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IT Curriculum for Boot Camp: An Iterative Development In Applying OBE In Computer Science Education for Non-Formal Institution Tony Wibowo; Julia Veronica
Journal of Education Technology Vol. 6 No. 4 (2022): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i4.51343

Abstract

With the development of technology in software design, computer programming is now prevalent in almost every aspect of modern business and daily life. A renewed focus on programming education is attracting workers’ attention and converting skills. In previous research, researchers found difficulties encountered while learning programming languages. In this study, we conduct a case study on Teknokasi startup to develop a curriculum based on customer satisfaction. In this study, data was collected through surveys, which is a qualitative method. The methods used to collect data are interviews and questionnaires. The results of this study indicated three iterations, and further research is required to improve curriculum development. In this iteration, we will use the scrum framework and OBE as a theoretical base. Using input from mentors and students, this study was able to develop the next curriculum and improve programming skills, especially targeted Javascript expertise in a short time frame. Further studies need to be performed to assess this curriculum's effectiveness.
Perancangan dan Implementasi Layout Newsletter di SMP Kristen Tabqha Batam Tony Tan; Ricky Jong; Tony Wibowo
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10780

Abstract

Laporan ini memiliki tujuan utama untuk merancang dan mengimplementasikan layout Newsletter sebagai media komunikasi di SMPS Kristen Tabqha Batam. Newsletter ini bertujuan untuk mendokumentasikan dan menyampaikan informasi mengenai kegiatan akademik, ekstrakurikuler, dan sosial yang dilaksanakan oleh sekolah selama periode April dan Mei 2025. Proses perancangan menggunakan metode Multimedia Development Life Cycle (MDLC), yang terdiri dari enam tahapan: konsep, desain, pengumpulan materi, perakitan, pengujian, dan distribusi. Tahapan-tahapan ini memungkinkan proyek newsletter dilaksanakan dengan sistematis dan terstruktur. Dalam proyek ini, foto-foto yang relevan dengan kegiatan sekolah digunakan sebagai elemen visual untuk mendukung narasi yang disusun dalam newsletter. Hasil dari proyek ini adalah desain newsletter yang informatif, menarik, dan profesional, yang telah diunggah di website sekolah untuk meningkatkan transparansi dan komunikasi antara sekolah, siswa, orang tua, dan masyarakat. Proyek ini tidak hanya memberikan manfaat sebagai sarana dokumentasi, tetapi juga sebagai alat promosi yang memperkuat identitas dan citra SMPS Kristen Tabqha Batam.
Perancangan dan Implementasi Video Promosi PT. Wali Jaya Utama Tony Wibowo; Endrico
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10820

Abstract

Artikel ini membahas ini membahas proses perancangan dan implementasi video promosi di PT. Wali Jaya Utama, sebuah perusahaan perdagangan umum dan distribusi yang berkomitmen untuk menyediakan produk-produk berkualitas tinggi untuk sektor industri, konstruksi, dan ritel di Indonesia. Kegiatan pengabdian kepada masyarakat ini dilaksanakan dengan tujuan membantu PT. Wali Jaya Utama meningkatkan brand awareness melalui media promosi digital. Proses perancangan video promosi menggunakan metode Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahapan, yaitu concept, design, material collecting, assembly, testing, dan distribution. Pengumpulan data dilakukan melalui observasi untuk menentukan kebutuhan dan preferensi audiens. Video promosi dirancang dan diproduksi menggunakan aplikasi CapCut, After Effect, dan Premiere Pro 2025, dengan format vertikal berdurasi satu menit lebih yang diunggah melalui platform Instagram Reels. Hasil akhir menunjukkan bahwa media visual yang dirancang mampu meningkatkan daya tarik perusahaan serta berpotensi meningkatkan interaksi dan kepercayaan masyarakat terhadap PT. Wali Jaya Utama.
Analisis Pengaruh Chat-bot dengan Fitur Pengenalan Suara pada Situs Web Perjalanan di Kota Batam Christian, Yefta; Wibowo , Tony; Yanto, Agus
JURNAL FASILKOM Vol. 13 No. 3 (2023): Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer)
Publisher : Unversitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jf.v13i3.6141

Abstract

Teknologi pada masa sekarang yang sudah maju tidak memungkinkan semua orang untuk tidak bepergian ke seluruh dunia baik itu jauh maupun dekat. Travel di masa sekarang sudah sangat membantu semua orang yang berkeinginan melakukan perjalanan jauh karena semua serba praktis melalui online. Artificial intelligence pada masa sekarang sudah mulai di kenal oleh orang banyak, pada dasarnya AI merupakan suatu pengetahuan yang dimana komputer dapat meniru kecerdasan manusia dan salah satu produk diantara nya adalah chat-bot. Dalam industri tentu membutuhkan support pelayanan yang siap bersedia dalam 24/7 tentu ini menjadi masalah jika terjadi sesuatu yang mendesak dalam menhadapi pelayanan online sehingga chat-bot adalah salah satu solusi yang palih ampuh, akan tetapi salah satu masalah utama apabila chat-bot juga masih mengandalkan user asli untuk menghadapi masalah pelayanan 24/7 juga akan tidak terlalu efektif dan juga tidak semua chat-bot memiliki fitur pengenalan suara yang dapat mengoptimalkan penyampaian informasi lebih cepat. sehingga peneliti bertujuan untuk menguji pengaruh chat-bot dengan fitur pengenalan suara pada website perjalanan di kota batam dengan menggunakan metode agile sebagai metode pengembangan dan menggunakan algoritma hidden markov model dan juga recurrent neural network. Kemudian menggunakan pendekatan kuantitatif untuk mengumpulkan data dengan menyebarkan kuesioner untuk mendapatkan respon pengguna chat-bot yang dikembangkan. Hasil dari data yang didapatkan respon positif dalam pengujian menyatakan bahwa pengguna website travel di sarankan untuk menggunakan chat-bot sebagai sumber informasi. Dari sini bisa disimpulkan bahwa website yang menerapkan chat-bot dengan sistem speech recognition lebih diminati pengguna dikarenakan mudah untuk mendapatkan akses informasi tertentu untuk membantu pengguna mengambil keputusan yang tepat.
Membangun Kesadaran Keamanan Digital melalui Permainan Serius: Studi Komparatif Visual Novel dan Quiz Mini Game pada Siswa SMP Tony Tan; Febrianto Febrianto; Ricky Jong; Tony Wibowo
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 10 No 3 (2026): JULY 2026
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET) - Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v10i3.6181

Abstract

Digital security awareness is an essential competency for students in dealing with online risks. This study aims to compare the effectiveness of two serious game genres, namely visual novel and quiz mini game, in improving digital security awareness among junior high school students. A descriptive qualitative approach with descriptive quantitative support was employed, involving 27 students from a single junior high school class. The research procedure included a pre-test, gameplay sessions of a visual novel (approximately 20 minutes) and a quiz mini game (approximately 15 minutes), a post-test, and semi-structured interviews. Pre-test and post-test data were analyzed descriptively, while interview data were examined using thematic analysis. The results indicate that visual novels are more effective in fostering conceptual understanding through contextual narratives, whereas quiz mini games are more effective in enhancing learning motivation through interactive challenges. These findings suggest that a hybrid learning model combining both genres has the potential to optimize students’ conceptual understanding and learning motivation in digital security education.
Efektivitas Gamifikasi Virtual untuk Meningkatkan Kesadaran Keamanan Siber: Studi Kasus Siswa SMA di Batam Tony Tan; Sri Indriyani Ningrum; Tony Wibowo
INFORMASI (Jurnal Informatika dan Sistem Informasi) Vol 18 No 1 (2026): INFORMASI (Jurnal Informatika dan Sistem Informasi)
Publisher : LPPM STMIK Indonesia Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37424/informasi.v18i1.491

Abstract

Using Text-Based Interactive Games as a Tool for Studying Decision Making Patterns Tony Tan; Tony Wibowo; Riyaldi Walvinson
JUITA: Jurnal Informatika JUITA Vol. 14 Issue 1, March 2026
Publisher : Department of Informatics Engineering, Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/juita.v14i1.28331

Abstract

Decision making is a key factor in student success and wellbeing. Yet little is known about how interactive games foster reflection on daily habits. This study examined the influence of the text-based game A Day at Home on university students’ free-time activities, satisfaction, and intentions to change habits. A qualitative descriptive design was applied with 29 participants aged 18–25 who completed pre- and post-game questionnaires. Data were analyzed thematically and supported by descriptive statistics. The findings show that most students (52 %) reported consistency between their real-life and in-game free-time activities, while 35 % noted differences. Satisfaction with free-time use remained unchanged for 65.5 % of students but decreased for 34.5 %, indicating greater self-awareness and critical evaluation of current routines. Nearly half (48.3 %) expressed new or stronger intentions to adopt healthier behaviors, such as exercising more or reducing gaming. These results suggest that although the game did not alter habits for the majority, it provided a reflective tool that encouraged students to assess their routines and consider alternatives. The study concludes that text-based interactive games offer a promising approach to support reflection, motivate behavioral change, and enhance student wellbeing in higher education.
Analysis of the Use of Distance Learning Technology in Universities in the Riau Islands Province with the Technology Acceptance Model (TAM) Hendi Sama; Tony Wibowo; Tukino
Jurnal Penelitian Pendidikan IPA Vol 9 No 12 (2023): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i12.5836

Abstract

The problem that is the focus of the research is the use of distance learning technology at universities in the Riau Islands Province using the Technology Acceptance Model approach. This research aims to analyze user perceptions on ease of use, usability, usage behavior, and use of distance learning technology. This research aims to determine user perceptions of distance learning technology in universities in the Riau Islands Province. Apart from that, this research also aims to evaluate the influence of the ease of use perspective, usability perspective, and usage behavior on the use of distance learning technology. The research results show that research respondents, who are academics and staff at universities in the Riau Islands Province, have a high perception of distance learning technology. From the test results, it was found that there was no significant influence between the ease of se perspective and the usability perspective on the use of distance learning technology. However, usage behavior has a significant influence on the use of distance learning technology. Apart from that, these three variables together have an influence of 69.70% on the use of distance learning technology.
From Expectations to Execution: Developing Dating SIM FMVs for Girls Tony Wibowo; Clarita Clarita; Jackson Candra Dinata; Joshua Lucas Samudra; Jonathan Sukianto; Bayu Syahputra
Jurnal Bahasa Rupa Vol. 9 No. 1 (2025): Jurnal Bahasa Rupa Desember 2025
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v9i1.2028

Abstract

This study explores the development of a Full Motion Video (FMV) dating simulation game designed for female players, emphasizing the integration of Indonesian cultural elements into the narrative and gameplay. The research adopts the Game Development Life Cycle (GDLC) framework, covering stages including scripting, casting, video production, editing, and implementation using Unity with C# and the FMV node systems. A qualitative approach was employed through market analysis and semi-structured interviews to examine player expectations in terms of enjoyment, fantasy, motivation, satisfaction, and their overall experience. The findings indicate that FMV dating simulations appeal to players because of their immersive realism, emotional engagement, and escapist qualities. Narrative depth and character development are key factors influencing long-term engagement. Furthermore, integrating Indonesian cultural values, aesthetics, and social contexts enhances player immersion and promotes cultural appreciation. This study demonstrates that culturally grounded FMV games function not only as entertainment media but also as a platform for cultural preservation and global cultural dissemination.
Literasi Digital, Keamanan Digital, dan Komunikasi Digital terhadap Pencegahan Cyberbullying pada Generasi Z di Platform Tiktok Stefanus Eko Prasetyo; Tony Wibowo; Melisa Melisa
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 4 No. 2 (2026): Juni: JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v4i2.4240

Abstract

The proliferation of social media interactions frequently results in an increased risk of cyberbullying. This study aims to evaluate the impact of digital literacy, digital security, and digital communication on cyberbullying prevention among Generation Z TikTok users. Employing an explanatory quantitative approach, data were collected through online questionnaires distributed to Generation Z students in the Information Systems Study Program at Universitas Internasional Batam. The respondent data were then analyzed using the Partial Least Square-Structural Equation Modeling (PLS-SEM) technique. The analytical results reveal that digital literacy does not significantly affect cyberbullying prevention. Conversely, both digital security and digital communication demonstrate a significant impact on cyberbullying prevention. Among the investigated variables, digital communication exerts the most dominant influence on preventing cyberbullying. These findings suggest that preventing cyberbullying requires more than merely digital knowledge; it heavily relies on the implementation of digital security measures and the capacity for ethical communication in digital environments. Ultimately, this research is expected to serve as a valuable reference for formulating effective cyberbullying mitigation strategies for Generation Z across social media platforms.
Co-Authors Afandi Afandi Agus Yanto Alex Alex Alex Chandra Aloisius Johnny Aloysius Edward Marselino Dolok Saribu Anastya Putri Andreas Andreas Andriyanto Andriyanto Angeline Angeline Anthony Anthony Antony Antony Arini Ferya Putri Asep Didi Kurniadi Aulia Andary Benny Kosasih Boby Candra Calvin Calvin Calvin Hadi Prananda Cherlyn Cherlyn Christian, Yefta Clarita Clarita Crystina Crystina Dandy Satyahadi Darwin Darwin Deli Deli Della Fairly Delphy Lijaputra Desy Desy Dharma Putra Dian Putri Manelsi Dona Maydalena Edi Hendry Edi Yulianto Putra Edo Lee Egnes Egnes Eka Meriyadi El Vin Ho Elvin Endrico Ericson Hermanto Eriec Tanijaya Erwan Tri Anugrah Febrianto Febrianto Febrin Theresya V Lingga Felicia Canesta Felnando Felnando Felnando Xie Fionna Fionna Gabrie Luvia Gianti Gianti Giovanno Estevan Hendra Wijaya Lim Herdina Herdina Ivan Hendardi Jackson Candra Dinata Jacky Lim Jaslina Jaslina Jenny Herlina Jensen Tanedy Jeremy Riantono Jerremy Alexander Jeslyn Jeslyn Jessica Go Jimmy Prawira Samudra Jonathan Sukianto Jose Manuel Budiman Joshua Lucas Samudra Joy Christian Tedjo Joycelin Joycelin Julia Veronica Julia Veronica Junaidi Kwok Junaidi Kwok Kalon Kennedy Kelfia Limanda Kelly Sandrine Kelvianto Kelvianto Kerly Miranda Kevin Junaidi Leslyn Kho Lindy Rubianti Lip Son Lisanto Lisanto Loren Loren Lydia Fangestu Maya Melenia Febriany Mega Lispy Melisa Melisa Mendy Ervina Monica Sonia Nando Fransco Nelson Donglas Nercy Hanty Nico Putra Tanuwijaya Novita Chris Patrick Chuang Paulina Paulina Prasetyo, Stefanus Eko Pratama, Jimmy Priscelia Lee Putra Agung Winata Putra, Edy Yulianto Rainal Agus Setiawan Ricky Jong Ricky Jong Ricky Ricky Ricky Verniando Rido Renando Riody Djohansyah Riyaldi Walvinson Rosita Tandiono Said Teguh Putra Ramadhan Sakilah Dwi Cahyani Sama, Hendi Sety Sety Sherley Sherley Sherley Sherley Sherly Ozella Slin Slin` Sophia Loren Sri Indriyani Ningrum Stefanie Stefanie Steven Salim Steven Steven Syahputra, Bayu Sylvia Sylvia Tan, David Tasya Raehan Annisa Putri Tia Jesi Titi Yulina Tjahyadi, Surya Tony Jack Tan Ding tukino, tukino Valiant Michelle Vera Novilia Veren Veren Vicky . Vincent Limken Vindriyanto Vindriyanto Virya Dharma Lim Vivia Ellysinta Vivien Christy Apriyanti Vladimir Lim Wenseslaus Harley Hardiwinata Widya Widya William linarta William Nurdin Wijaya Wilson Tungli Winson Kennedy Wiranto Mahendrako Wisely Liang Yoga Walanda Yudi Yudi Yuki Estrada