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Visual Appeal and Emotional Impact on the Audience Interest of Information Systems Students at Universitas Internasional Batam: A Comparison between Anime and Live-Action One Piece in Batam Kennedy, Kalon; Deli, Deli; Wibowo, Tony
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 5 No. 1 (2025): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/conescintech.v5i1.10512

Abstract

This study examines the influence of visual appeal and emotional impact on audience interest in students of Information Systems at Universitas Internasional Batam, using a comparison between the anime and live-action versions of One Piece. The research aims to determine which version—2D anime or 3D live action—has a more significant effect in attracting viewers through visual aesthetics and emotional delivery. A quantitative and qualitative approach was used, involving 271 respondents through a Likert-scale questionnaire. Data were analyzed using SPSS 3, including validity, reliability, normality, multicollinearity, heteroscedasticity, and hypothesis testing. The results indicate that both visual appeal and emotional impact significantly influence audience interest, with emotional impact showing a slightly stronger effect. Additionally, qualitative feedback reveals that anime is favored for its artistic visual and storytelling depth, while live-action is appreciated for its realism and emotional expression. This research provides insights into how different forms of media presentation can affect viewer engagement, which is useful for content creators and media producers.
SURVEY ON HUMAN COMPUTER INTERACTION PRINCIPLES ON SUBSCRIPTION VIDEO ON DEMAND PROVIDER Christine; Deli, Deli
ZONAsi: Jurnal Sistem Informasi Vol. 6 No. 1 (2024): Publikasi Artikel ZONAsi Periode Januari 2024
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/zn.v6i1.16603

Abstract

Human Computer Interaction is the processes or activities carried out by humans interacting with computers, which provide feedback through an interface to obtain expected results. This research is to compare the usability of Netflix and Disney+ Hotstar based on its user experience by using the Human Computer Interaction Principles (HCI). User Experience is described as experiences related to reactions, perceptions, behaviors, emotions and thoughts of users when using the system. This research will be conducted by using quantitative research through User Experience Questionnaire (UEQ). There are two UEQ, one for Netflix’s users and one for Disney+ Hotstar users. A total of 400 respondents, who were 200 Netflix users, and a total of 200 respondents, who were Disney+ Hotstar users, provided data for the study. To ensure the robustness of the collected data, rigorous validity and reliability tests were conducted using the Statistical Package for the Social Sciences (SPSS). The results of the analysis show that all data that has been obtained can be categorized as valid or accepted.
Faktor Perilaku Pencegahan Hipertensi pada Masyarakat di Wilayah Kerja Puskesmas Simarmata Deli, Deli; Sibarani, Melda; Siregar, Dian Maya Sari; Agustina, Winda; Yuniati, Yuniati
Jurnal Pendidikan Tambusai Vol. 7 No. 3 (2023): Desember 2023
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Hipertensi sudah lama menjadi isu penyebab masalah kesehatan dimasyarakat, saat ini hipertensi jarang menyebabkan gejala atau keterbatasan nyata pada keadaan fungsional pasien. Jumlah kasus hipertensi yang ada di Wilayah Kerja Puskesmas Simarmata cukup tinggi dari tahun ke tahun. Pada tahun 2017 terdapat 1.212 penderita hipertensi, tahun 2018 sebanyak 2.701 kasus hipertensi dan pada tahun 2019 menjadi 2.809 kasus.Berdasarkan survei awal ditemukan bahwa perilaku pencegahan yang kurang baik dikarenakan pengetahuan masyarakat yang kurang baik, sikap yang negatif dan tidak adanya dukungan dari keluarga. Tujuan penelitian ini untuk mengetahui faktor perilaku pencegahan hipertensi pada masyarakat. Penelitian menggunakan metode survei analitik dengan pendekatan cross sectional. Populasi penelitian adalah seluruh masyarakat yang berusia >45 tahun sebanyak 1.063 orang dengan sampel yang diambil menggunakan teknik cluster sampling sebanyak 291 orang. Analisis data menggunakan analisis univariat dan bivariat dengan statistik uji chi square.Hasil analisis menunjukkan bahwa nilai statistik masing-masing variabel antara lain pengetahuan diperoleh nilaip = 0,000, sikap diperoleh nilai p = 0,000 dan dukungan keluargadiperoleh nilai p = 0,000.Kesimpulan penelitian ini adalah ada pengaruh pengetahuan, sikap dan dukungan keluarga terhadap pencegahan hipertensi pada masyarakat di Wilayah Kerja Puskesmas Simarmata. Diharapkan petugas kesehatan dapat memberikan edukasi kepada seluruh masyarakat tentang upaya pencegahan hipertensi dengan memberikan penyuluhan dan membagikan informasi tentang pencegahan hipertensi melalui media apapun dengan tujuan untuk meningkatkan pengetahuan, menumbuhkan sikap positif serta menumbuhkan rasa kepedulian para keluarga terhadap pencegahan hipertensi pada masyarakat.
Penggunaan Augmented Reality dalam Media Pembelajaran N5 JLPT di Kota Batam Pratama, Jimmy; Harahap, Andre Jonathan; Deli, Deli
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 7, No 1 (2024): JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi)
Publisher : Institut Bakti Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jtksi.v7i1.1603

Abstract

Bahasa Jepang merupakan salah satu bahasa yang menarik bagi seluruh orang di dunia karena budaya yang kaya dan kontribusi signifikan dalam bidang teknologi, seni, dan ekonomi. Bahasa jepang memiliki sistem tulisan yang rumit karena terdiri dari 3 aksara utama yaitu hiragana,katakana dan kanji. Kebanyakan pelajar mengalami kesulitan dalam mempelajari tulisan tersebut. Dengan permasalahan tersebut penulis ingin membentuk suatu media pembelajaran yang menampilkan objek 3 dimensi yang berupa huruf pada bahasa jepang dalam bentuk augmented reality dengan memanfaatkan smartphone android. Aplikasi augmented reality ini mampu menampilkan objek 3 dimensi tanpa memerlukan penanda (marker) sehingga mempermudah dalam proses tracking. Penulis menerapkan  metode Multimedia Development Life Cycle dalam proses pengembangan aplikasi disertai blackbox testing untuk menguji fungsionalitas aplikasi. Adapun metode pengumpulan data menggunakan kualitatif dengan pendekatan wawancara yang dilakukan pada 30 orang pelajar bahasa jepang di kota Batam guna mengetahui pengaruh aplikasi ini terhadap pembelajaran bahasa jepang khususnya tingkatan N5. Hasil pengujian aplikasi ini yang didapat dari proses wawancara pada 30 orang peserta wawancara menjelaskan bahwa media pembelajaran bahasa Jepang N5 dengan penerapan augmented reality diminati dikalangan pelajar pemula dikarenakan membantu dalam mengingat huruf jepang secara visual dan informasi yang disajikan cukup lengkap, Adapun aplikasi ini juga masih memiliki kekurangan dari segi pembelajaran grammar sehingga pelajar masih tetap harus belajar melalui media lain yang lebih lengkap. Aplikasi belajar bahasa Jepang N5 berbasis Android diharapkan dapat membantu menunjang pembelajaran bahasa Jepang
Pengaruh Penggunaan Media Pembelajaran Berbasis Video pada Mata Pelajaran Pendidikan Kewarganegaraan Deli, Deli; Marlon, Richie
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 16, No 2 (2022)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v16i2.13496

Abstract

Education is one of most important aspect in life. Civic Studies become of most important subjects. Based on short interview at Dharma Maitreya Junior High School, some students reveal about Civic Studies learning process, still seems boring. The purpose of this research is to find out the effectiveness of video learning media based animation, can help increase student interest in learning, especially in Civic Studies subjects. Data collection techniques in this research is used Experiment method, Qualitative method, and Quantitative method, and making the work agendas and work by using method Multimedia Development Life Cycle (MDLC). The result of this research showed that, there is does not have significant effect between of video learning media based animation with increase student interest in learning, especially in Civic Studies subject. It can be concluded based on the result of hypothesis testing using Independent Samples T-Test. The results of the analysis show that the value of sig (2-tailed) bigger then the level of significance or 0,557 0,05, that means it is the rejection of H0, and Ha received.
The Influence of Price, Registration Process, and Network Quality on Subscription Renewal Intentions with Perceived Ease as a Mediating Variable at IndiBiz Pangkalpinang Deli, Deli; Suhardi, Suhardi
Jurnal Mantik Vol. 9 No. 3 (2025): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.v9i3.6801

Abstract

This study aims to analyse the effect of service price, registration process, and network quality on IndiBiz customer satisfaction in Pangkalpinang, with customer trust as a mediating variable. IndiBiz services, which are intended for Micro, Small, and Medium Enterprises (MSMEs), face challenges in terms of price, administrative requirements, and network quality that influence customers' decisions to continue using these services. This study uses a quantitative approach with the Structural Equation Modelling (SEM) method to test the relationship between variables. The results show that service price and network quality significantly influence customer trust, while registration requirements have no significant direct influence on satisfaction. Customer trust proved to be a very strong mediating variable in bridging the influence of independent variables on customer satisfaction. These findings confirm that strategies to increase customer satisfaction should focus on building trust through the provision of quality services, fair prices, and ease of administration, in order to create loyalty and repeat subscription intentions among MSMEs.
Education Gamification and Student Motivation: A Case Study of Chinese Language Education Chandra, Tasya; Deli, Deli
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 2 (2023): IJIE (Indonesian Journal of Informatics Education) - December
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i2.80108

Abstract

A new generation of pupils has grown up with a strong familiarity with technology in the context of Industry 4.0. This technological revolution has made learning a foreign language more critical. However, learning a foreign language can only be accessible with that crucial component- motivation. The purpose of this study was to find out how students' motivation to learn Mandarin was affected by gamification. A gamification application was designed with the Game Development Document (GDD) as a foundational guide, utilizing the Mechanics, Dynamics, and Aesthetics (MDA) architecture. Two schools participated in the experimental research project, with 56 and 58 students divided into control and experimental groups. A questionnaire gathered data, and SPSS was used to compute Cronbach's Alpha. The results showed that gamification increased students' enthusiasm to study Mandarin well. When employing gamification as a teaching strategy, students with different levels of Mandarin proficiency saw varied results. Therefore, gamification can tailor Mandarin language instruction to each student's needs and skill level.