Chandrawati, T. Brenda
Departement Informatic System Soegijapranata Catholik University

Published : 13 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 13 Documents
Search

Konsumsi Energi Listrik Rumah Tinggal Pada Perumahan Chandrawati, T. Brenda; Moedartianto, Moedartianto; Suskiyatno, Bambang
PROXIES Vol 2, No 1 (2013)
Publisher : PROXIES

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

Abstract

Rumah tinggal yang dibangun oleh pengembang tidak mempunyai lahan yang cukup mas. Akibatnya posisi rumah tinggal berdempetan dan pencahayaan alami pada rumah tinggal tersebut tidak maksimal Seluruh keadaan ini beruJung pada cukup tingginya pemakain energi listrik untuk penerangan. Keyword: rumah tinggal, energi listrik, pencahayaan alami, penerangan
DETEKSI BUKU PERPUSTAKAAN FAKULTAS DENGAN APLIKASI RFID BERBASIS WEB Chandrawati, T. Brenda; Farrid Christanti, Risa Farrid; Sanjaya, Ridwan
PROXIES Vol 1, No 1 (2012)
Publisher : PROXIES

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

Abstract

RFID is an identification technology that can be used in various applications, one of which is the detection of books in the library. It aims to facilitate the transaction. Developmeuat conducted in the use of RFID is the detection of the presence of books in the library that utilizes a web application with a local server. Keyword: identification technology, detection, web application
Detection Hand Motion on Virtual Reality Mathematics Game with Accelerometer and Flex Sensors Erdhi Widyarto Nugroho; T. Brenda Chandrawati
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 16, No 5: October 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v16i5.7594

Abstract

Montessori method is a learning method using props. One of the developments props is to use the game as a medium of learning. The examples Game media as learning is the use of Virtual Reality or VR Technology. By using the VR, players will be brought into the virtual world as if the player is in the real world. The weakness of the VR game is the limited interaction with the outside world. Interaction uses only buttons and joysticks. In this paper we use Flex sensor and accelerometer sensor to detect hand movements for VR mathematic game. The result is VR games are more interactive and interesting with hand motion.
The World of "Gigi" Game Desy Nur Fitriana; Brenda Chandrawati
SISFORMA Vol 3, No 2 (2016): November 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (733.966 KB) | DOI: 10.24167/sisforma.v3i2.857

Abstract

The continuously increasing oral and dental problems in Indonesia as well as the lack of cultivation of education provided is a problem that occurs. Planting early in children is an appropriate solution as a step to maintaining healthy teeth and mouth. Kids can further explore the game by playing while learning so that education as outlined in the game will be quickly absorbed by the child. Through the game The World Of Gigi became one medium of learning for children who are not at school or dentist about maintaining healthy teeth and mouth. The positive impact after playing the game The World Of Gigito 40 respondents obtained sebayak 97.5% or 39 respondents stated that after playing the game The World Of Gigi can know or understand about education around the teeth and mouth. And the whole of the respondents agreed that the game becomes interesting learning methods.
"Smart Puzzle" Game Helping Children Learn to Read Septyana Hardianti Yunanto; T. Brenda Chandrawati
SISFORMA Vol 3, No 1 (2016): May 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (299.743 KB) | DOI: 10.24167/sisforma.v3i1.677

Abstract

The game is one of the media for learning. One of the games that can be used as media of instruction is "Smart Puzzle" games. "Smart Puzzle" games are educational games are used as tools to teach reading to kindergarten with a game concept devised letters tailored to a different picture in each parts. This game is distinguished into three categories, namely category animals which consists of 10 stage and 2 mini games, a profession category consists of 10 stage and 2 mini games and family categories that consists of 6 stage and 1 mini games. "Smart Puzzle" game has 4 components of games as a medium of instruction. 4 the game components, including drafting letters, complete the picture, match the job with their workplace and learning family tree. With the 4 components of this being the excess of the game "Smart Puzzle" compared to other reading games.
Game Design to Introduce Pets Wahyu Febriyanto; Brenda Chandrawati; Erdhi Widyarto
SISFORMA Vol 3, No 1 (2016): May 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (254.026 KB) | DOI: 10.24167/sisforma.v3i1.624

Abstract

Introduction of animals from an early age can make children to love animals, especially pets. Children are the easiest group to receive stimulation, such as for example the stimulation of introducing children to the pet. Various media are used by parents to introduce pet. For examplle, by the media of books, multimedia, etc. One of the interesting media to introduce pet is with game. Of these problems then need to know how to make concept and design game to introduced pets for children age 3-6 years. In this paper, author formulate how to make pet game design include game genre, user interface design, image model selection, game characters, and game engine. The expected design of this game can be formulation of learning through proper game as a learning tool children. Game design derived from this writing by using model 2-dimensional images are funny and interesting coloring. And combines several game genres into one, or use the mini games that children do not get bored quickly. Design of GUI (Graphical User Interface) is made as simple as possible so that children easily understand in playing this game, but also must use an interesting image
Dorang (Dolan Semarang) Game Solution to Introduce Semarang Municipality and Semarang Regency as Tourist Attraction Lidya Oktorina Kusuma Sakti; Brenda Chandrawati
SISFORMA Vol 3, No 1 (2016): May 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (337.573 KB) | DOI: 10.24167/sisforma.v3i1.632

Abstract

Abstract- Tourism is the departure of a person in a short period of time into a tourism site with the intention to relax and refresh the mind. Tourism will feel convenient if visiting the tourism site that have fun attractions. One of the city that has many attractions is Semarang city and Semarang regency. Semarang city and Semarang regency has a natural attractions, social and culture, travel games, agro tourism, and culinary tours. According to a study, 64% of 30 respondents who are domestic travelers from 15-30 years old, did not know the information of locations from the tourism site in Semarang city and Semarang regency. With the little knowledge from domestic travelers, DORANG (Dolan Semarang) is made so that this game can be used as a guide to travel and as a media promotion of these attractions. This game contains travel map of Semarang city and Semarang regency along with the information of tourism sites. After respondents are finished playing this game, they will be known better about the information of tourism sites in Semarang city and Semarang regency and also more recognizing these attractions.
The design of Visual Support Educational Games Dental and Oral Health Desy Nur Fitriana; T. Brenda Chandrawati
SISFORMA Vol 2, No 2 (2015): November 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (342.456 KB) | DOI: 10.24167/sisforma.v2i2.841

Abstract

Game is one of the e-learning are quite popular among children, because in our educational games not only play games but also we can learn something new. Knowledge of oral health education is packaged in an educational game in the visual depiction good with children will better understand the purpose of delivering education that can be applied in everyday life. And in this paper will discuss game design visualization in dental and oral health education so that children can be in demand in the form of a game gadget or smartphone.
Promoting Tourism of Semarang City and Semarang Regency through Game Technology Lidya Oktorina Kusuma Sakti; Brenda Chandrawati
SISFORMA Vol 2, No 2 (2015): November 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (373.868 KB) | DOI: 10.24167/sisforma.v2i2.627

Abstract

Semarang is the capital city of Central Java province that has many tourist Attractions. In addition to Semarang, there is Ungaran, the capital city of Semarang Regency which covers the areas of Ungaran and Ambarawa that also has various tourist attractions which attract domestic tourists. But the results of data collection through library study and questionnaire show that object of attractions in Semarang City and Semarang Regency are known only by few tourists. One of the factors that causes tourists’ unfamiliarity with tourism attractions in Semarang City and Semarang Regency is the lack of tourism promotion in the form of media technology. Based on the above facts and considering the opportunities offered by technology which is increasingly recognized by the community, surveyors laid out a game that can be used as one of promotional media of tourism in Semarang City and Semarang Regency. This game will be designed by displaying a map of tours and tourist information in Semarang City and Semarang Regency
Making Education Game to Choose Healthy Snacks for Children Vania Wahyu Febriani; Brenda Chandrawati; Dwiyoga Widiantoro
SISFORMA Vol 3, No 1 (2016): May 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (168.127 KB) | DOI: 10.24167/sisforma.v3i1.621

Abstract

One of the learning media is games. Games that can be used as a learning tool can be called as education games. Because children like games, games can make positive effect for them. Children can study while playing games.Education game that have theme about snacks for children still rarely be found. Unfortunately, children from elementary school have a habit to buy and eat snacks without paying attention to snacks hygiene and health. With this reason, education about choosing hygiene and healthy snack for children made. The aim for this games is to make children more careful about choosing snacks that they will eat later.In this paper, there will be explained about how to make education game about snacks and with proof if this game can be used as an education tool to educate children about snacks.