Abstract

AbstrakIndonesia merupakan salah satu penyumbang sampah plastik terbesar di dunia. Sampah plastik adalah sampah anorganik yang sulit terurai dan mencemari lingkungan. Plastik diklarifikasikan menjadi tujuh jenis tingkatan dan memiliki karakternya masing-masing. Peringatan akan bahaya sampah plastik yang ada, dianggap hanya bisa dipahami oleh orang dewasa saja. Supaya anak-anak dapat lebih mengenal plastik, dipilihlah media permainan sebagai media pembelajaran yang dapat lebih menarik untuk anak-anak. Penelitian ini bertujuan untuk mengenalkan jenis-jenis plastik yang ada kepada anak-anak sejak dini, supaya plastik dapat lebih dikenal oleh anak-anak. Metode yang digunakan adalah metode penelitian campuran yang memadukan pendekatan kualitatif dan kuantitatif dengan strategi linier. Metode perancangan permainan melalui tahapan konsep, uji coba, tahapan desain, prototyping, uji coba, dan produksi permainan. Hasil akhir dari penelitian ini adalah permainan kartu dengan mekanisme permainan yang mengandalkan daya ingat. Mekanisme tersebut digunakan untuk membentuk kebiasaan baik sejak dini dan merangsang daya ingat anak yang sedang berkembang. Penelitian ini mampu membuat anak-anak untuk lebih mengenal jenis-jenis plastik yang ada beserta sifatnya, dan menjadi media pembelajaran yang menyenangkan bagi anak-anak.Kata Kunci: plastik, permainan kartu, edukasi, memori AbstractIndonesia is one of the largest plastic waste contributors in the world. Plastic waste is inorganic waste that is difficult to decompose and pollute the environment. Plastics are clarified into 7 types of levels and have their characters. Warnings of the dangers of plastic waste are considered only to be understood by adults. For children to get to know plastics, the game is chosen as a learning medium that can be more interesting for children. This research aims to introduce the types of plastic available to children from an early age, so that plastic can be better known by children. The method used is a mixed method that combines qualitative and quantitative approaches with a linear strategy. The method of designing a game through the concept phase, playtesting, design phase, prototyping, playtesting, and game production. The final result of this research is a card game with a mechanism that relies on memory. The mechanism is used to form good habits from an early age and stimulate the memory of children. This research can make children more familiar with the types of plastic that exist and their characters, and become an exciting learning media for children. Keywords: plastic, card game, education, memory
A Perancangan Ilustrasi Board Game Mudik Dalam Keselamatan Berkendara Edwin Sanggra; Jasson Prestiliano; T Arie Setiawan
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 4 No 2 (2019): Vol 04, No 02 (September 2019) demandia - Jurnal Desain Komunikasi Visual, Manaje
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v4i2.1813

Abstract

One thing that should come before everything else in driving is safety. If someone ignores traffic light while driving, it must be dangerous for motorists. The way to overcome this ignorance is giving information about the safety while riding motorcycle to young-adult since they like to violate the traffic law. The information about safety riding from the police seems not be delivered well to the audience, but now this information can be applied on board game. Board game needs an illustration as the main element. The illustration used must be compatible with the player to make it interesting. The illustration of board game is the main key for the game so that the message can be delivered well. The illustration of board game ‘Mudik Yuk’ is designed based on the data from police regarding to violation of traffic law, especially in Indonesia. The board game ‘Mudik Yuk’ is expected to reduce the number of traffic rule’s violation. Keywords: safety riding, Visual and Communication Design, board game, illustration
Representasi Tokoh Pewayangan Purwa Pandawa Gagrag Surakarta Penina Inten Maharani; Birmanti Setia Utami; Jasson Prestiliano
Gondang: Jurnal Seni dan Budaya Vol 3, No 2 (2019): GONDANG: JURNAL SENI DAN BUDAYA, DESEMBER 2019
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1378.437 KB) | DOI: 10.24114/gondang.v3i2.14385

Abstract

The trend of initiating art design carrying wayang as the theme, is an attempt initiated by young generation that is worth-appreciated. However, the process of at design-making itself mostly does not genuinely pay attention to the essentials that each wayang figure has. Omitting or replacing one of the elements of Wayang Purwa could possibly change the values of wayang itself. This study is conducted to arrange a representative figure of Wayang Purwa, which is, Pandawa gagrak Surakarta as the principle of the design making without excluding the meanings and identities of the character. The method used in this study is qualitative, obtained from various references, such as; books, articles, and journals related to the Pandawa gagrak Surakarta figure, and interview with Bambang Suwarno, as a puppeteer as well as a leather wayang crafter. The result of this research is a reference of the Pandawa Lima and Gatotkaca figures design, as mostly used in various media.
Analisis dan Perancangan Asset Game Rumah dan Pakaian Adat Bali Berbasis Pixel Art 2D jasson Prestiliano; Debora Puspita Sarisih; Birmanti Setia Utami
Jurnal Adat dan Budaya Indonesia Vol. 2 No. 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jabi.v2i2.26458

Abstract

Abstrak Bali merupakan salah satu pulau di Indonesia yang memiliki khasanah budaya yang sangat luas dan kaya. Kebudayaan Bali memiliki filosofi yang mendalam, khususnya dalam pakaian adat dan rumah adatnya. Namun belum banyak pelaku seni modern, khususnya perancang seni game yang mengetahui makna dan filosofi setiap bentuk dan warna tersebut. Hal ini membuat mereka merancang sejauh yang mereka lihat saja. Penelitian ini membahas tentang perancangan asset game berbasis pixel art 2D dengan ciri khas Bali. Tujuan penelitian ini adalah membuat asset pixel art 2D dengan menggunakan ciri khas Jawa. Penelitian ini menggunakan metode kualitatif dan strategi linear. Didapatkan hasil bahwa Pakaian dan Rumah adat Jawa memiliki ciri khas yang berbeda-beda serta memiliki berbagai filosofi yang berbeda dalam setiap bentuknya, sehingga hasil perancangan ini dapat menjadi panduan desain pixel art 2D bagi para pengembang game dan perancang seni game agar tidak menghilangkan filosofinya. Manfaat untuk para pemain game hasil perancangan ini dapat memberikan ilmu budaya tentang pakaian adat dan rumah adat Bali.Kata Kunci: Kebudayaan Bali, Pakaian Adat Bali, Rumah Adat Bali, Aset game, pixel art 2D AbstractBali is one of the islands in Indonesia that has a rich and wide culture. Balinese culture has deep philosophy, especially in its traditional clothes and traditional houses. However, not many modern artist, especially game artist that know know the meaning and the philosophy of each form and color. This  reason made them design the art related to Bali only as far as they see. This study discusses the design of 2D pixel art based game assets with Balinese characteristics. This study uses qualitative methods and linear strategies. The result is that the clothes and traditional houses of Bali have different characteristics and have different philosophies in each form, so the results of this design can be a 2D pixel art design guide for game developers and game artist so they will not to eliminate the philosophy. The advantage for the game players will give them the cultural knowledge about Balinese traditional clothes and traditional houses.Keywords: Balinese culture, Balinese Traditional Clothes, Balinese Traditional House, Game Asset, Pixel Art 2D
Perancangan Board Game sebagai Media Pembelajaran Keselamatan Berkendara untuk Remaja dengan Mekanik Dice Rolling Peter Elianta; Jasson Prestiliano; T.Arie Setiawan
International Journal of Natural Science and Engineering Vol. 2 No. 3 (2018): October
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (917.749 KB) | DOI: 10.23887/ijnse.v2i3.17186

Abstract

Keselamatan adalah hal yang penting dalam berkendara tak terkecuali mengendarai kendaraan pribadi. Kurangnya pemahaman tentang keselamatan berkendara dapat menyebabkan banyak pelanggaran bahkan kecelakaan di jalan raya. Polda Metro Jaya mencatat, pengemudi yang melanggar lalu lintas dari tahun 2016-2017 mengalami tren peningkatan. Pelaku pelanggaran yang paling mendominasi adalah pengendara  motor berumur 17-30 tahun. Tujuan dari penelitian ini untuk  merancang board game “Mudik Yuk” sebagai media dalam mempelajari keselamatan berkendara. Penelitian ini menggunakan metode deskriptif, strategi linear, dan pendekatan kombinasi. Data penelitian ini diperoleh dari wawancara, hasil penelitian , buku-buku, media berita online yang sudah ada tentang keselamatan berkendara dan pelanggarannya. Hasil dari penelitian ini adalah remaja menjadi lebih memahami tentang keselamatan berkendara setelah memainkan board game “Mudik Yuk”.
Perancangan Aplikasi Pembelajaran Kooperatif Tipe Team Games Tournament (TGT) Berbasis Web Leo Nelson Barce Rumayom; Jasson Prestiliano; Mila C. Paseleng
Jurnal Informatika Vol 9, No 1 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (12779.848 KB) | DOI: 10.21460/inf.2013.91.139

Abstract

Team Games Tournament (TGT) as one of cooperative learning models could increase students skills but, this learning model need much time in implementation like grouping students and calculating tournament points. Web based cooperative learning application that designed in this research using TGT model. This application simplify implementation of TGT model because, students grouping will done in virtual mode and the application will automatically calculate tournament points. This application easy in use and quite effective.