Items where Division is "Faculty of Computer Science > Department of Information Systems" and Year is 2017

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Number of items: 53.

Article

Harnadi, Bernadinus (2017) Discovering Factors Associated with Online Gaming Behaviors. Discovering Factors Associated with Online Gaming Behaviors.

Harnadi, Bernadinus (2017) An Investigation of the Adoption of Online Game Technologies in Indonesia. An Investigation of the Adoption of Online Game Technologies in Indonesia, 9.

Harnadi, Bernardinus (2017) (IEEE 2016) Antecedents of the Adoption of Online Games Technologies: The Study of Adolescent Behavior in Playing Online Games. 2016 2nd International Conference on Science in Information Technology (ICSITech). ISSN 978-1-5090-1720-1

Harnadi, Bernardinus (2017) (Q3) An Investigation of the Adoption of Online Game Technologies in Indonesia. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9 (1). pp. 1-27. ISSN 1942-3888

Prasetya, FX Hendra (2017) Estimating Signals by Using Linear Prediction for Forex Trading Applications using the Levenberg- Marquardt algorithm. Estimating Signals by Using Linear Prediction for Forex Trading Applications using the Levenberg- Marquardt algorithm.

SANJAYA, RIDWAN (2017) Co-Creation dan Generasi Z. Co-Creation dan Generasi Z.

SANJAYA, RIDWAN (2017) ENERGIZING INNOVATION CULTURE. ENERGIZING INNOVATION CULTURE.

SANJAYA, RIDWAN (2017) The Future of Collaborative Digital Learning. The Future of Collaborative Digital Learning.

SANJAYA, RIDWAN (2017) PERANAN TEKNOLOGI GAME DALAM PENDIDIKAN DAN KEWIRAUSAHAAN. PERANAN TEKNOLOGI GAME DALAM PENDIDIKAN DAN KEWIRAUSAHAAN.

SANJAYA, RIDWAN (2017) Peningkatan Daya Saing Bisnis Digital. Peningkatan Daya Saing Bisnis Digital.

SANJAYA, RIDWAN (2017) Peranan Teknologi Game dalam Pendidikan dan Kewirausahaan. Peranan Teknologi Game dalam Pendidikan dan Kewirausahaan.

SANJAYA, RIDWAN (2017) Pilihan Masa Depan Lulusan PT. Pilihan Masa Depan Lulusan PT.

SANJAYA, RIDWAN (2017) The Role of Game Technology in Education and Entrepreneurship*. The Role of Game Technology in Education and Entrepreneurship*.

SANJAYA, RIDWAN (2017) Rumah untuk Alumni. Rumah untuk Alumni.

SANJAYA, RIDWAN (2017) Solusi Bijak atas Polemik Taksi Daring. Solusi Bijak atas Polemik Taksi Daring.

SANJAYA, RIDWAN (2017) TERM OF REFERENCE (TOR) DISKUSI TERBATAS PROGRAM STUDI TEKNIK INFORMATIKA UNIVERSITAS SANATA DHARMA YOGYAKARTA. TERM OF REFERENCE (TOR) DISKUSI TERBATAS PROGRAM STUDI TEKNIK INFORMATIKA UNIVERSITAS SANATA DHARMA YOGYAKARTA.

SANJAYA, RIDWAN (2017) Wayang Orang Ngesti Pandawa dan Teknologi. Wayang Orang Ngesti Pandawa dan Teknologi.

SANJAYA, RIDWAN and MURNIATI, CECILIA TITIEK (2017) Game Making as A Collaborative Learning Method*. Game Making as A Collaborative Learning Method*.

SANJAYA, RIDWAN and MURNIATI, CECILIA TITIEK (2017) Technical Aspects of Collaborative Learning via Group-based Game Making. Technical Aspects of Collaborative Learning via Group-based Game Making.

Sanjaya, Ridwan (2017) Co-Creation dan Generasi Z. Suara Merdeka.

Sanjaya, Ridwan (2017) Disruptive Innovation dalam Pendidikan Tinggi. Suara Merdeka.

Sanjaya, Ridwan (2017) Pembelajaran Kolaboratif Era Digital. Suara Merdeka.

Sanjaya, Ridwan (2017) Pilihan Masa Depan Lulusan PT. Suara Merdeka.

Sanjaya, Ridwan (2017) Rumah untuk Alumni. Suara Merdeka.

Sanjaya, Ridwan (2017) Solusi Bijak atas Polemik Taksi Daring. Suara Merdeka.

Sanjaya, Ridwan (2017) Wayang Orang Ngesti Pandawa dan Teknologi. Suara Merdeka.

Widiantoro, Albertus Dwiyoga (2017) Infrastructure Readiness and Human Resources in the Implementation of E‐learning. Infrastructure Readiness and Human Resources in the Implementation of E‐learning.

Widiantoro, Albertus Dwiyoga (2017) Utilization of Big Data in the Higher Education. Utilization of Big Data in the Higher Education.

Widiantoro, Albertus Dwiyoga and Sanjaya, Ridwan and Rahadjo, Tjahjono and WINARNO, A. RACHMAD DJATI (2017) Review on the Application of Financial Technology for the Wayang Orang Ngesti Pandowo Cultural Creative Industry. Review on the Application of Financial Technology for the Wayang Orang Ngesti Pandowo Cultural Creative Industry.

Conference or Workshop Item

Chandrawati, Brenda and Widyarto Nugroho, Erdhi (2017) Designing A Math Game Based on Virtual Reality with Montessori Approach. In: -, -, -. (Unpublished)

Book

Pamudji, Andre Kurniawan and Setiyowati, Maryuni and Sanjaya, Ridwan (2017) Mudah Membuat Game Augmented Reality (AR) dan Virtual Reality (VR) dengan Unity 3D. PT. Elex Media Komputindo, Jakarta. ISBN 9786020400389

SANJAYA, RIDWAN (2017) Disruptive Innovation dalam Pendidikan Tinggi. Universitas Katolik Soegijapranata, Semarang. ISBN 978-602-6865-33-5

Sanjaya, Ridwan (2017) Disruptive Innovation dalam Pendidikan Tinggi. Unika Soegijapranata Semarang, Semarang. ISBN 978-602-6865-33-5

Thesis

Andipratama, Edward (2017) PENGEMBANGAN GAME EDUKASI ENGLISH TENSES BERBASIS ANDROID. Other thesis, Unika Soegijapranata.

Artdias, Hening (2017) PEMBELAJARAN VIRTUAL SATWA LANGKA DENGAN AUGMENTED REALITY. Other thesis, Unika Soegijapranata.

Christanti, Aprilia Ratna (2017) RANCANG BANGUN FRAMEWORK UNTUK COLLABORATIVE LEARNING MELALUI PEMBUATAN GAME. Other thesis, Unika Soegijapranata.

Dewi, Inggrit Swastini (2017) GAME SEBAGAI MEDIA PENGENALAN JURUSAN DI PERGURUAN TINGGI. Other thesis, Unika Soegijapranata.

Imingkawak, Awenes (2017) MENGENALKAN SALJU ABADI CHARTANZ PUNCAK MELALUI APLIKASI GAME. Other thesis, Unika Soegijapranata Semarang.

Khasanah, Ida Nur (2017) PENGENALAN BAHASA JAWA PADA ANAK USIA SEKOLAH DASAR MELALUI GAME PATRAP BASA. Other thesis, Unika Soegijapranata.

Laviano, Celvin (2017) KEWIRAUSAHAAN MAHASISWA MELALUI INDUSTRI KREATIF GAME DI UNIKA SOEGIJAPRANATA. Other thesis, Unika Soegijapranata.

Lukito, Andru Deva (2017) PEMBELAJARAN BERLALU LINTAS MELALUI GAME BERBASIS VIRTUAL REALITY. Other thesis, Unika Soegijapranata.

MARYUNI, MARYUNI (2017) PEMANFAATAN GAME KULINER SEBAGAI MEDIA PROMOSI MAKANAN DAERAH JAWA TENGAH. Other thesis, Unika Soegijapranata.

Nuryanti, Nuryanti (2017) GAME GREEN MISSION UNTUK KAMPANYE PELESTARIAN HUTAN. Other thesis, Unika Soegijapranata.

Pamudji, Andre Kurniawan (2017) PEMANFAATAN TEKNOLOGI AUGMENTED REALITY PADA WISATA SEJARAH LAWANG SEWU. Other thesis, Unika Soegijapranata.

Pranata, Baskara Arya (2017) MEMASYARAKATKAN LAGU DAERAH MENGGUNAKAN GAME BERBASIS AUGMENTED REALITY. Other thesis, Unika Soegijapranata.

Purnamasari, Elisa (2017) PENGENALAN MAKNA DAN FILOSOFI MOTIF BATIK KLASIK PADA MASYARAKAT MELALUI GAME SESUAI DENGAN ORNAMEN YANG ADA DI DALAMNYA. Other thesis, Unika Soegijapranata.

Putra, Adit Rama (2017) PEMANFAATAN GAME “WANA WARRIOR” SEBAGAI MEDIA EDUKASI PENYELAMATAN SATWA. Other thesis, Unika Soegijapranata Semarang.

RAJAGUKGUK, THEOFILUS TODO CHANDRA (2017) PENGENALAN TOKOH PAHLAWAN INDONESIA DENGAN MENGGUNAKAN BOARD GAME. Other thesis, Unika Soegijapranata.

Sari, Okky Octavia Ratna (2017) PROMOSI PARIWISATA GOA KREO SEMARANG DENGAN GAME KOMIK INTERAKTIF. Other thesis, Unika Soegijapranata.

Setiawan, Yonathan Happy (2017) PEMBELAJARAN AKSARA JAWA MELALUI GAME BELAJAR HANACARAKA. Other thesis, Unika Soegijapranata Semarang.

Tebai, Mikael (2017) MEMPERKENALKAN KEBUDAYAAN TUJUH WILAYAH ADAT PAPUA MENGGUNAKAN APLIKASI GAME. Other thesis, Unika Soegijapranata Semarang.

Wijaya, Evan (2017) PENGGUNAAN GAME SEBAGAI MEDIA UNTUK MELATIH KESEIMBANGAN PEMAKAIAN OTAK KIRI DAN OTAK KANAN. Other thesis, Unika Soegijapranata.

Wulandari, Christine Ayu (2017) PENGENALAN TRADISI KEBUDAYAAN JAWA TENGAH MELALUI GAME SEBAGAI UPAYA PELESTARIAN WARISAN BUDAYA. Other thesis, Unika Soegijapranata.

This list was generated on Wed Oct 30 10:45:57 2024 WIB.