Claim Missing Document
Check
Articles

Found 20 Documents
Search

PERSEPSI MASYARAKAT TERHADAP KEBERADAAN HUTAN TANAMAN INDUSTRI (HTI) PT. FINNANTARA INTIGA DI DESA TERATI KECAMATAN JANGKANG KABUPATEN SANGGAU Deli, Deli; Oramahi, H A; Idham, M
JURNAL HUTAN LESTARI Vol 7, No 3 (2019): JURNAL HUTAN LESTARI
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jhl.v7i3.37273

Abstract

Terati Village is one of the villages in Jangkang District which has quite extensive forest resources. With the existence of HTI PT. Finnantara Intiga in Terati Village, it certainly can affect the socio-economic life of the communit. Industrial timber plantations (HTI) are production forest areas that apply intensive forestry cultivation (silviculture) to meet the raw material of the forestry industry, both timber and non timber. In the midst of the scarcity of natural production forests, HTI is the foundation of future forest product production. Exploitation of natural forest products since the 70s has become a significant source of state income. The method used is a survey method with interview techniques. Sampling was done intentionally (purposive sampling). The number of samples taken was 83 respondents who live in Terati Village. Characteristics of respondents taken are a minimum age of 19-65 years, Have lived at least 5 (five) years in the Village of Terati, Can read and write Healthy physically and spiritually. Data analysis consists of community perceptions, the relationship between age, knowledge, cosmopolitan and income and community perceptions.based on the results of data and calculations of the four variables for the age category with community income there is no relationship with community perception, while for the category of knowledge and cosmopolitan there is a real relationship with community perception. The observation shows that 17 respondents (20.48%) tend to have a high perception of the existence of HTI PT. Finnantara Intiga in Terati Village, Jangkang Subdistrict, Sanggau Regency, 52 respondents (62.65%) tended to have a moderate perception of the existence of PT. Finnantara Intiga in Terati Village, Jangkang District, Sanggau Regency and 14 (16.47%) respondents tended to have a low perception of the existence of PT. Finnantara Intiga in Terati Village, Jangkang District, Sanggau Regency. keywords: community perception, cosmopolitan,income with community perception,  influencing factors and knowledge.
Rancang Bangun Game Edukasi Visual Novel Kisah Pangeran Diponegoro dan Pengaruhnya Terhadap Minat Belajar Siswa Suryadana, Anly; Deli, Deli
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 6 No 1 (2024): Januari 2024
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v6i1.1096

Abstract

This research was conducted to develop a visual novel learning media titled "Kisah Pangeran Diponegoro" using the ADDIE development approach. This study is used to analyze the influence of using the visual novel learning media on students' learning interest through quantitative research methods. Data on students' learning interest after playing the game will be collected through questionnaires and analyzed. Afterwards, it can be proven that Performance Expectancy (PE) and Hedonic Motivation (HM) did not have impact on students’ Behavior Intention (BI) because the sig value (2-tailed) is greater than the significance level, i.e., 0.950 > 0.05. On the other hand, Students' Innovativeness, Learning Value, Effort Expectancy, Facilitating Conditions and Social Influence have a significant impact on students’ Behavior Intention (BI) because the sig value (2-tailed) is lower than the significance level, i.e., 0.001 < 0.05.
MEDIA PEMBELAJARAN INTERAKTIF CANDI BERSEJARAH BUDHA DAN HINDU MENGGUNAKAN ADDIE Andi, Andi; Deli, Deli
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 4 No. 2 (2023): Desember 2023
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v4i2.133

Abstract

History is a social science that studies important events that happened in the past. Indonesia is known to have a diverse historical and cultural heritage that can be used as a learning capital. One of Indonesia's historical sites is the temple. The purpose of this study is to develop interactive learning media on the topic of temples and pagodas that can help students increase their interest in learning and improve their knowledge about temples. To develop learning materials, the researchers used the ADDIE method. The data collection technique in this study used qualitative data collection conducted through interviews and questionnaire distribution. The results of this study indicate that developed learning media can increase learning interest and are easy for students to use.
Penerapan Fuzzy Logic dalam Sistem Rekomendasi Film: Studi Kasus Justice League (2017) Leonardo, Kevin; Saputra, M. Abdilah; Ikhlas, Junior; Marbun, Ricky Yohannes; Anaztasya, Azra Putri; Yulianto, Andik; Deli, Deli
Telcomatics Vol. 9 No. 2 (2024)
Publisher : Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/telcomatics.v9i2.9517

Abstract

Currently, the development of technology encourages service provider sites in selling and renting to streaming movies, such as: IMDb, NetFlix, and Flixster to develop more accurate recommendation systems. This study uses fuzzy logic to provide movie recommendation information. Two similarity measurement methods are used to improve the accuracy of recommendations: first, by considering similar user choices, and second, by matching similar movie genres that have been rated by users. The fuzzy sets and membership functions used in this study are Critic Score, Audience Score, Audience Count, Year. The test results show that the application created can provide movie recommendations that match the dataset used.
Exploring the Impact of Octalysis Gamification in Japanese M-learning Using the Technology Acceptance Model Suwarno; Deli, Deli; Christian, Marvin
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 9, No. 1, February 2024
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v9i1.1883

Abstract

Indonesia is a country with the second highest number of Japanese language learners in the world. However, with the main language of Indonesia being derived from the roman alphabets, it makes Indonesian students hard to get used to learning Japanese alphabets, especially Kanji. This study aims to develop a gamified mobile learning application following the Octalysis gamification framework, and assess its impact in garnering student’s acceptance to enhance their Japanese Kanji learning experience. This study was conducted quantitatively using the Technology Acceptance Model, and analyzed through the Structural Equation Model. The data were collected via questionnaires from 194 members of the local Japanese learning community. The variables analyzed in this research are Perceived Usefulness, Perceived Ease of Use, Attitude Towards Using, and Behavioral Intention. All variables are tested for validity and reliability using SPSS Statistics, and structural equation model analysis using SPSS AMOS. The results showed positive significant correlations between Perceived Usefulness and Attitude Towards Using, Perceived Ease of Use and Attitude Towards Using, and Attitude Towards Using and Behavioral Intention. The result also noted a negative correlation between Perceived Usefulness and Behavioral Intention. Each variable contributes to the acceptance of the gamified mobile learning application with a strong emphasis on Perceived Ease of Use, and a mild emphasis on Perceived Usefulness.
Pendidikan Kewirausahaan sebagai Upaya Meningkatkan Kreativitas dan Kemandirian Siswa di SMPIT Al Haraki Depok Deli, Deli; Shunhaji, Akhmad; Syaidah, Khasnah
Blantika: Multidisciplinary Journal Vol. 2 No. 12 (2024): Special Issue
Publisher : PT. Publikasiku Academic Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57096/blantika.v2i12.248

Abstract

Penelitian ini didasari oleh tantangan globalisasi dan perlunya membekali generasi muda dengan keterampilan kewirausahaan agar mampu bersaing dalam ekonomi global. Pendidikan kewirausahaan dinilai penting dalam menciptakan siswa yang tidak hanya memiliki kemampuan akademik, tetapi juga kemandirian dan kreativitas dalam berwirausaha. Penelitian ini bertujuan untuk mengkaji peran pendidikan kewirausahaan dalam meningkatkan kreativitas dan kemandirian siswa di SMPIT Al Haraki, Depok. Penelitian ini menggunakan pendekatan kualitatif deskriptif, dengan teknik pengumpulan data melalui observasi, wawancara, dan dokumentasi. Sumber data melibatkan kepala sekolah, guru, dan siswa yang terlibat dalam program kewirausahaan. Hasil penelitian menunjukkan bahwa program kewirausahaan di SMPIT Al Haraki memberikan dampak positif dalam meningkatkan kreativitas dan kemandirian siswa. Siswa menjadi lebih percaya diri, kreatif dalam mengembangkan ide-ide bisnis, serta lebih mandiri dalam pengambilan keputusan dan manajemen proyek. Kesimpulan dari penelitian ini adalah bahwa pendidikan kewirausahaan dapat diintegrasikan secara efektif ke dalam kurikulum untuk meningkatkan keterampilan praktis siswa, yang pada gilirannya dapat mempersiapkan mereka menghadapi tantangan dunia kerja dan menjadi individu yang mandiri serta inovatif.
Realitas Rigging: Studi Sistematis Tentang Rigging 3D Untuk Augmented Reality Berdasarkan Karakter Suwandi, Suwandi; Pratama, Jimmy; Deli, Deli
INTECOMS: Journal of Information Technology and Computer Science Vol 8 No 1 (2025): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v8i1.14132

Abstract

Penelitian ini mengkaji proses dan dampak rigging karakter 3D dalam konteks augmented reality (AR), serta bagaimana animasi karakter yang realistis dapat dicapai melalui penerapan teknik rigging yang canggih. Dengan semakin berkembangnya penggunaan AR dalam lingkungan interaktif dan imersif, rigging karakter 3D yang akurat memainkan peran penting dalam meningkatkan pengalaman pengguna. Makalah ini menyelidiki integrasi teknologi AR dengan metode rigging karakter, menganalisis efektivitas berbagai teknik rigging dalam menghasilkan pergerakan yang realistis di ruang virtual maupun augmented. Penelitian ini juga mengevaluasi tantangan dan peluang yang disajikan oleh AR dalam industri animasi dan permainan. Penelitian sebelumnya menyoroti pentingnya rigging untuk animasi dinamis, dengan metodologi seperti integrasi tubuh kaku yang digunakan untuk model kendaraan dalam lingkungan 3D [3]. Fokus utama adalah mengoptimalkan rigging untuk kinerja real-time dalam AR, memastikan bahwa pergerakan karakter tetap lancar dan responsif dalam pengaturan interaktif [2]. Penelitian ini membangun atas studi yang ada yang mengeksplorasi peran rigging 3D dalam animasi, serta potensinya untuk pengembangan lebih lanjut dalam aplikasi augmented reality [9]. Dengan menganalisis teknik-teknik tradisional dan mutakhir, makalah ini menyajikan tinjauan komprehensif tentang rigging karakter 3D, tantangannya, dan prospek masa depannya dalam sistem augmented reality. Dengan menggabungkan pendekatan interdisipliner dari grafika komputer dan interaksi manusia-komputer, studi ini juga mengkaji penerapan rigging dalam lingkungan virtual dan perannya dalam pembuatan konten AR [4]. Penelitian ini mengidentifikasi faktor-faktor kunci yang berkontribusi pada efektivitas rigging karakter 3D untuk AR, dengan fokus khusus pada implikasinya untuk media edukasi dan aplikasi interaktif [6]. Temuan dari penelitian ini diharapkan dapat memberikan wawasan yang berharga bagi pengembang dan peneliti yang bekerja pada aplikasi AR, menawarkan perspektif baru tentang bagaimana rigging karakter 3D dapat lebih lanjut ditingkatkan dan diintegrasikan ke dalam teknologi imersif. Kata Kunci:jumlah maksimal lima kata dan dipisah dengan koma
Pembuatan Video Tempat-Tempat Angker di Tanjungpinang Kho, Jensen; Deli, Deli
Computer Based Information System Journal Vol. 10 No. 1 (2022): CBIS Journal
Publisher : Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/cbis.v10i1.5440

Abstract

Many things have advanced in today's world as a result of sophisticated technology, one of which is video media. Video is a kind of communication that uses moving images and sound to convey information. The word "video" is derived from the Latin word "vidi" or "visum" which means "to see" or "to have vision." Video media is currently commonly utilized to promote a product or a location that is not well-known, such as promoting haunted locations in a city that is not well-known. Promotion is a marketing strategy used to introduce a product or location with the goal of increasing sales. The R&D approach, which refers to the IDI model, will be used to construct Haunted Place Videography. Haunted sites can have their own allure, particularly for those who enjoy or are intrigued about the supernatural. A haunted location is one that is said to be haunted by spirits and has a mystical story attached to it. This film was created using the information gathered by the researcher. Researchers gathered the information through observations and market research. This design's output or result is a video on Tanjungpinang City's terror spots. The outcomes of this design are expected to aid in the promotion of these destinations as well as dark tourism.
Perancangan Media Pembelajaran Bahasa Mandarin Tingkat HSK 1 Berbasis Video Jhon Carlie; Deli, Deli
Computer Based Information System Journal Vol. 10 No. 1 (2022): CBIS Journal
Publisher : Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/cbis.v10i1.5445

Abstract

Pada zaman sekarang, Bahasa sudah tidak terlepas dari kehidupan manusia, karena manusia merupakan makhluk sosial. Bahasa memiliki peranan yang sangat penting di dunia. Dengan adanya bahasa, manusia dapat mengungkapkan perasaan, gagasan ataupun ide kepada orang lain. Salah satu bahasa internasional yang telah diakui oleh banyak negara ialah Bahasa Mandarin. Bahasa ini memiliki karakteristik yang unik dengan huruf dan penulisan yang berbeda dengan bahasa lain. Bahasa Mandarin juga memiliki intonasi nada pada setiap katanya. Peneliti melakukan perancangan media pembelajaran Bahasa Mandarin tingkat HSK 1 berbasis video dengan menggunakan metode RND (Research and Development) yang mengarah pada model ADDIE (Analisis, Desain, Pengembangan, Implementasi, Evaluasi). Model ADDIE sering digunakan dalam perancangan media pembelajaran, karena ADDIE merupakan model kerangka kerja simpel yang berguna dalam merancang media pembelajaran, dimana prosesnya dapat terlaksanakan dalam berbagai pengaturan karena strukturnya umum. Bahasa mandarin juga telah diakui oleh dunia bahwa bahasa ini merupakan salah satu bahasa yang sulit untuk dipelajari. Rancangan video pembelajaran ini dibuat berdasarkan materi yang diberikan oleh ahli materi serta pencarian sumber di situs website. Luaran dari proyek ini adalah sebuah video dengan 4 jenis topik pembelajaran bahasa mandarin tingkat HSK 1. Perancangan video pembelajaran ini diharapkan dapat membantu para pelajar dan para penutur bahasa dalam memahami materi serta pengambilan ujian HSK 1.
A Qualitative Study on Justice and Fairness Perception Through Kohlberg's Theory using Video Games Wibowo, Tony; Deli, Deli; Hanita, Hanita
Journal of Information System Research (JOSH) Vol 6 No 2 (2025): Januari 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i2.6666

Abstract

This study explores how narrative-driven video games can enhance adolescents' moral reasoning, focusing on justice and fairness through Kohlberg’s moral development theory. Addressing the challenge of fostering advanced moral reasoning in youth, it highlights the limitations of traditional methods and the potential of video games to immerse players in ethical dilemmas. Using a qualitative approach, 35 adolescents played a story-based video game and participated in interviews and group discussions. Thematic analysis revealed that 60% began with pre-conventional reasoning, emphasizing individual rewards, but many advanced to conventional reasoning (Stage 4) after gameplay. A smaller group (15%) demonstrated post-conventional reasoning (Stage 5), considering fairness and abstract principles. While 40% found moral options confusing, 11.43% formed emotional connections with the narrative, underscoring the role of storytelling in fostering empathy and reflection. The findings suggest that thoughtfully designed video games can bridge gaps in moral education, offering engaging contexts for ethical exploration. This research supports integrating such games into curricula to enhance moral and cognitive growth in adolescents.