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Journal : KALBISIANA Jurnal Sains, Bisnis dan Teknologi

Pengembangan Gim Edukasi 2D Aturan Lalu Lintas Kendaraan Bermotor Berbasis Android Faris Rafa Argadiraksa; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

in an effort to spread lectures about traffic regulation, this research aims to create an educational game that has content of ruiles and traffic signs as an another learning alternatives in the hope of reducing the number of commuters who do not understand traffic ruiles and signs, where this statement is backed up by data that describe the high number of traffic violations in Indonesia. The research method uses GFLC where the game enters six stages of development, namely the intiation, pre-production, production, testing, beta, and release stages. The results of the research provide a very good feedback for the game, such as increasing the knowledge of its users even though the user claims to have understood the traffic rules. These results provide the evidence that this educational game can be a good learning alternative.
Pengembangan Gim Edukasi Matematika Trigonometri “Trigo No Bouken” Berbasis Desktop Yogie Sukandi Wijaya; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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The purpose of this research is to develop an educational game as an alternative medium for learning mathematics in trigonometry, especially the special angle of trigonometry in sinus, co sinus, tangent, cosecant, secant and cotangent. This game was developed so users can use alternative media such as computer games to understand the special angles of trigonometry. The method used in this research is Game Development Life Cycle (GDLC). There are six stages of GDLC. They are initiation stage that discusses the concept of the game, pre-production stage that discusses the game design, production stage of the game development using Unity3D game engine, testing stage to test the game's functionality, beta testing stage for the user and release stage to release the game to public. The result of this study is a desktop-based educational game called "Trigo no Bouken" that can be played offline on a computer.
Pengembangan Typing Game sebagai Sarana Melatih Meningkatkan Kecepatan Mengetik Berbasis Desktop Muhammad Arsa Adilla; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

This research enacts the fast typing via gaming platform. There are four menu options; "Start": will commence the session, "How to Play": is the instructional gameplay guide, "Credits": lists the sources of assets that were used to create the game, "Exit": closes the application. Synopsis: Player will control a spaceship that destroys incoming asteroids. Typing words correctly, will preserve the ship.The Game Development Life Cycle (GDLC) method, was used to produce the game. The GDLC method consists of an initiation stage regarding early game concept, pre-production staging that examines the game application creation process. This game was developed using Unity2D software. Two types of tests were conducted. A Functionality Test, showed the game operating at an optimal level. A User Experience Test outcomes demonstrated, improved user typing speed. Result of this research is through Windows operation based application in .EXE file format.
Pengembangan Gim Edukasi 2D Pengenalan Prosedur Keberangkatan Internasional di Bandara Soekarno-Hatta, Tangerang Jimmy Dharmawan; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to create a delivery medium in the form of a 2-dimensional educational game with the Android platform that can introduce simple procedures and a brief facilities for international departures at Soekarno-Hatta Airport in Tangerang. The method used for game development in this study is GDLC (Game Development Life Cycle). The GDLC method has 6 stages which consists of initiation that discusses the determination of game types and concepts, pre-production that discusses the prototype game, a production that discusses the development of the game, a trial that discusses the functional testing of the game, a beta that discusses testing by an external party, and a release. The results of this study are 2-dimensional educational games with APK file formats that can be run on Android smartphones.
Pengembangan Aplikasi Pengenalan Tempat Wisata Kuliner Legendaris di Jakarta Menggunakan Teknologi Realitas Tertambah Berbasis Android Alfin; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to develop an application for the introduction of legendary culinary attractions in Jakarta based on Android. In the application there is information about five legendary culinary attractions in Jakarta and 3D objects will be displayed building tourist attractions. This research uses MDLC (Multimedia Development Life Cycle) method which consists of concepts, design, material collecting, assembly, testing, and distribution. This application development using Unity Software. The result of this research is an application for the introduction of legendary culinary attractions in Jakarta based on Android with Augmented Reality technology. The application has been tested using Black Box with the results of the scene displayed and the button function can be used id accordance with the indicators of success.
Pengembangan Aplikasi Pengenalan Senjata Tradisional Betawi Menggunakan Teknologi Realitas Tertambah Berbasis Android Asril Kurniawan; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to produce an application for the introduction of traditional Betawi weapons using Augmented Reality technology. Augmented Reality to provide information to the general public, especially the people of DKI Jakarta. Augmented Reality Technology, which is a technology where users can see objects in three dimensions (3D). This application can help people who want to find information about some traditional Betawi weapons easily by using only a smart device. The method used in software development uses the Multimedia Development Life Cycle (MDLC). To develop this recognition application, the Unity application is combined with vuforia. The results of this study are the application of traditional Betawi weapon recognition with an android operating system that can detect markers and display five types of traditional Betawi weapons in the form of three-dimensional (3D) objects and contain information from each of these weapons.
Pengembangan Gim “FloNa Savior” untuk Edukasi Konservasi Tumbuhan dan Satwa Dilindungi Berbasis Realitas Tertambah Ricky Yohanes; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to develop an educational game about conservation protected plants and animals using augmented reality technologies. This game was developed as an alternative learning media to obtain education regarding importance of conversation protected plants and animals. This research uses Game Development Life Cycle (GDLC) method. The method itself consists of six stages, starting from initiation, pre-production, production, testing, beta and release. The final result of this research is an educational game titled "FloNa Savior", it can be played on an ARCore compatible Android device. Based on the beta testing, from 24 respondents, 100% of respondent become more understand about importance of conservation protected plants and animals after playing "FloNa Savior" and 70.8% respondents stated that the augmented reality feature can help them to understand more about educational content.
Pengembangan Aplikasi Adopsi Hewan Kucing Berbasis Website David Septianto; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

This study aims to assist adopters in the process of adopting and adopting cats. In this study, developing a cat animal adoption application using a bootstrap framework technology, PHP, and MySQL based on a website. The development method used is the Rational Unified Process (RUP) which consists of four stages, namely, inception, elaboration, construction, and transition. Application development is equipped with features to view adopted animal albums, upload animals that you want to adopt, want to adopt animals, archives of adopted or released animals, and archives of adopted animals. This research uses XAMPP software, Sublime Text 3, and uses the PHP programming language. The result of this application is in the form of a website.
Pengembangan Aplikasi Profil Dasbor Terhadap Pelanggan Optik Opticalgo Berbasis Android Dionisius Wisnu Indarto; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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The study aims to develop a dashboard profile app for Opticalgo customers, which runs on smartphones with the Android operating system. This dashboard profile application can be used for Opticalgo-specific customers who have done eye checks through opticalgo offline stores or other people who want to make glasses purchases through the Opticalgo application. The development method used is Rational Unified Process (RUP), and its modeling is Unified Modelling Language (UML). The application development used is Visual Studio Code as an IDE code editor with react native programming languages, java, and javascript for modeling application creation on the admin dashboard website. The results obtained in this study are that the application is expected to run on an Android-based system to get historical information for customers related to prescriptions, transactions, points, profits owned after doing activities in opticalgo offline and online stores and making glasses purchases based on the category of glasses selected in Opticalgo application.
Pembuatan Gim Edukasi “PilahPilih” untuk Pemilahan Sampah Organik, Anorganik, dan B3 Berbasis Android Andreas Evananda Gusti Purwanto; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The aim of this research is to develop PilahPilih, an educational game for sorting organic, inorganic and toxic and hazardous waste based on Android. The game is built using the Unity Game Engine. The programming language used is C#. The research method used is Game Development Life Cycle (GDLC). GDLC has several stages, starting from initiation, pre- production, production, testing, beta and release. The final result of this research is an educational game of sorting organic, inorganic and toxic and hazardous waste entitled PilahPilih. PilahPilih can be played on Android-based devices. The results of the PilahPilih game test were 94,1% of the 17 respondents became more aware of the types of waste after playing PilahPilih, in addition, as many as 88,2% of the total 17 respondents were motivated to carry out waste sorting independently after playing PilahPilih.