Teknologi informasi merupakan hal yang sangat umum pada era globalisasi ini. Teknologi informasi telah banyak digunakan oleh masyarakat khususnya di dalam Perusahaan untuk membantu kegiatan sesuai dengan proses bisnis yang diterapkan Perusahaan, salah satunya adalah PT. XYZ. PT. XYZ merupakan Perusahaan yang memiliki program utama yaitu penyelenggaran pendidikan dan pelatihan serta assessment kompetensi pegawai. PT. XYZ memanfaatkan teknologi untuk melakukan penyelenggaraan pendidikan dan pelatihan dengan menerapkan Learning Management System (LMS). Saat ini, LMS yang diterapkan Perusahaan hanya mengakomodasi sebagian dari proses bisnis Perusahaan sehingga perlu adanya pengembangan lebih lanjut untuk membantu dalam meningkatkan efektivitas dan efisiensi kinerja yang dilakukan sesuai dengan proses bisnis yang berjalan di Perusahaan. LMS ini digunakan untuk mempermudah dalam pengolahan data-data master yang dibutuhkan dalam menunjang kegiatan pelatihan dan pembelajaran salah satunya adalah data master materi. Metode pengembangan LMS yang digunakan adalah metode SDLC dengan model inkremental. Implementasi LMS menggunakan framework Bootstrap, AngularJS, dan Codeigniter, serta Database Management System (DBMS) MySQL. Hasil pengujian sistem menunjukan bahwa LMS telah berjalan sesuai dengan permintaan dan kebutuhan Perusahaan sehingga lebih efektif dan efisien dalam pelaksanaan kegiatan pembelajaran dan pelatihan para pegawainya.
{"title":"Pengembangan Learning Management System Menggunakan Framework Codeigniter dan Angularjs di PT. Xyz","authors":"Denti Denita Putri","doi":"10.21609/jsi.v14i1.540","DOIUrl":"https://doi.org/10.21609/jsi.v14i1.540","url":null,"abstract":"Teknologi informasi merupakan hal yang sangat umum pada era globalisasi ini. Teknologi informasi telah banyak digunakan oleh masyarakat khususnya di dalam Perusahaan untuk membantu kegiatan sesuai dengan proses bisnis yang diterapkan Perusahaan, salah satunya adalah PT. XYZ. PT. XYZ merupakan Perusahaan yang memiliki program utama yaitu penyelenggaran pendidikan dan pelatihan serta assessment kompetensi pegawai. PT. XYZ memanfaatkan teknologi untuk melakukan penyelenggaraan pendidikan dan pelatihan dengan menerapkan Learning Management System (LMS). Saat ini, LMS yang diterapkan Perusahaan hanya mengakomodasi sebagian dari proses bisnis Perusahaan sehingga perlu adanya pengembangan lebih lanjut untuk membantu dalam meningkatkan efektivitas dan efisiensi kinerja yang dilakukan sesuai dengan proses bisnis yang berjalan di Perusahaan. LMS ini digunakan untuk mempermudah dalam pengolahan data-data master yang dibutuhkan dalam menunjang kegiatan pelatihan dan pembelajaran salah satunya adalah data master materi. Metode pengembangan LMS yang digunakan adalah metode SDLC dengan model inkremental. Implementasi LMS menggunakan framework Bootstrap, AngularJS, dan Codeigniter, serta Database Management System (DBMS) MySQL. Hasil pengujian sistem menunjukan bahwa LMS telah berjalan sesuai dengan permintaan dan kebutuhan Perusahaan sehingga lebih efektif dan efisien dalam pelaksanaan kegiatan pembelajaran dan pelatihan para pegawainya.","PeriodicalId":42112,"journal":{"name":"African Journal of Information Systems","volume":"4 1","pages":"17-27"},"PeriodicalIF":0.7,"publicationDate":"2018-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84832872","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Afifah Nurul Izzati, A. Pratama, I. M. Aristamy, Nina Fadilah Najwa, Nur Aini Rakhmawati
Keberhasilan kebijakan dan program yang di usulkan oleh pemerintah bergantung pada faktor komunikasi yang efektif. Aplikasi media sosial merupakan salah satu alternatif media komunikasi antara pemerintah dan masyarakat. Media sosial dapat menyediakan interaksi dua arah antara masyarakat dan pemerintah. Pemerintah saat ini mempunyai misi dalam penggunaan media sosial, yaitu melakukan interaksi one way push, two way pull dan Network co-design of service. Penelitian ini bertujuan untuk menganalisa jenis interaksi tersebut dan menentukkan popularitas dari media sosial pemerintah, dalam hal ini berupa fanpage facebook pemerintah daerah. Hasil dari penelitian ini menunjukkan bahwa tingkat popularitas dari fanpage facebook pemerintah daerah tergolong rendah, yaitu sebanyak 79% tergolong tidak populer. Hal ini juga berkaitan dengan jenis interaksi yang terjadi, dibuktikan dengan masih rendahnya partisipasi dan kolaborasi antara masyarakat dengan pemerintah.
{"title":"Kategorisasi Jenis Interaksi antara Pemerintah dan Masyarakat dan Popularitas Media Sosial Pemerintah Daerah","authors":"Afifah Nurul Izzati, A. Pratama, I. M. Aristamy, Nina Fadilah Najwa, Nur Aini Rakhmawati","doi":"10.21609/JSI.V14I1.567","DOIUrl":"https://doi.org/10.21609/JSI.V14I1.567","url":null,"abstract":"Keberhasilan kebijakan dan program yang di usulkan oleh pemerintah bergantung pada faktor komunikasi yang efektif. Aplikasi media sosial merupakan salah satu alternatif media komunikasi antara pemerintah dan masyarakat. Media sosial dapat menyediakan interaksi dua arah antara masyarakat dan pemerintah. Pemerintah saat ini mempunyai misi dalam penggunaan media sosial, yaitu melakukan interaksi one way push, two way pull dan Network co-design of service. Penelitian ini bertujuan untuk menganalisa jenis interaksi tersebut dan menentukkan popularitas dari media sosial pemerintah, dalam hal ini berupa fanpage facebook pemerintah daerah. Hasil dari penelitian ini menunjukkan bahwa tingkat popularitas dari fanpage facebook pemerintah daerah tergolong rendah, yaitu sebanyak 79% tergolong tidak populer. Hal ini juga berkaitan dengan jenis interaksi yang terjadi, dibuktikan dengan masih rendahnya partisipasi dan kolaborasi antara masyarakat dengan pemerintah.","PeriodicalId":42112,"journal":{"name":"African Journal of Information Systems","volume":"39 1","pages":"1-8"},"PeriodicalIF":0.7,"publicationDate":"2018-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88603150","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
F. M. H. Tjiptabudi, Skolastika Siba Igon, R. Bernardino
The administrative process that had previously applied to the cross border Post or ‘Pos Lintas Batas Negara (PLBN)' is integrated with the way of manuscript the passport data information or ‘Pas Lintas Batas (PLB)'-special card for habitants whereas living a long site of the both coutries border (Indonesia and Timor-Leste), information on a card and then do a recapitulation. This manuscript administration gave unfavourable result such as not have proper archiving in the filing cabinet and difficulty of the search data for the report purpose. To solve these problems, then it has been developed and implemented an application which called ‘Sistem Informasi Pelintas Batas Wilayah Negara (SINTASWIN).' This Sintaswin application is applied to the immigration authorities in order to record and control the border crosser (traveler). This system will support the national policies and strategies of the Government in managing boarder region. However, the implementation of any application system has it constraints; therefore it needs to be evaluated such as to evaluate end user satisfaction. This study aims to evaluate the satisfaction of users by applying End User Computing Satisfaction (EUCS) methods in order to produce recommendations for the improvement and system development in the future.
先前适用于跨境邮政(PLBN)的行政程序与护照数据信息或“Pas Lintas Batas (PLB)”(居住在两国边境较长地区(印度尼西亚和东帝汶)的居民专用卡)的手写方式相结合,将信息记录在卡上,然后进行重述。这种手稿管理方式造成了诸如在文件柜中没有适当的归档和难以为报告目的检索数据等不利结果。为了解决这些问题,我们开发并实施了一个名为“system Informasi Pelintas Batas Wilayah Negara (SINTASWIN)”的应用。这一辛塔斯温申请适用于移民当局,以便记录和控制越境者(旅行者)。该系统将支持政府管理边境地区的国家政策和战略。然而,任何应用系统的实现都有其局限性;因此,需要对其进行评估,例如评估最终用户满意度。本研究旨在应用终端用户计算满意度(eus)方法评估用户满意度,以便为未来系统的改进和发展提供建议。
{"title":"Evaluation of User Satisfaction for Passer Border Information System the State of Indonesia and Timor-Leste","authors":"F. M. H. Tjiptabudi, Skolastika Siba Igon, R. Bernardino","doi":"10.21609/jsi.v14i1.579","DOIUrl":"https://doi.org/10.21609/jsi.v14i1.579","url":null,"abstract":"The administrative process that had previously applied to the cross border Post or ‘Pos Lintas Batas Negara (PLBN)' is integrated with the way of manuscript the passport data information or ‘Pas Lintas Batas (PLB)'-special card for habitants whereas living a long site of the both coutries border (Indonesia and Timor-Leste), information on a card and then do a recapitulation. This manuscript administration gave unfavourable result such as not have proper archiving in the filing cabinet and difficulty of the search data for the report purpose. To solve these problems, then it has been developed and implemented an application which called ‘Sistem Informasi Pelintas Batas Wilayah Negara (SINTASWIN).' This Sintaswin application is applied to the immigration authorities in order to record and control the border crosser (traveler). This system will support the national policies and strategies of the Government in managing boarder region. However, the implementation of any application system has it constraints; therefore it needs to be evaluated such as to evaluate end user satisfaction. This study aims to evaluate the satisfaction of users by applying End User Computing Satisfaction (EUCS) methods in order to produce recommendations for the improvement and system development in the future.","PeriodicalId":42112,"journal":{"name":"African Journal of Information Systems","volume":"87 1","pages":"9-16"},"PeriodicalIF":0.7,"publicationDate":"2018-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87084653","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-01-18DOI: 10.24167/SISFORMA.V4I2.1297
N. Yanti, Ridwan Sanjaya, Fx. Hendra Prasetya
Educational game is a digital game in its design using the elements of education and in it support teaching and learning by using technology that is interactive media. Generally an educational game has a fun look, an easy-to-use menu, as well as color combinations that are used that are GUI-based (Graphic User Interface) so as to create appeal to users. Because it is undeniable that the human brain tends to more quickly capture learning through visual images rather than writings. Therefore, graphic design of an educational game becomes one of the important points. Software applications become one of the solutions in making game design, one of which is a vector-based software applications. There are various software that can be used in accordance with the function and usefulness of each. But in general the way the software works almost same.
{"title":"Graphic Design Of “Green Mission” Education Game Using Software Based On Vector","authors":"N. Yanti, Ridwan Sanjaya, Fx. Hendra Prasetya","doi":"10.24167/SISFORMA.V4I2.1297","DOIUrl":"https://doi.org/10.24167/SISFORMA.V4I2.1297","url":null,"abstract":"Educational game is a digital game in its design using the elements of education and in it support teaching and learning by using technology that is interactive media. Generally an educational game has a fun look, an easy-to-use menu, as well as color combinations that are used that are GUI-based (Graphic User Interface) so as to create appeal to users. Because it is undeniable that the human brain tends to more quickly capture learning through visual images rather than writings. Therefore, graphic design of an educational game becomes one of the important points. Software applications become one of the solutions in making game design, one of which is a vector-based software applications. There are various software that can be used in accordance with the function and usefulness of each. But in general the way the software works almost same.","PeriodicalId":42112,"journal":{"name":"African Journal of Information Systems","volume":"294 1","pages":"38-42"},"PeriodicalIF":0.7,"publicationDate":"2018-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77181365","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-01-18DOI: 10.24167/SISFORMA.V4I2.1295
A. Christanti, Ridwan Sanjaya, Erdhi Widyarto
Collaborative learning is a study group process that each member contributes their idea, information, experience, skill, and ability they have so it can be used on learning activity and improve members’ knowledge [1] . Digital game can become one of collaborative learning media that is not just for entertainment but also can be used as a unique and effective interactive learning media [2] . In conventional game making for collaborative learning, the research proves that it can improve excitement and contribution in learning activities [3] . But in game making, there are many technical issues for non-computer science students [3] . Based on many issues, designing framework is chosen to become a solution to help people in developing game as collaborative learning media by themselves. Because framework is a basic form of system [4] , consist of various command, function, and benefit for developer in application development [5] [6] , so game making for collaborative learning is conducted again with support from framework designed by researcher. In order to know the effect from framework support in game making as collaborative learning media, this study is based on two subjects of non-computer science students and computer science students.
{"title":"The Game Making Framework for Collaborative Learning","authors":"A. Christanti, Ridwan Sanjaya, Erdhi Widyarto","doi":"10.24167/SISFORMA.V4I2.1295","DOIUrl":"https://doi.org/10.24167/SISFORMA.V4I2.1295","url":null,"abstract":"Collaborative learning is a study group process that each member contributes their idea, information, experience, skill, and ability they have so it can be used on learning activity and improve members’ knowledge [1] . Digital game can become one of collaborative learning media that is not just for entertainment but also can be used as a unique and effective interactive learning media [2] . In conventional game making for collaborative learning, the research proves that it can improve excitement and contribution in learning activities [3] . But in game making, there are many technical issues for non-computer science students [3] . Based on many issues, designing framework is chosen to become a solution to help people in developing game as collaborative learning media by themselves. Because framework is a basic form of system [4] , consist of various command, function, and benefit for developer in application development [5] [6] , so game making for collaborative learning is conducted again with support from framework designed by researcher. In order to know the effect from framework support in game making as collaborative learning media, this study is based on two subjects of non-computer science students and computer science students.","PeriodicalId":42112,"journal":{"name":"African Journal of Information Systems","volume":"11 1","pages":"43-51"},"PeriodicalIF":0.7,"publicationDate":"2018-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89167584","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-01-18DOI: 10.24167/SISFORMA.V4I2.1028
Celvin Laviano, Ridwan Sanjaya, Hendra Prasetya
The number of competitors makes the competition in the game industry more difficult if not able to read opportunities well. Because it takes the ability to be able to take advantage of opportunities with the best. Bill Gates once quoted a word from Don Corleone that we must keep our friend close but our enemies even closer. Because of these competitors we will see various types of opportunities and opportunities that exist. The creation of "Jomblo Keren" game design will look at different types of aspects that can be used to get the right predictions to make the games acceptable by the market. These aspects include themes, games platform, visuals, gameplay, and stories.
{"title":"Game Design Jomblo Keren As a Startup Marketing Product","authors":"Celvin Laviano, Ridwan Sanjaya, Hendra Prasetya","doi":"10.24167/SISFORMA.V4I2.1028","DOIUrl":"https://doi.org/10.24167/SISFORMA.V4I2.1028","url":null,"abstract":"The number of competitors makes the competition in the game industry more difficult if not able to read opportunities well. Because it takes the ability to be able to take advantage of opportunities with the best. Bill Gates once quoted a word from Don Corleone that we must keep our friend close but our enemies even closer. Because of these competitors we will see various types of opportunities and opportunities that exist. The creation of \"Jomblo Keren\" game design will look at different types of aspects that can be used to get the right predictions to make the games acceptable by the market. These aspects include themes, games platform, visuals, gameplay, and stories.","PeriodicalId":42112,"journal":{"name":"African Journal of Information Systems","volume":"49 1","pages":"59-64"},"PeriodicalIF":0.7,"publicationDate":"2018-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78259699","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-01-18DOI: 10.24167/SISFORMA.V4I2.1033
Hening Artdias, Ridwan Sanjaya, Albertus Dwiyoga Widiantoro
Indonesia has a lot of the diversity on flora and fauna that can be assets and icon on this area. Unfortunately flora flora and fauna that exist in Indonesia is less reasing. The animals endangered in Indonesia are Javan Rhino , Sumatran Rhino, Sumatran Tiger, Sumatran Orangutan, Sumatran Elephant, Borneo Elephant, Bornean Orangutan and Turtle. They are extinction because destruction of forest habitats, a conflict between humans and animals, trade, hunting, the arrests beyond capacity. [1]. Is that the issue of the extinction of the animals is dominated by human behavior and nature of the wrath of them. For that, education game “Rare Animal” become formulations to raise awareness of endangered species.
{"title":"Rare Animal Education Usingaugmented Reality","authors":"Hening Artdias, Ridwan Sanjaya, Albertus Dwiyoga Widiantoro","doi":"10.24167/SISFORMA.V4I2.1033","DOIUrl":"https://doi.org/10.24167/SISFORMA.V4I2.1033","url":null,"abstract":"Indonesia has a lot of the diversity on flora and fauna that can be assets and icon on this area. Unfortunately flora flora and fauna that exist in Indonesia is less reasing. The animals endangered in Indonesia are Javan Rhino , Sumatran Rhino, Sumatran Tiger, Sumatran Orangutan, Sumatran Elephant, Borneo Elephant, Bornean Orangutan and Turtle. They are extinction because destruction of forest habitats, a conflict between humans and animals, trade, hunting, the arrests beyond capacity. [1]. Is that the issue of the extinction of the animals is dominated by human behavior and nature of the wrath of them. For that, education game “Rare Animal” become formulations to raise awareness of endangered species.","PeriodicalId":42112,"journal":{"name":"African Journal of Information Systems","volume":"52 1","pages":"52-58"},"PeriodicalIF":0.7,"publicationDate":"2018-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76729855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-01-18DOI: 10.24167/SISFORMA.V4I2.1298
Yonathan Happy Setiawan
This paper discusses the design of games used as a medium of learning. The learning material is about Javanese script, which is taught from elementary to high school. Although it has been taught since elementary school, but not many students have mastered this material. The method of delivering the material used by the lecturers is usually by lecturing so that students become tired and bored, because they are forced to remember without understanding the basic concepts. The lack of an attractive and modern learning tool becomes another obstacle to the difficulty of studying the Javanese script. Games usually used as entertainment, now can be used for learning. Through the game, the learning process becomes more fun. Therefore it will be designed an educational game used for learning Javanese script. But to design the right educational game, research is needed. With the presence of this game is expected players can learn Javanese script material while playing.
{"title":"Designing Game “Belajar Hanacaraka” As A Javanese Script Learning Media","authors":"Yonathan Happy Setiawan","doi":"10.24167/SISFORMA.V4I2.1298","DOIUrl":"https://doi.org/10.24167/SISFORMA.V4I2.1298","url":null,"abstract":"This paper discusses the design of games used as a medium of learning. The learning material is about Javanese script, which is taught from elementary to high school. Although it has been taught since elementary school, but not many students have mastered this material. The method of delivering the material used by the lecturers is usually by lecturing so that students become tired and bored, because they are forced to remember without understanding the basic concepts. The lack of an attractive and modern learning tool becomes another obstacle to the difficulty of studying the Javanese script. Games usually used as entertainment, now can be used for learning. Through the game, the learning process becomes more fun. Therefore it will be designed an educational game used for learning Javanese script. But to design the right educational game, research is needed. With the presence of this game is expected players can learn Javanese script material while playing.","PeriodicalId":42112,"journal":{"name":"African Journal of Information Systems","volume":"72 1","pages":"71-75"},"PeriodicalIF":0.7,"publicationDate":"2018-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81759369","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-01-18DOI: 10.24167/SISFORMA.V4I2.1171
C. Wulandari
Indonesia has a cultural diversity in each area, one in Central Java as the existence of a tradition of Dugderan, Semarang and Ruwatan Rambut Gimbal,Wonosobo. But the growing globalization era resulted in the mindset of the society be affected which can have an impact such as forgetting the culture itself so that it can ignore the Indonesia cultural heritage asset. The result of the neglect of cultural relics is the claim that ever happened in Indonesia as Reog Ponorogo, Wayang Kulit. See the importance of the efforts in heritage preservation then performed with a way that can be introduced and as a medium of instruction, will be a cultural heritage with the theme of cultural traditions through Central Java games mobile. Game not forever impacted negatife but can be used as an interesting learning media can be called Educational Games
印度尼西亚在每个地区都有文化多样性,在中爪哇,存在着Dugderan,三宝垄和Ruwatan Rambut Gimbal,Wonosobo的传统。但是,日益全球化的时代导致社会的心态受到影响,这可能会产生诸如忘记文化本身的影响,从而忽视印尼的文化遗产资产。忽视文化遗产的结果是曾经发生在印度尼西亚的Reog Ponorogo, Wayang Kulit。看到遗产保护工作的重要性,然后以一种可以引入的方式执行,作为一种教学媒介,将文化遗产与文化传统主题通过Central Java手机游戏。游戏并不总是消极的,但可以作为一种有趣的学习媒体,可以被称为教育游戏
{"title":"Wisata Budaya Jawa Tengah Games As A Means Of Preserving The Culture Of Central Java","authors":"C. Wulandari","doi":"10.24167/SISFORMA.V4I2.1171","DOIUrl":"https://doi.org/10.24167/SISFORMA.V4I2.1171","url":null,"abstract":"Indonesia has a cultural diversity in each area, one in Central Java as the existence of a tradition of Dugderan, Semarang and Ruwatan Rambut Gimbal,Wonosobo. But the growing globalization era resulted in the mindset of the society be affected which can have an impact such as forgetting the culture itself so that it can ignore the Indonesia cultural heritage asset. The result of the neglect of cultural relics is the claim that ever happened in Indonesia as Reog Ponorogo, Wayang Kulit. See the importance of the efforts in heritage preservation then performed with a way that can be introduced and as a medium of instruction, will be a cultural heritage with the theme of cultural traditions through Central Java games mobile. Game not forever impacted negatife but can be used as an interesting learning media can be called Educational Games","PeriodicalId":42112,"journal":{"name":"African Journal of Information Systems","volume":"114 1","pages":"65-70"},"PeriodicalIF":0.7,"publicationDate":"2018-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77179031","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-01-01DOI: 10.5859/KAIS.2018.27.4.189
Sung Haengnam, 조동환
{"title":"Investigating the Effect of NCS Information Capability on College Students' Career Readiness Behavior","authors":"Sung Haengnam, 조동환","doi":"10.5859/KAIS.2018.27.4.189","DOIUrl":"https://doi.org/10.5859/KAIS.2018.27.4.189","url":null,"abstract":"","PeriodicalId":42112,"journal":{"name":"African Journal of Information Systems","volume":"92 1","pages":"189-202"},"PeriodicalIF":0.7,"publicationDate":"2018-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79159050","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}