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The Effect of Perceived Quality, Perceived Enjoyment, and Social Influence toward Brand Loyalty of Valorant Alexander, Jonathan; Hidayat, Desman
Journal of Business, Management, and Social Studies Vol. 2 No. 1 (2022): Journal of Business, Management, and Social Studies
Publisher : APPS Publications

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (590.357 KB) | DOI: 10.53748/jbms.v2i1.30

Abstract

ABSTRACT The purpose of the study was to reveal if there exists a quality-enjoyment-social influence-satisfaction-loyalty gap among gamers when it comes to playing the game Valorant. The study used a deductive and quantitative research approach by conducting an online survey which was distributed with a non-probability convenience sampling technique toward Valorant game players in Indonesia. The survey resulted in 96 valid responses which was quantitatively analyzed. The findings revealed that there exists a quality-enjoyment-social influence-satisfaction-loyalty gap among gamers in Indonesia when it comes to the context of the game Valorant. The most influential determinant affecting customer satisfaction was perceived enjoyment, and the most affecting loyalty was perceived quality. The suggested e-sports experience will contribute to the growing body of knowledge aimed at understanding e-sports consumer behavior.
The Effectiveness of Edmodo as Online Learning Platform for High School Students Alexander, Jonathan
IALLTEACH (Issues In Applied Linguistics & Language Teaching) Vol. 3 No. 1 (2021): Issues in Applied Linguistics and Language Teaching
Publisher : English Language Education, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/iallteach.v3i1.4349

Abstract

Technology is used almost in all fields, including education. Applying technology in education can be done through a model called online learning. However, not all institutions have applied online learning for their students. Tenuous relationship between students and teachers, lack of face-to-face meeting, and undisciplined students are problems faced in conventional method. This research aims to conduct an online learning using Edmodo for 71 students at grade X in two classes in Yos Sudarso High School. This research utilized quantitative and qualitative experimental method. Observation and questionnaires were data collection techniques used for this research. The result proved that Edmodo is really best to be applied for online learning because it is easy to use. It also gained students’ satisfaction during the implementation. However, some problems were also encountered such as students’ lack responsibilities in learning, missed notification, and more assignments. This research also provides suggestions for further related research.
Preliminary in silico study of a novel paratransgenic weapon against malaria: Genetically modifying wild plasmodium populations via recombinant mosquito symbiont Sun, Joshua; Candra, Daniel Christopher; Pramanda, Ihsan Tria; Bani, Mario Donald; Wu, Nicholas; Husada, William; Alexander, Jonathan; Saputra, Silvan; Aberly, Rachel Sofian; Fidelia, Michelle
International Journal of Basic and Applied Science Vol. 12 No. 4 (2024): March: Basic and Applied Science
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/ijobas.v12i4.305

Abstract

Malaria is an infectious disease caused by Plasmodium spp., a protist whose infection is spread by Anopheles mosquito as a vector. A potential method to counter the infection is through paratransgenesis, a promising genetic control approach. This study proposed a new approach by using a transgene carried in a modified Ti plasmid hosted in Asaia bacterium to carry out two purposes: sensing the presence of Plasmodium protein biomarkers and transferring the toxin transgene to the parasite upon detection, thereby killing it without harming the Asaia carrier. The biosensor mechanism was created by repurposing a TonB dependent iron-uptake transport pathway to transcribe the vir genes of Agrobacterium tumefaciens that facilitate the gene transfer. The aim of this in silico project was to serve as a preliminary study on the likelihood of success of the aforementioned biosensor mechanism. This study utilized Alphafold and RCSB (Research Collaboratory for Structural Bioinformatic Protein Data Bank). As for the research tools: PyMOL, ClusPro website, and PRODIGY (PROtein binDIng enerGY prediction) server was used for data preparation, protein-protein docking and binding affinity analysis respectively. The results were assessed with t-test to analyze the significance of the binding affinity, in comparison to other studies that employed similar methods. The result showed Plasmodium protein GGCS (Gamma-glutamylcysteine synthetase) having the highest binding affinity with FecA (Fe(3+) dicitrate transport protein A). The preliminary data suggested that introducing the toxin transgene may be possible through vir gene transcription from the TonB pathway.
Integrasi Teknik 2D dan 3D dalam Perancangan Film Pendek Animasi Connected Alexander, Jonathan; Hananto, Brian Alvin
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 1 No. 2 (2020): DESKOMVIS: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v1i2.12

Abstract

Di jaman informasi, manusia mengalami percepatan yang sangat tinggi dalam kemampuan mengakses informasi dan pengetahuan yang menciptakan perubahan sosial yang signifikan, terlebih kepada anak-anak dalam tahap “Early Childhood Development”. Menanggapi isu tersebut, akan dibuat sebuah perancangan film animasi pendek. Perancangan ini dimulai dari skrip, storyboard, concept art, pembuatan aset 3D, melukis latar, sampai animasi 3D dan 2D. Semua proses ini dilakukan berdasarkan studi pustaka serta pengaplikasian berbagai teori visual, dari teori mendasar seperti teori warna, dan prinsip desain, sampai dengan teori lebih rumit seperti Mise-en-Scène dan character depth. Tampilan yang dituju film ini adalah animasi 2D stylized, dimana banyak dilakukan gambar manual secara digital. Namun, untuk mempercepat waktu pengerjaan film animasi 2D yang biasanya memakan waktu yang lama, integrasi alur proses animasi 3 pun diciptakan, dimana bagian animasi karakter dilakukan menggunakan alur animasi 3D. Hal tersebut selain membantu mempercepat proses animasi dan revisi, juga membantu menjaga konsistensi bentuk dan volume karakter yang sangat sulit dicapai oleh animasi 2D.