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Social Media Addiction and its Impact on Social Relationships Ahnan, Maftuh; Budi, Lalu Agung Purnama; Roziqin, Mohamad Firzon Ainur; Rosalia, Nur; Sasono, Rian Ari
Bulletin of Social Informatics Theory and Application Vol. 6 No. 1 (2022)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v6i1.407

Abstract

Social media is a platform that allows users to engage in activities and collaborate. Social media can make communicating with fellow humans easier via a smartphone connected to an internet connection. But on the other hand, the presence of social media can have a negative impact. Excessive use of social media can be addicting and can have a negative repercussion on one's social relationships. Therefore, this paper will analyze the relationship between social media addiction on social relationships and how it impacts one's social relationships. To analyze that, a research instrument in the form of a questionnaire was used. After that, the validity and reliability tests were carried out regarding the questionnaire. If the questionnaire passed the test, the questionnaire was distributed. The results from the questionnaire were analyzed by an assumption and hypothesis test respectively,, to describe the objectives of this study.
Rancang Desain Media Pembelajaran Berbasis Game Sejarah Perjalanan Jendral Soedirman dalam Perang Gerilya Kabupaten Pacitan Aruna, Alby; Inayah, Laila; Roziqin, Mohamad Firzon Ainur; Prasetyo, Abdul Rahman
Jurnal Basicedu Vol. 5 No. 5 (2021)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v5i5.1450

Abstract

Digitalisasi pendidikan indonesia tidak lepas dari peran serta media pembelajaran. Media pembelajaran menjadi tumpuan utama setelah tumpuan teknis pelaksanaan yang dibuat oleh tim pengembang pendidikan di Indonesia. Media pembelajaran bukan hanya menjadi bagian transfer visualisasi, tetapi harus memuat unsur tujuan pembelajaran, menarik, efektif dalam menyampaikan pesan, mempunyai sisi kearifan lokal dan mempunyai kepraktikalitasan produk. Akan tetapi, proses pembelajaran sejarah di Kabupaten Pacitan hanya memuat media konvensional yang kurang menarik minat siswa. Rancang desain media pembelajaran berbasis game sejarah perjalanan jendral Soedirman dalam perang gerilya Kabupaten Pacitan diimplementasikan menggunakan model ADDIE dengan hasil uji coba validasi ahli media 85% dan validasi ahli materi 90%, berkaitan dengan kedua hal tersebut uji coba perangkat lunak pengguna mendapatkan nilai 88,4% dan dinyatakan layak untuk digunakan dan diseminasikan
Development of Augmented Reality Interactive Comic Storybooks as Art History Learning Media for Early Age Children Aruna, Alby; Roziqin, Mohamad Firzon Ainur; Qolbi, Muhammad Syifa'ul; Iriaji, Iriaji; Surya, Eka Putri; Marcelliantika, Adinda; Wijaya, Ginanjar Atma
Abdimas Indonesian Journal Vol. 4 No. 1 (2024)
Publisher : Civiliza Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59525/aij.v4i1.375

Abstract

The development of an interactive comic book based on Augmented Reality (AR) as a learning medium for art history for early childhood aims to enhance children's interest and understanding of art history material. This program combines AR technology with educational content in comic form, allowing children to interact with visual and audio elements that support the art history narrative. The methods used include designing and developing comic content, implementing AR technology, and evaluating effectiveness through observation and user feedback. The results indicate a significant increase in children's learning interest and understanding of art history. The implementation of this learning medium is expected to support the cognitive and creative development of early childhood.
Implementation of Generative Asset Platform Governance for Optimizing Social Media Branding Assets in the Pacitan Smart Community Surya, Eka Putri; Roziqin, Mohamad Firzon Ainur; Ningrum, Linda Agustin; Iriaji, Iriaji; Marcelliantika, Adinda; Aruna, Alby; Wijaya, Ginanjar Atma
Abdimas Indonesian Journal Vol. 4 No. 2 (2024)
Publisher : Civiliza Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59525/aij.v4i2.376

Abstract

The implementation of generative asset platform management for optimizing social media branding assets in the Pacitan Cerdas Community aims to enhance the effectiveness of branding strategies and community engagement on social media. This program integrates generative asset technology with good governance to produce consistent, engaging, and relevant social media content. Methods include technical training for community members, development and implementation of the generative asset platform, and performance evaluation through social media metrics analysis. The results show a significant increase in interaction and user engagement. The implementation of this management system is expected to support the development of a strong digital identity and expand the community's reach on social media.
Increasing Community Awareness of the Calculation of Cost of Goods Sold for Banjarsari Tape Production Through the Development of a Dynamic Guidebook Ningrum, Linda Agustin; Roziqin, Mohamad Firzon Ainur; Surya, Eka Putri; Prasetyo, Abdul Rahman; Aruna, Alby; Marcelliantika, Adinda; Wijaya, Ginanjar Atma
Abdimas Indonesian Journal Vol. 4 No. 2 (2024)
Publisher : Civiliza Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59525/aij.v4i2.377

Abstract

Increasing community awareness of the calculation of the Cost of Goods Sold (COGS) for tape production in Banjarsari through the development of a dynamic guidebook aims to enhance local producers' understanding and skills in accurately calculating COGS. This program involves creating an interactive and easy-to-understand guidebook, which includes steps for calculating COGS and the influencing factors. Methods include the preparation of guidebook materials, technical training for producers, and evaluation of the guidebook's effectiveness through user feedback. Results show a significant improvement in producers' ability to calculate COGS and manage production costs. The implementation of this program is expected to support the development of a more efficient and competitive tape industry in Banjarsari Village.
Patterns of Integration of Higher Education Curriculum with Industry Through the Development of Arts Education Residency Center Iriaji, Iriaji; Prasetyo, Abdul Rahman; Rahayu, Wening Patmi; Roziqin, Mohamad Firzon Ainur; Surya, Eka Putri; Wijaya, Ginanjar Atma; Marcelliantika, Adinda; Aruna, Alby
Abdimas Indonesian Journal Vol. 4 No. 2 (2024)
Publisher : Civiliza Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59525/aij.v4i2.383

Abstract

This community service program aims to develop a model for integrating university curricula with industry through the establishment of an Art Education Residency Center. The methodology includes industry needs analysis, program design, and program implementation evaluation. The Residency Center is designed to provide students with opportunities to interact directly with art industry practitioners, thereby integrating academic theory with practical experience. The results of this program indicate significant improvements in students' practical skills, expansion of professional networks, and readiness to face industry challenges. Evaluations through surveys and in-depth interviews confirm the program's effectiveness in bridging the gap between education and industry. This program makes a significant contribution to modernizing art education curricula, ensuring their relevance to current and future industry needs.
Rancang Desain Media Pembelajaran Berbasis Game Sejarah Perjalanan Jendral Soedirman dalam Perang Gerilya Kabupaten Pacitan Aruna, Alby; Inayah, Laila; Roziqin, Mohamad Firzon Ainur; Prasetyo, Abdul Rahman
Jurnal Basicedu Vol. 5 No. 5 (2021)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v5i5.1450

Abstract

Digitalisasi pendidikan indonesia tidak lepas dari peran serta media pembelajaran. Media pembelajaran menjadi tumpuan utama setelah tumpuan teknis pelaksanaan yang dibuat oleh tim pengembang pendidikan di Indonesia. Media pembelajaran bukan hanya menjadi bagian transfer visualisasi, tetapi harus memuat unsur tujuan pembelajaran, menarik, efektif dalam menyampaikan pesan, mempunyai sisi kearifan lokal dan mempunyai kepraktikalitasan produk. Akan tetapi, proses pembelajaran sejarah di Kabupaten Pacitan hanya memuat media konvensional yang kurang menarik minat siswa. Rancang desain media pembelajaran berbasis game sejarah perjalanan jendral Soedirman dalam perang gerilya Kabupaten Pacitan diimplementasikan menggunakan model ADDIE dengan hasil uji coba validasi ahli media 85% dan validasi ahli materi 90%, berkaitan dengan kedua hal tersebut uji coba perangkat lunak pengguna mendapatkan nilai 88,4% dan dinyatakan layak untuk digunakan dan diseminasikan
Optimalisasi Manajemen Komunitas melalui Sistem Informasi Terintegrasi Cloud Komunitas Pacitan Cerdas Kabupaten Pacitan Roziqin, Mohamad Firzon Ainur; Qolbi, Muhammad Syifa'ul; Aruna, Alby; Iriaji, Iriaji; Surya, Eka Putri; Marcelliantika, Adinda; Wijaya, Ginanjar Atma
VISA: Journal of Vision and Ideas Vol. 4 No. 3 (2024): VISA: Journal of Vision and Ideas
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/visa.v4i3.3942

Abstract

The optimization of community management through the Integrated Cloud Information System for the Pacitan Cerdas Community in Pacitan Regency aims to enhance the efficiency and effectiveness of data management and activity coordination. This program implements cloud technology to store, access, and manage community information in real-time and centrally. Methods include the development and implementation of a cloud-based information system, technical training for community members, and performance evaluation through usage data analysis. Results show significant improvements in data management, activity coordination, and member engagement. The implementation of this system is expected to support better sustainability and development of the community in Pacitan Regency.
Pengembangan Game Eco-Tech Gamified Tours sebagai Akselerasi Aset Wisata Industri Ramah Anak Kampung Industri Tempe Sanan Qolbi, Muhammad Syifa'ul; Roziqin, Mohamad Firzon Ainur; Surya, Eka Putri; Prasetyo, Abdul Rahman; Aruna, Alby; Marcelliantika, Adinda; Wijaya, Ginanjar Atma
VISA: Journal of Vision and Ideas Vol. 4 No. 3 (2024): VISA: Journal of Vision and Ideas
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/visa.v4i3.3943

Abstract

The development of Eco-Tech Gamified Tours as an acceleration of child-friendly industrial tourism assets in the Sanan Tempe Industrial Village aims to enhance the appeal and educational value of tourism for children. This program integrates gaming technology with interactive tours that educate visitors about the tempe production process and the importance of environmental sustainability. Methods include game design and development, integration of educational elements, training for tour guides, and effectiveness evaluation through user feedback. Results indicate a significant increase in children's interest and engagement during tours. The implementation of this program is expected to support the development of innovative and sustainable industrial tourism in the Sanan Tempe Industrial Village.