Articles
In-Game Spending Due To Quarantine: A Case Study Of Batam Region
Nelson Donglas;
Tony Wibowo
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 3 No 1 (2023): The 3rd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam
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Pandemic mitigation measures greatly affect our social development now, measures such as wearing masks, maintaining distance, and quarantine have been used to prevent the spread of the virus. As a result of the precautions taken, outdoor stress-relieving activities may become prohibited or impractical due to social distancing measures. People who must stay at home and need a social life must look for other activities to avoid anxiety and stress. Video games have become an excellent alternative to avoid this problem, the ability of people to cope with stress thanks to video games and social interactions through online games has increased the consumption of digital games. The main aims of this study are firstly to analyse changes in players money spending due to quarantine and secondly to investigate any changes in gaming behaviour due to quarantine. To do so, 380 participants were invited to complete an online survey to answer questions regarding video games and quarantine. The results showed that there was an increase in player playtime during the quarantine period, more people brought in their families and friends to play together and there was an increase on players spending money on video games. Correlation between post-pandemic and in-game purchase behaviour should be evaluated in further studies.
Perancangan dan Pengembangan Collaborative Knowledge Management System untuk Batik
Tony Wibowo;
Kelly Sandrine
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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Penelitian ini bertujuan untuk merancang dan mengembangkan sebuah collaborative knowledge management system untuk komunitas pecinta batik. Dalam perancangan aplikasi ini, penulis menggunakan framework untuk PHP yaitu Laravel serta penggunaan Bootstrap dan CSS sebagai frontend untuk menyelesaikan aplikasi ini. Penelitian ini menghasilkan media collaborative knowledge bagi komunitas pecinta batik untuk membuat, berbagi, dan mengakses informasi. Penulis juga menggunakan MySQL sebagai media penyimpanan data dari website. Aplikasi berbasis web ini dapat mempermudah pada pecinta batik di seluruh Indonesia untuk saling berbagi informasi guna memperkenalkan batik-batik yang ada di seluruh Indonesia
RPG GAME DESIGN FOR ENGLISH LEARNING
Tony Wibowo;
Felnando Felnando
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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Technology makes possible easier effort to study English language by social media, websites, books, or even seminars. RPG game is a type of game that tell the story and information by virtual and interactive path. In this study, we designed and developed an RPG game to help players learn English. The method that used to execute the study is ADDIE (Analysis, Design, Development, Implement, Evaluate) method. The result after development is the RPG game that can be used for players to learn English. After the game is implemented, the game can help student to learn English and playing at the same time.
Work From Home On Software Engineer Productivity Analysis: A Case Study Of Batam City
Steven Salim;
Tony Wibowo
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 3 No 1 (2023): The 3rd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam
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The COVID-19 pandemic has shaken all people in the world and affected all aspects of modern human life. Seeing that there has been a very significant increase in the speed of the spread of the virus, the government is taking part in suppressing the rate of the spread of the plague, one of the ways is by making a remote work policy, or better known as Work From Home (WFH). All companies regardless of business process comply with this regulation. This study uses qualitative and quantitative data comparison analysis methods from interviews and distributing questionnaires conducted to software engineers in the city of Batam regarding their productivity comparison between WFO and WFH during post-pandemic. We used means comparison analysis and SPSS to help analyze the data. The results showed that in the physical workplace environment factors, work-life balance, work flexibility, and collaboration and communication did not have a significant effect from WFH activities on the performance of the software engineer himself. Software engineering and computer-related occupation generally can perform the generally the same productivity regardless of the place of work. Further studies should be done to explore this furthermore.
CORRELATION ANALYSIS BETWEEN ENGLISH LANGUAGE PROFICIENCY AND EASE OF LEARNING PROGRAMMING LANGUAGE: A CASE STUDY ON STUDENTS OF THE FACULTY OF COMPUTER SCIENCE UNIVERSITY OF INTERNATIONAL BATAM
Tony Wibowo;
Rosita Tandiono
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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Programming capabilities in one of the most sought skills among the younger generation due to its usage among best-paid jobs in the future. Besides that, communication is also one of the highest tiers in 21st-century skills. In this study, we aim to investigate the relation between English proficiency and computer programming score among computer science undergraduate students in Batam. Data are gathered from 1438 data spanning from 2007 to 2020. Statistical analysis and Machine Learning are used to prove the relation between them results in a strong correlation between English proficiency and computer programming score.
DESIGN AND DEVELOPMENT OF AUDIO BASED INTERACTIVE GAME USING ADDIE MODEL
Tony Wibowo;
Patrick Chuang
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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Audio Games (AG) are electronic games that employ sound as the main carrier of information. Recently there has been an increasing interest in targeting wider audience, a trend largely due to the development of cellular technology. The target of the audience are visually impaired people because they are also one of the main markets in AG because video games have a dependence on visual information, where video games require sensory abilities that are not possessed by the visually impaired people. This research was conducted to help design and develop interactive audio based video games for wide audience. The method used for the development of this video is the ADDIE method. The result of this research consist of the prototype audio game development using the proposed applied methodology. In this research, there will be also satisfactory accessibility interview of a few visually impaired people.
THE EFFECT OF MUSIC ON FREE THROW PERFOMANCE WHEN PLAYING BASKETBALL
Tony Wibowo;
Jeremy Riantono
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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This study was conducted to find out how music affects basketball free throw performance. The influence of music in free throws is considered important for building tension and adrenaline in a match, and it is rarely reported in the scientific method how music in free throws affects players. This study uses qualitative methods using experimental methods. This free throw experiment used four parameters and four changes in musical tempo, and each parameter consisted of 30 participants. The parameters we use are in and out of the ball, using scoring, pre-shot time, and time during the shooting phase. Experimental results show that music can have a positive impact on free throw performance. Music has significantly impacted performance in free throws which require good tension and adrenaline
DESIGN AND DEVELOPMENT PHOTOBOOK OF SOUVENIR CRAFTSMEN IN BATAM WITH NARRATIVE EXPLORATION APPROACH
Tony Wibowo;
Maya Melenia Febriany
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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Photography is a tools to capture essence of event to be preserved indefinitely. It is also one of rising trends among z-generation with the increasingly used of social media easiness of photo sharing capability and more accessibility of decent camera to the masses. Traditional craftmen is becoming a rarity nowadays with the height of industrialization in Indonesia. SMEs that are developed by utilize traditional wood carving is so unique and have a huge untap potential to attract tourist. However, there is a lack of awareness for this struggling business due to social media marketing from more modern business. We are aims to use photography to promote awareness to traditional wood carver in Batam City. Pictures was taken with Canon PowerShot SX60HS Camera and edited using Photoshop and finally layouted into Photobook using Adobe InDesign. By using photobook we manage to tell a story not only about wood carving business, but also history and a snapshot of livelihood of a woodcarver based on Batam. This Photobook acts as a start of the revitalization of traditional SMEs in Batam Region that start embracing the advancement of Technology into their business enabler.
Desaın Character Concept Dengan Menggunakan Bıtmap Graphıc: Case Study Mobıle Legends Bang-Bang
Tony Wibowo;
Darwin Darwin
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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Character art is now commonly found in social media and in our lives. In general, character art is found in entertainment media in the form of video games, and there is also in movies, comics, k-pop fans, and many more. Most character art is created using bitmap graphics using the Adobe Photoshop application. This study uses a qualitative method, by observing the use of bitmap graphics in the character art of a video game with the aim of studying the making of the character art. It can be concluded from this research that the use of bitmap graphics in making character art and other art concepts is still very much needed to produce good art.
DESIGN AND DEVELOPMENT OF DOODLE ART BOOK ABOUT 2020 USING THE RESEARCH AND DEVELOPMENT METHOD
Lindy Rubianti;
Tony Wibowo
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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2020 is one of the most eventful years of 21st century. Unprecedented events like covid-19, Australian bushfire, C/2020 F3 and NEOWISE Comet. This study aims to record events that happened on 2020 in doodle art format. Doodle art is an abstract art that is free to express and can convey messages through a digital work. We utilize R&D methodology in developing the doodle art book by researching publication, articles, news and happening to define trending topics about the year 2020. For development, we used MDLC model method to develop the doodle art into illustration book. The results of the study prove that doodle is a branch that deserves further research and investigation, such as its effectiveness as a medium for delivering messages compared to other media, and how certain demographic groups respond to messages conveyed by doodles.