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Pemodelan Survei Cerdas untuk Pemantauan Kondisi Prasarana Transportasi Arthur Daniel Limantara; Elkana Lewi Santoso; Bambang Subiyanto; Sri Wiwoho Mudjanarko
CAHAYAtech Vol 9, No 2 (2020): SEPTEMBER 2020
Publisher : STT Cahaya Surya Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47047/ct.v9i2.108

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Pemilihan Penerima Bantuan Program Keluarga Harapan(PKH) Di Desa Sidokare Menggunakan Metode Fuzzy Dan Profile Matching Dewi Cholishatul 'Aini; Heri Abijono; Elkana Lewi Santoso
CAHAYAtech Vol 10, No 1 (2021): MARET 2021
Publisher : STT Cahaya Surya Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47047/ct.v10i1.122

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Perancangan Aplikasi Game Edukasi Kesehatan Menggunakan GODOT ENGINE Aby Aziz Qurniawan Alwah Dhany; Agus Pramono; Elkana Lewi Santoso
CAHAYAtech Vol 9, No 2 (2020): SEPTEMBER 2020
Publisher : STT Cahaya Surya Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47047/ct.v9i2.113

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Aplikasi Game Edukasi ABC Space Typing menggunakan Godot Engine Ahmad Daniaji Rosyiid; Elkana Lewi Santoso; Irfan Ramadhani
CAHAYAtech Vol 9, No 1 (2020): MARET 2020
Publisher : STT Cahaya Surya Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47047/ct.v9i1.104

Abstract

Computer subjects have their own appeal for elementary school students. Elementary school students are interested in computers because it is new to them. But in teaching and learning activities they are only interested in drawing and playing. In the typing lesson section, only a few students are interested in learning to type. Therefore, the teacher needs a more interesting way to provoke students' interest to be willing to type. This method is to invite students to play games with the educational elements of typing. This research was made using the GDLC method, game development begins with the initiation of a game model, pre-production with game planning and design, production by starting game coding, alpha version for the first test, beta version for the second test conducted by players, and version release, namely the form finished games that are ready to be played, which aims so that the system can be easily developed. This research was made to build an educational game with an educational element of typing. The software used to build this game is the Godot engine with the gdscript programming language. With an attractive game display, it is hoped that students will be more interested in learning to type.
Pendekatan Kualitatif Pada Persepsi Mahasiswa terhadap Kualitas Pendidikan Online Bambang Subiyanto; Arthur Daniel Limantara; Elkana Lewi Santoso; Fauzie Nursandah; Sri Wiwoho Mudjanarko
CAHAYAtech Vol 9, No 1 (2020): MARET 2020
Publisher : STT Cahaya Surya Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47047/ct.v9i1.72

Abstract

The quality of online learning in institutions of higher education has become a growing concern in recent years. While some studies have focused on faculty and administrator perceptions, there is a lack of research conducted on students' perceptions of the quality of online education.This study uses qualitative methods to investigate students' perceptions from two universities and one community college regarding the quality of online education based on their own online learning experiences.Interviews and observations were conducted with three students. Various documents are collected, digitally, and printed. Positive and negative experiences of students are examined. Factors contributing to the experiences were also identified. The findings of this study reveal that flexibility, cost-effectiveness, availability of electronic research, easy connection to the Internet, and a well-designed classroom interface are positive experiences for students. Student negative experiences are caused by delayed feedback from the instructor, lack of technical support from the instructor, lack of self-regulation and self-motivation, a sense of isolation, monotonous teaching methods, and poorly designed course content. These findings can be used by instructors to understand students' perceptions about online learning, and ultimately improve their online learning practices.
ANALISIS PENGUASAAN TEKNOLOGI DALAM KESIAPAN KOTA KEDIRI MENUJU KOTA CERDAS (SMART CITY) Arthur Daniel LIMANTARA; Elkana Lewi SANTOSO; Subagyo Subagyo; Bambang SUBIYANTO; Hery Lilik SUDARMANTO; Sri Wiwoho MUDJANARKO
Prosiding Seminar Nasional Manajemen, Ekonomi dan Akuntansi Vol. 5 No. 1 (2020): PROSIDING SEMINAR NASIONAL MANAJEMEN, EKONOMI DAN AKUNTANSI 2020
Publisher : FAKULTAS EKONOMI DAN BISNIS UNIVERSITAS NUSANTARA PGRI KEDIRI

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Abstract

The demand for a city or environment that is comfortable, safe, healthy, easy, and prosperous is an indicator of a city that is competitive, and Kediri is no exception. Kediri City has positioned itself at level 3 smart city (smart city) and strives to reach level 5, to get to that level it is necessary to conduct an analysis of technical mastery of the three main players in smart city development in adopting technology in the six dimensions of smart city indicators. The methodology used is the Analytic Hierarchy Process approach to obtain the level of importance of the six smart city indicators by taking data based on interviews and questionnaires to the three main actors of smart city development, then analyzing using the techno-economic method to obtain the level of readiness in carrying out activities towards a smart city. The result is that the highest to the lowest level of readiness is Technoware of 0.957; Orgaware 0.874; Infoware 0.778; and Humanware 0.603. The conclusion is that there is a need for more intensive and targeted socialization and training to the public, business actors, and bureaucracy to better understand the implementation of smart city development so that it is more focused on achieving smart city.