The purpose of this study is to perform database’s planning that supports Prototype Modeling Data Warehouse in the Ministry of Agriculture, especially in the Distribution Center and Reserves in the field of distribution, reserve and price. With the prototype of Data Warehouse, the process of data analysis anddecision-making process by the top management will be easier and more accurate. Research’s method used was data collection and design method. Data warehouse’s design method was done by using Kimball’s nine stepsmethodology. Database design was done by using the ERD (Entity Relationship Diagram) and activity diagram. The data used for the analysis was obtained from an interview with the head of Distribution, Reserve and Food Price. The results obtained through the analysis incorporated into the Data Warehouse Prototype have been designed to support decision-making. To conclude, Prototype Data Warehouse facilitates the analysis of data, the searching of history data and decision-making by the top management.
The game or game is an interactive activity that can quickly provide feedback between players and the system. Players can learn through discovery, practice, and feedback rather than absorb information so that it is easier to transfer the knowledge they gain from playing experience to the real world of work. The International Personality Item Pool - Neuroticism, Extraversion & Openness (IPIP-NEO) is a personality test based on the Big Five Personality theory in which the test takes the form of a questionnaire. The purpose of this research is to design an alternative media in using IPIP-NEO especially the neuroticism part in a simulation game. The problem raised was that IPIP-NEO's personality test was a questionnaire that did not provide a situation description of the questions asked to respondents. Based on existing problems, data collection in the form of literature studies, questionnaires, and interviews with experts, can be made the need for making games. The game results are then evaluated using a questionnaire aimed at samples from Non Probability Purposive Sampling. Based on the evaluation results from the questionnaire, NeuroTest gets 76% of users who feel that the results of the game provide the right depiction for themselves.
International Personality Item Pool - Neuroticism, Extraversion & Openness (IPIP-NEO) merupakan sebuah tes kepribadian yang didasari atas teori Big Five Personality di mana tes tersebut berbentuk kuesioner. Tujuan dari penelitian ini adalah untuk merancang sebuah media alternatif dalam menggunakan IPIP-NEO khususnya bagian neurotisme ke dalam sebuah game simulasi. Masalah yang diangkat adalah tes kepribadian IPIP-NEO merupakan sebuah kuesioner yang tidak memberikan gambaran situasi akan pertanyaan yang ditanyakan kepada responden. Berdasarkan masalah yang ada, pengumpulan data berupa studi pustaka, kuesioner, dan wawancara kepada pakarnya, dapat dibuat kebutuhan pembuatan game. Hasil game kemudian dievaluasi menggunakan kuesioner yang ditujukan kepada sampel dari Non Probability Purposive Sampling.
In English, The game or game is an interactive activity that can quickly provide feedback between players and the system. Players can learn through discovery, practice, and feedback rather than absorb information so that it is easier to transfer the knowledge they gain from playing experience to the real world of work. The International Personality Item Pool - Neuroticism, Extraversion & Openness (IPIP-NEO) is a personality test based on the Big Five Personality theory in which the test takes the form of a questionnaire. The purpose of this research is to design an alternative media in using IPIP-NEO especially the neuroticism part in a simulation game. The problem raised was that IPIP-NEO's personality test was a questionnaire that did not provide a situation description of the questions asked to respondents. Based on existing problems, data collection in the form of literature studies, questionnaires, and interviews with experts, can be made the need for making games. The game results are then evaluated using a questionnaire aimed at samples from Non Probability Purposive Sampling. Based on the evaluation results from the questionnaire, NeuroTest gets 76% of users who feel that the results of the game provide the right depiction for themselves. Dalam Bahasa Indonesia, Permainan atau game merupakan aktivitas interaktif yang dapat secara cepat memberikan umpan balik antara pemain dan sistem. Pemain dapat belajar melalui penemuan, latihan, dan umpan balik daripada menyerap informasi sehingga lebih mudah melakukan transfer pengetahuan yang mereka dapatkan dari pengalaman bermain ke dunia kerja sesungguhnya. International Personality Item Pool - Neuroticism, Extraversion & Openness (IPIP-NEO) merupakan sebuah tes kepribadian yang didasari atas teori Big Five Personality di mana tes tersebut berbentuk kuesioner. Tujuan dari penelitian ini adalah untuk merancang sebuah media alternatif dalam menggunakan IPIP-NEO khususnya bagian neurotisme ke dalam sebuah game simulasi. Masalah yang diangkat adalah tes kepribadian IPIP-NEO merupakan sebuah kuesioner yang tidak memberikan gambaran situasi akan pertanyaan yang ditanyakan kepada responden. Berdasarkan masalah yang ada, pengumpulan data berupa studi pustaka, kuesioner, dan wawancara kepada pakarnya, dapat dibuat kebutuhan pembuatan game. Hasil game kemudian dievaluasi menggunakan kuesioner yang ditujukan kepada sampel dari Non Probability Purposive Sampling. Berdasarkan hasil evaluasi dari kuesioner, NeuroTest mendapatkan 76% pengguna yang merasa bahwa hasil dari game memberikan penggambaran yang tepat untuk dirinya.
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