The Fundamental Concept on Software The Definition of Software

The figure above illustrates the components and relationships present in a game. The relationships form three aspects are the following: a. Challenge Rules define the game and, consequently, the goal of the game. When players decide to participate in the game, they agree to follow the rules. The goal motivates the players and drives the game forwards. b. Conflict The opponent which can include unpredictable humans and unpredictable random processes obstructs the players from achieving the goal. Because the players do not have a comprehensive knowledge on the opponent, they cannot determine precisely the opponent’s effect on the game. c. Play The rules are abstract but they correspond to real-world objects. This representation concretizes the game to the players. Here we can conclude that game is an enjoying activity restricted by rules where the player having a competition to be the winner and aimed as relaxation activities.

3. The Fundamental Concept on Software

As it is said in the previous chapter, the term of software cannot be separated with computer. The word computer itself taken from Greek computar e that is means as to compute. According to Computer Wikipedia, the fr ee encyclopedia.htm computer is a machine that manipulates data according to a list of instructions. While news.miuegypt.edu.egindex.php states that a computer is general-purpose machine that processes data. The data is processed according to a set of instructions known as programs. The computer and all equipment attached to it are called hardware. The computer is a form of hardware and the programs are known as software. The computer’s data processing mechanism has been explained in Blissmer ’s definition of the computer in Dhima s .com 2008. He states that computer is an electronic machine that is able to do some jobs which are receiving input, processing the input using the directions given by the operator, saving the direction and the result of it, and serving information formed output. In line with the explanation above, Turban, Rainer and Potter 2003: 57 state that physical units used for input, process, storage activities, and output refer to what the so-called hardware. While the direction here is what the so-called software. It comes to conclusion that computer, hardware, and software is a unity. Physical units of computer are called hardware. In order to work the computer needs software. This means that using a computer is running software.

4. The Definition of Software

Hamacher, Vranesic, and Zaky 2002: 3 state that softwareprogram is a list of instruction that performs a task. Instructions here are explicit command that:  govern the transfer of information between hardware  specify the arithmetic and logic operation to be performed. While Turban, et all 2003: 95 state that software consists of computer programs, which are sequences of instructions for computer. There are many kinds of software, but they classify them into two major types, namely system software and application software. Meanwhile Nancy and Lary Long 2004: 14 say that software refers to any program that tells the computer system what to do. They classify many kinds of software into two major types as well, namely system software and application software. From the explanation above, it can be concluded that software is computer programs which are sequences of instructions in which are the form of arithmetic and logic operation for computer that perform a task.

5. Types of Software

Dokumen yang terkait

A classroom action research on The Use of Picture Cards to Improve the Students' Mastery on Vocabulary at the First Year Students at SLTP Negeri 1 Randuagung

0 6 46

THE USE OF WORD CLAP GAME TO IMPROVE STUDENTS’ VOCABULARY MASTERY (A Classroom Action Research at the Eighth Grade Students of SMP N 3 Ungaran in the Academic year of 2014 2015)

2 51 149

OPTIMIZING THE USE OF VISUAL AIDS TO IMPROVE STUDENTS’ VOCABULARY MASTERY (A CLASSROOM ACTION RESEARCH AT THE 4TH GRADE OF SD N KENOKOREJO 04 SUKOHARJO IN THE ACADEMIC YEAR OF 2009 2010)

0 2 54

IMPROVING THE STUDENTS’ VOCABULARY MASTERY THROUGH DIRECT INSTRUCTION (A Classroom Action Research on The fourth Grade of SD Negeri Pringanom 3, Masaran, Sragen in the Academic Year of 20092010)

4 17 83

IMPROVING THE STUDENTS’ VOCABULARY MASTERY THROUGH INQUIRY- BASED TEACHING (A CLASSROOM ACTION RESEARCH IMPROVING THE STUDENTS’ VOCABULARY MASTERY THROUGH INQUIRY- BASED TEACHING (A CLASSROOM ACTION RESEARCH AT THE FOURTH YEAR OF SD NEGERI NGABEAN 3 KART

0 0 15

THE USE OF CIRCLE GAMES AS A STRATEGY TO IMPROVE THE STUDENTS’ MASTERY IN ENGLISH VOCABULARY (An Action Research In the Case of Elementary School Students of SDN 01 Banyumanik Semarang in the Academic Year 2007/ 2008).

0 2 81

THE USE OF THEMATIC MAP TO IMPROVE STUDENTS’ VOCABULARY MASTERY (A CLASSROOM ACTION RESEARCH OF THE SEVENTH GRADE STUDENTS OF SMP N 3 JUWANA IN THE ACADEMIC YEAR 20112012) SKRIPSI

0 0 19

IMPROVING STUDENTS’ VOCABULARY MASTERY THROUGH SONGS A Classroom Action Research in The Third Grade Students of SD Negeri Tangkil 1 in the Academic Year 20102011

0 1 96

THE USE OF SECRET MESSAGE GAME TO IMPROVE THESTUDENTS’ VOCABULARY MASTERY (A Classroom Action Research for the Fifth Grade Students of SD 1 Prambatan Kidul Kudus in Academic Year 20142015)

0 1 17

THE USE OF GRAB GAME VARIATIONS TO IMPROVE STUDENTS’ READING COMPREHENSION (A CLASSROOM ACTION RESEARCH FOR THE FOURTH GRADE OF MI SRUWEN 01 IN THE ACADEMIC YEAR OF 20162017) A GRADUATING PAPER

0 0 116