• INFO STIBA IEC
  • Senin, 20 April 2020

    BEASISWA




    BEASISWA STIBA-IEC JAKARTA
    TAHUN AKADEMIK 2019/2020

    Beasiswa Awal Kuliah

    Persyaratan:
    Potongan/Diskon Rp. 2.000.000 untuk biaya Semester 1 Hasil test masuk STIBA-IEC Jakarta min. 90
    Potongan/Diskon Rp. 1.000.000 untuk biaya semester 1 Hasil test masuk STIBA-IEC Jakarta min. 80
    Beasiswa Khusus
    Bantuan biaya kuliah 1. Mahasiswa berprestasi
    2. Mahasiswa kurang mampu
    STIBA-IEC juga memberikan Beasiswa bagi mahasiswa yang mempunyai prestasi akademik yang menonjol dan yang kurang mampu dengan maksud meningkatkan gairah belajar dan meningkatkan prestasi mahasiswa. Beasiswa tersebut diharapkan berasal dari:
        Beasiswa Supersemar
        Beasiswa Yayasan
        Beasiswa Departemen Pendidikan Nasional
        Beasiswa dari instansi lain


    VISI, MISI DAN TUJUAN



    VISI, MISI DAN TUJUAN
    STIBA-IEC JAKARTA

    VISI
    “Menjadi sekolah tinggi yang berkualitas dan unggul di bidang bahasa dan sastra asing pada tahun 2030 di wilayah DKI Jakarta yang berstandar nasional dan mampu berperan aktif dalam pembangunan bangsa melalui proses pendidikan, penelitian dan pengabdian masyarakat.”

    MISI
    1. Menyelenggarakan kegiatan pendidikan dan pengajaran bahasa dan sastra asing (Bahasa dan Sastra Inggris) yang berkualitas.
    2. Melaksanakan kegiatan penelitian untuk pengembangan ilmu pengetahuan dan teknologi secara berkelanjutan.
    3. Menerapkan temuan-temuan penelitian yang bermanfaat bagi masyarakat dalam bentuk pengabdian kepada masyarakat.
    4. Melakukan sosialisasi tentang eksistensi dan program-program sekolah tinggi kepada masyarakat secara terencana dan terus menerus melalui kegiatan dan relasi publik.
    5. Memberikan pelayanan kepada masyarakat di bidang bahasa dan sastra asing (Bahasa dan Sastra Inggris) dan pengajarannya

    TUJUAN
    1. Menghasilkan lulusan tingkat sarjana bahasa dan sastra asing (Bahasa dan Sastra Inggris) yang bermoral dan berkompeten dalam bidangnya dan memiliki daya analisis, berfikir sistematis dan logis, berwawasan luas, berdedikasi terhadap ilmu pengetahuan dan teknologi, memiliki integritas kepribadian, serta menjunjung tinggi nilai-nilai kemanusiaan.
    2. Mengembangkan ilmu pengetahuan di bidang bahasa dan sastra asing (Bahasa dan Sastra Inggris) melalui kegiatan penelitian.
    3. Mengimplementasikan keahlian dan pengetahuan di bidang bahasa dan sastra asing (Bahasa dan Sastra Inggris) kepada masyarakat.
    4. Menjalin kemitraan dalam upaya pemberdayaan dan peningkatan sumber daya manusia.
    5. Menyiapkan lulusan yang dapat menerapkan keahliannya dalam bidang bahasa dan sastra asing (Bahasa dan Sastra Inggris) serta dapat memenuhi kebutuhan masyarakat

    INFO MAHASISWA BARU






    Syarat Pendaftaran

    Calon mahasiswa STIBA-IEC Jakarta adalah lulusan SMA/SMK/MA dari semua jurusan
    Mengisi dan menyerahkan formulir pendaftaran dengan melampirkan:
    •  Satu (1) lembar fotocopy ijazah dan daftar NEM SMU/SMK  yang telah dilegalisasi.
    • Satu (1) lembar Fotocopy KTP dan KK.
    • Empat (4) lembar Pas foto berwarna  ukuran 3×4 cm.
    • Mengikuti tes penerimaan Mahasiswa Baru

    Waktu Pendaftaran

    Waktu PendaftaranTes Masuk
    Gel.INop. 2019 – April 202025 April 2020
    Gel.IIMei 2019 – Juni 202020 Juni 2020
    Gel.IIIJuli 2019 – Agustus 202022 Agustus 2020

    Tes Masuk meliputi:

    1. Tes Potensi akademik (Numerik,Verbal,Analisis).
    2. Bahasa Inggris
    Tes dilaksanakan pada hari sabtu

    Pendaftaran dibuka

    • Senin s.d Jum’at : 08:00 – 20:00 WIB
    • Sabtu                        : 08:00 – 17:00 WIB

    INFO STIBA IEC







    Program yang ditawarkan:
    S1 Bahasa dan Sastra Inggris
    D1 bahasa Inggris
    Transfer D3 (dari pergurua tinggi lain) ke S1
    Pindahan dari perguruan tinggi ke STIBA-IEC.

    System Perkuliahan:
    Perkuliahan di STIBA-IEC Jakarta sangat fleksibel khususnya bagi yang sudah bekerja/karyawan.
    Regular pagi       : 08.00 – 12.00
    Regular malam : 18.10 – 21.00
    Weekend              : 07.30 – 17.00
    Bagi yang kerja kena shift dapat menyesuaikan dengan pekerjaannya.
    Pembayaran/Administrasi:
    STIBA-IEC memberikan kemudahan dalam membayar biaya kuliah, bisa system bulanan atau semester. Kedua pembayaran biaya tersebut harus ditransfer melalui bank yang telah ditentukan.
    Mata kuliah unggulan di luar bahasa Inggris:
    Ada beberapa mata kuliah unggulan yang sangat diminati yaitu diantaranya:
    Broadcasting
    Internet blogging
    Public speaking
    English for Tourism
    Entrepreneurship
    dan masih ada beberapa lagi yang lainnya.

    Peluang kerja apa saja yang bisa diperoleh setelah LULUS dari STIBA-IEC?
    Sudah banyak perusahaan, institusi pemerintah dan lembaga-lembaga lainnya yang sudah merasakan manfaatnya dari ilmu yang diperoleh oleh para alumni STIBA-IEC karena STIBA-IEC memberikan peluang kerja dan profesi yang cukup menjanjikan berdasarkan pengetahuan yang diperoleh dari masing-masing mata kuliah yang diantaranya yaitu menjadi:
    Pengajar bahasa Inggris;
    Penerjemah/Interpreter;
    Karyawan Perhotelan;
    Staf Kemenlu RI;
    Tour Guide;
    Penyiar/Reporter TV;
    Staf Bahasa di Kedutaan Asing;
    Editor Bahasa Inggris;
    Entrepreneur & Pengelola Kursus Bahasa Inggris;
    Karyawan BANK dan masih ada beberapa lagi profesi yang mendukung.

    Contact:
    Telp.021-8518685
    SMS/WA: 0856-9540-0674
    Email: www.stibaiecjakarta.com

    Senin, 16 Maret 2020

    ACTION

    What's the Definition of an Action Game?

    The Super Mario logo.
    Nintendo / All Rights Reserved 
    Video games in the "action" genre typically put emphasis on challenging the player's reflexes, hand-eye coordination, and reaction time. In fact, when you think about action games, you might immediately think of arcade classics like Pitfall and other titles that involved a lot of virtual running and jumping. That's because even the earliest arcade cabinets were home to some of the best-known action games of all time. Today's action games are typically more complex than those first offerings (but not always!), even though the genre's core mechanics — running, jumping, attacking — remain intact.
    Many action games also share similar design mechanics, too. The player usually progresses from level to level while the game's challenge level creeps up at a steady rate. The terrain gradually becomes more treacherous to navigate, and the enemies become trickier to defeat. Most action games top off levels (or a group of levels) with a "boss fight," which involves going toe-to-toe with a particularly big bad guy that requires a little extra finesse and/or strength to beat. Some action games also plop a smaller boss mid-way through certain levels. These medium-level threats are often labeled "Minibosses," a term that still pops up in modern gaming jargon.

    How Are Action Games Played?

    Action games typically give the player multiple means of attack, though there's almost always a shared theme at work. An action game that's based around shooting, for instance, might give the player a multitude of upgradable guns, while another action game that's based on a fantasy world will provide swords and magical powers. As the player progresses through the game, he or she must remain mindful of the main character's health and lives. The main character can usually take multiple hits, but if too much damage is incurred, the character dies, and a "life" is lost.
    If all the character's lives are wiped out, it's Game Over. The player can usually collect more lives and health on their journey. Modern action games have found ways to play with the health-and-lives reward and punishment system, as some developers feel that it's an archaic holdover from an age where people dropped quarters into arcade machines to keep on playing. In the independently-developed action game Braid, for instance, players can actually "rewind" the gameplay and correct the mistakes that led to the main character's death. Given the popularity and longevity of the action game genre, developers have played around with the formula quite a bit. As a result, action games have branched out into several different sub-genres. Some of these sub-genres include: 
    • Shooter Games: Action games that challenge the player to target and dispatch opponents. These opponents aren't always human in nature: very often, the player is in a vehicle that scrolls from left to right (or from the bottom of the screen to the top of the screen), and he or she must shoot down a seemingly endless barrage of enemy planes and robots.
    • Beat 'em Ups: Action games in which the player moves from left to right and brawls with enemies using close-range melee attacks. Many Beat 'em Ups are based around martial arts. Good examples of this sub-genre are Double Dragon and Final Fight. 
    • Platforming Games: Arguably the most well-known action game sub-genre. Platform games challenge the player's reflexes with obstacle courses filled with floating platforms, enemies, and boss characters. Super Mario 3D Land, Mutant Mudds, and Kirby's Adventure are all examples of great action games on the Nintendo DS and 3DSVVVVVV is an action game that revolves around flipping gravity, and is, therefore, a good example of an action game that does something a little different with the tried-and-true formula.

    ADVENTURE


    It will take you 6 minutes to read this feature.

    For over 40 years, adventure games have been the most story-driven computer game genre. Since its inception in 1976 with ADVENT (aka Colossal Cave Adventure, or simply Adventure), many have found adventure games to have a truly immersive quality that can be compared to reading a book or watching a movie. If you are interested in playing games that can be thoughtful, engaging and intelligent, and provide some mental challenge while they’re at it, you’ve just landed on the right website.
    Adventure games are all about unraveling stories, exploring worlds and solving puzzles. Play as Ray McCoy on assignment to track down replicants in Blade Runner, embark on a four-year journey through the mystical Land Of The Dead in the Mexican folk art and film noir-inspired Grim Fandango, or travel the globe confronting ancient conspiracies in Broken Sword. When you’re playing an adventure game, you never quite know what you’re going to get. Fantasies, comedies, westerns, mysteries, horror, or sci-fi; there’s an adventure game for everyone.
    In fact, there are so many adventure games that it can be hard to find a place to start. Fortunately, this article should help you along your way.


    Genre definition


    Adventure games focus on puzzle-solving within a narrative framework, generally with few or no action elements. Other popular names for this genre are “graphic adventure” or “point-and-click adventure”, but these represent only part of a much broader, diverse range of games.
    Adventure games are not based on what the dictionary defines as “adventure”. Some are, but many forsake danger and excitement for more relaxed, thoughtful endeavors. They are also not: role-playing games that involve extensive combat, team-building and points management; action/adventures such as Uncharted and Prince of Persia where puzzle-solving is clearly a secondary focus; side-scrolling platform games such as Mario or LittleBigPlanet; pure puzzle games like Bejeweled or Tetris.
    But labels can only take us so far. Many games push traditional genre boundaries in new and interesting ways while still remaining adventure games at their core. Dreamfall, the sequel to the point-and-click classic The Longest Journey, includes some stealth and fight scenes. Heavy Rain is a new breed of interactive movie-style adventuring featuring motion controls and Quick Time Events. At the other end of the spectrum, titles like Mystery Case Files: Dire Grove mix in plenty of Where’s Waldo?-styled scavenger hunts. Even Portal, which gives you a gun to solve physics-based puzzles instead of killing, has a right to be called an adventure.
    Of course, stories, puzzles, and exploration are not limited to just adventures. More and more games outside the genre are incorporating adventure game elements, like ScribblenautsBraid, and Limbo. Given their shared features, we will sometimes cover these as special “games of interest”, though always with the understanding that they fall outside the scope of our adventure game definition.


    Characteristics


    There are three characteristics that are always present in an adventure game to some degree. Certain sub-genres focus more on one aspect than another.

    Narrative


    In adventure games, the story is often essential. Plots range in scope, tone, and setting as much as movies and novels do. For instance, in Gabriel Knight, you are attempting to solve a voodoo murder mystery in New Orleans, whereas Day of the Tentacle tells the comic tale of three odd friends who travel through time in a portable toilet in a quest to defeat the toxically-tainted Purple Tentacle. Ideas are limited only by imagination, and adventure games are known for their original stories.
    In some adventures, however, the story is more a blank canvas to fill in through open-ended discovery than a series of predetermined events unfolding around you. In The Last Express, you’ll eavesdrop on conversations, scour compartments, and engage your fellow passengers in conversation on rails between Paris and Constantinople. As a defense lawyer in Phoenix Wright: Ace Attorney, you’ll spend much of your time in the same courtroom, pressing witnesses for answers and questioning suspect testimony. In games like these, what you do is far less relevant than what you learn through exploration, dialogue, and careful observation.

    Puzzles


    Puzzles come in all shapes and sizes, some better suited for organic integration into stories than others. Here are a few of the more common types of puzzles you’ll encounter:
    Inventory puzzles: accumulating an inventory of items that are then used to solve puzzles. Some areas simple as using one item on another in the environment, but others are far more complex. Return to Mysterious Island allows for five or six items to be combined into a new object altogether before being used.
    Dialogue-based puzzles: interacting with secondary characters to accumulate clues and directions, or persuade them to help your cause. The Secret of Monkey Island’s famous insult sword fighting requires learning all the best quips to beat the most quick-witted, sharp-tongued opponents.
    Environmental puzzles: analyzing and altering your surroundings in the game directly, whether setting clock times in Machinarium or overflowing Flood Control Dam #3 in Zork Grand Inquisitor.
    Non-contextual logic puzzles: standalone challenges can include anything from sliders to chess to jigsaws. This type of obstacle usually has little or no relevance to the game’s narrative, serving mainly as a cerebral interlude in puzzle-adventures like Professor Layton or casual titles like Drawn: The Painted Tower.
    While a lot of adventure games contain basic inventory and logic puzzles, some games provide more exotic types of challenges. For instance, Bad Mojo is played as a scientist trapped in the body of a tiny cockroach, while in Stacking you acquire new abilities by leaping into new and larger stacking dolls to absorb their identity. Loom uses music as the basis for its puzzles. Regardless of type, the best adventures use puzzles creatively to advance the story rather than simply posing as arbitrary obstacles in the way.

    Exploration


    Adventure games usually require exploration to some degree, depending on the type of interface. In early text parser adventures, you had to navigate by typing in directions, such as “GO NORTH”. Modern adventures provide more intuitive ways to get around, often asking the player to move the cursor over the screen to find ‘hotspots’ (objects that can be looked at or manipulated). Others allow for more direct interactions still, highlighting objects of interest simply by moving your characters close to them. A few escape-the-room adventures like Samorost 2 are more streamlined than most, requiring you to complete all actions on one screen before moving to the next, though you must still carefully explore your immediate surroundings.
    Next: different graphical styles


    Telling them apart


    Most modern adventure games fit into one of two distinctive types. (We are going to indulge in a few generalizations here just to simplify things a bit.)
    First-person exploration adventures such as Myst feature graphically immersive worlds full of brain-teasing puzzles, but often with very little plot development and few characters to talk to. Puzzles are often mechanical or slightly mathematical in nature, and you are more likely to run into non-contextual challenges in this type of game.
    Third-person adventures such as Sam & Max and King’s Quest tend to focus more on character interaction and narrative. Puzzles are usually of the inventory or dialogue type. The third-person perspective is usually integral to the experience, allowing you to see and identify with the main protagonist on the screen.
    Some games do defy these trends, like the character- and story-driven, first-person Tex Murphy games and the quiet exploration of Syberia’s third-person quest for living mammoths, but these are rare exceptions rather than the rule.

    SUDOKU

    SUDOKU GAME

    History of Sudoku dates back to an 18th Century Swiss mathematician’s game called “Latin Squares” (according to this article from the Economist) and some of the first number puzzles to appear in newspapers were published in France in 1895. But the modern game of Sudoku as we recognize it today was invented by Howard Garns, a freelance puzzle inventor from Connersville, Indiana, the USA in 1979 when it was published in Dell Pencil Puzzles and Word Games magazine. The puzzle was known as “Number Place,” since it involved placing individual numbers into empty spots on a 9 x 9 grid.
    The game first appeared in Japan in 1984 where it was given the name “Sudoku,” which is short for a longer expression in Japanese – “Sūji way Kyokushin nkaguraru” – which means, “the digits are limited to one occurrence.” Sudoku continues to be highly popular in Japan, where people buy over 600,000 Sudoku magazines per month.
    One reason that Sudoku puzzles are so beloved in Japan is that the Japanese language doesn’t work very well for crossword puzzles – so a number puzzle was much more successful in Japanese culture. Also, Japan tends to love puzzles, since it is a country where millions of people make lengthy commutes by train or bus, and they need to kill time while waiting for the next stop.
    The man who reintroduced Sudoku “back” to the Western world was a New Zealand judge named Wayne Gould, who was on vacation in Tokyo in March 1997 when he discovered Sudoku in a bookstore. He quickly became a devoted enthusiast of Sudoku and spent the next six years developing a computer program that could generate Sudoku puzzles.
    The Times of London began publishing Sudoku puzzles in 2004, and the first U.S. newspaper to feature Sudoku was The Conway (New Hampshire) Daily Sun in 2004. Within the past 10 years, Sudoku has become a global phenomenon. The first World Sudoku Championship was hosted in Italy in 2006 and the 2013 World Sudoku Championship will be held in Beijing.
    Why does Sudoku speak to us in today’s fast-paced world? One possible reason is that it appeals to people’s innate sense of order; there is something very satisfying about filling out those empty squares on the Sudoku grid. Another reason is that the rules are simple and easy to learn – people of all ages can play Sudoku and can often learn quickly how to approach the puzzle. As Sudoku’s global popularity attests, the game is easy to share with friends all over the world, because it is numbers-based and so it does not require any translation.
    As long as people love to test their brains with the fun and challenge of logic puzzles, Sudoku will be a popular and beloved part of millions of people’s everyday lives around the world.

    BEASISWA

    BEASISWA STIBA-IEC JAKARTA TAHUN AKADEMIK 2019/2020 Beasiswa Awal Kuliah Persyaratan: Potongan/Diskon Rp. 2.000.000 untuk biaya ...