Articles
Pengaruh Kecanduan Mobile Game Terhadap Gangguan Sosial Pada Era COVID-19
Tony Wibowo;
Nando Fransco
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 1 No 1 (2021): Conference on Management, Business, Innovation, Education and Social Sciences (Co
Publisher : Universitas Internasional Batam
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Mobile games have become the alternative coping activity during Covid-19 Pandemic. This situation contributes greatly on student’s addiction level towards mobile games. This research was conducted to find out the impact of mobile games addiction towards depression, social anxiety, and loneliness of students in Batam specifically during pandemic of Covid-19. In this research, we employed quantitative method with the conceptual model from previous researchers. Furthermore, the technique of questionnaire distribution in this research had used Google Form and then were distributed to 402 respondents of students in Batam. The data was analysed with IBM SPSS Statistics 25. The outcome of this research showed that mobile games addiction has significantly caused depression, social anxiety, and loneliness. Therefore, from these findings, it is recommended to reduce or limit mobile games and try to find something positive.
Perancangan Model Trend Predıksı Penerımaan Mahasıswa Baru Dengan Menggunakan Analısıs Data (Studı Kasus: Unıversıtas Xyz)
Tony Wibowo;
Wiranto Mahendrako
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 1 No 1 (2021): Conference on Management, Business, Innovation, Education and Social Sciences (Co
Publisher : Universitas Internasional Batam
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Analisis data penerimaan mahasiswa baru sangat penting dalam memformulasi strategi pemasaran yang tepat. Penulis berniat melakukan analisis data supaya dapat memperoleh gambaran dari mahasiswa dengan studi kasus pada Universitas XYZ. Dengan menggunakan analisis data mining dengan pendekatan clustering data dengan algoritma K-means terhadap data penerimaan mahasiswa baru dalam Universitas XYZ, kami menemukan 3 cluster terbesar yang mampu menjelaskan profil mahasiswa baru pada Universitas XYZ. Dari hasil tersebut Penulis memberikan rekomendasi terhadap strategi pemasaran yang akan datang.
Perancangan dan Implementasi Media Pembelajaran Aplikasi Desain Grafis dengan Menggunakan Augmented Reality
Tony Wibowo;
Sophia Loren
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 1 No 1 (2021): Conference on Management, Business, Innovation, Education and Social Sciences (Co
Publisher : Universitas Internasional Batam
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Salah satu contoh pemanfaatan teknologi yang paling populer adalah penggunaan multimedia untuk menyampaikan informasi dengan media yang menarik. Untuk melakukan hal tersebut, diperlukan ilmu-ilmu dasar dalam menggunakan perangkat lunak pengolah grafis agar seseorang mampu menggabungkan komponen-komponen seperti teks dan gambar. Penelitian ini bertujuan untuk mengembangkan media pembelajaran yang memudahkan pelajar dalam mempelajari ilmu-ilmu dasar dari perangkat lunak pengolah grafis dengan pendekatan teknologi AR. Penelitian ini dirancang dan dikembangkan menggunakan metode MDLC, dengan menggunakan aplikasi Unity dan SDK Vuforia. Luaran dari penelitian ini berupa sebuah aplikasi berbasis Android yang didistribusikan ke Google Play Store agar dapat diakses dengan lebih mudah.
USING INSTAGRAM TO LEARN AND DEVELOP ENGLISH SKILLS: CASE STUDY @theenglishnut
Tony Wibowo;
Vivia Ellysinta
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam
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Today, the use of social media is becoming increasingly popular among students. Students can use social media to keep in touch with their friends, learn about news and current affairs, occupy their free time, find interesting content, and share opinions. The popularity of social media among students can be used as a tool for language teaching. One of the most popular social networks is Instagram. This study aims to determine the effectiveness of using Instagram to learn and develop English skills and to know its impact on students' English development skills. This research is using qualitative and quantitative approach to gather data using interview and questionnaire. Many expected to give contribution for teacher to integrated Instagram into teaching and learning process. However, a more positive perception is shown to appear that there must be intention from students themselves to be able to use Instagram as learning media effectively. The questionnaire that was conducted on in this study yielded that Instagram @theenglisnut can foster language learning. Overall, this study indicated that Instagram can be used as an effective language learning tool.
GLOBAL WARMING ISSUE AWARENESS THROUGH VIDEO GAME DESIGN: AN IMPLEMENTATION OF MDA FRAMEWORK
Tony Wibowo;
Mega Lispy
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam
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The popularity of video games among younger generation today is undeniable. Video games can be used in various purpose beyond mere entertainment value, one of which is delivering message in a more immersive manner than other linier media. Global warming is an issue that are currently becoming very complex and impactful to our daily lives. However, the solution of that problem is rather simple, one of which is forestation. This problem can be turned into video game mechanics to help player understand the urgency of the matter. in this study, we have designed a video game about global warming using the MDA framework method. We produced game design document which consists of mechanics, dynamics and aesthetics. This document then will be used as part of video game development. By designing this video game, we are attempting to spread the message of global warming to younger generation
Perancangan Penerapan Internet Of Thıngs Untuk Kebutuhan Smart Offıce
Tony Wibowo;
Benny Kosasih
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 1 No 1 (2021): Conference on Management, Business, Innovation, Education and Social Sciences (Co
Publisher : Universitas Internasional Batam
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Di Industri 4.0 IoT merupakan salah satu teknologi yang sangat dinantikan. Hal ini dikarenakan fitur yang dapat dilakukan serta dampak yang dapat diberikan. IoT dapat diterapkan di berbagai bidang salah satunya adalah menjadi smart office salah satu divisi dari smart building. Dalam studi ini kami akan merancang Smart office dengan penerapan teknologi IoT dengan menggunakan pendekatan eksplorasi dan tinjauan pustaka. Rancangan yang kami hasilkan berfokus pada peningkatan efisiensi energi dan pengurangan polusi dengan cara optimalisasi penggunaan energi, smart office juga dapat memberikan peningkatan kualitas kerja melalui peningkatan komunikasi antara para pekerja dan juga peningkatan ergonomis pada tempat kerja. Dengan kata lain meningkatkan kinerja, kenyamanan dan kesehatan para pekerja dalam kantor tersebut. Untuk penerapan IoT pada bidang lain masih diperlukan banyak studi selanjutnya.
Survey Research of the Reasons of People Playing Games Using the Qualitative Methods
Tony Wibowo;
Vicky .
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 1 No 1 (2021): Conference on Management, Business, Innovation, Education and Social Sciences (Co
Publisher : Universitas Internasional Batam
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Video games is a very major entertainment media for people nowadays. In the research, we will seek those reasons by the qualitative study which the data will be gathered with questionnaire. From the research it was found that the Game Narratives, Creative Freedom , Visual Aesthehtics and Game’s Social Connectivity game variable was the reasons of people playing games, with the latter being the main reason. The result hopefully will help game developers on how to design future games.
DESIGN AND DEVELOPMENT OF HALAL INDUSTRY DOCUMENTARY VIDEOS USING MDLC
Tony Wibowo;
Dian Putri Manelsi
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam
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Documentary video have been long used to deliver complex message and knowledge in a more concise and easier to consumed format. This format is dominantly used to convey message to older generation, but due to state of global pandemic, younger generation also consuming documentary video as learning media. Current news about Islam might turn off some people to even trying to understand what Islamic culture is due to islamophobia. This study aims to deliver one of Islamic core culture, ‘halal’, in which can be formed in various sectors of industry. We used the MDLC methodology and motion text technique to develop halal industry in Indonesia documentary video. The result is disseminated using open video sharing platform and already gathering attention from various individuals. We are hoping that we can help reducing islamophobia and also show the potential of halal industry to economics growth in Indonesia, especially to younger generations.
Perancangan Dan Impelemntasi Video Profile Sekolah Sma Tenera
Asep Didi Kurniadi;
Tony Wibowo
ConCEPt - Conference on Community Engagement Project Vol 1 No 1 (2021): Conference on Community Engagement Project
Publisher : Universitas Internasional Batam
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Kerja praktek ini bertujuan untuk membantu sekolah SMA Tenera dalam memperkenalkan serta mempromosikan sekolahnya kepada calon pesera didik. Video ini berisi penjelasan dan informasi singkat seputar Sekolah SMA Tenera, footage lingkungan sekolah, lokasi dan alamat sekolah, kegiatan sekolah, dan kegiatan sistem belajar-mengajar disekolah. Proses pengumpulan data yang diperlukan dalam video profile ini penulis lakukan dengan teknik wawancara terhadap kepala sekolah SMA Tenera, dilanjutkan dengan observasi lapangan dan studi pustaka. Premiere Pro cc 2019 merupakan aplikasi yang penulis gunakan dalam proses perancangan dan editing video profile. Hasil akhir dari kerja praktek ini berupa video profile Sekolah SMA Tenera yang di upload di platform Youtube. Hasil pengujian setelah video diunggah di Youtube membuktikan bahwa dengan adanya video profile ini, cukup menarik minat para calon peserta didik untuk sekolah di SMA Tenera.
DESIGNING PUZZLE GAME TO INTRODUCE INDONESIA CULTURE USING UNITY 2020.3.16F1
Tony Wibowo;
Ricky Verniando
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam
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In this era of time, information provided to the public regarding Indonesian culture is obtained from social media, website, books or brochures, while the information sources on these media only contain information in the form of picture, text and music. Puzzle game is a type of game that gives information in virtual way and interactive way. In this study, we will design and develop a puzzle game to introduce Indonesia culture using unity 2020.3.16f1. The result is released publicly. Effectiveness of the application need further study to validate.