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Perancangan dan Pengembangan Video Game sebagai Media Terapi Depresi Rachmawan; Diny Anggriani Adnas
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.v10i1.5443

Abstract

Depresi merupakan salah satu penyakit mental yang paling umum terjadi saat ini, penderita depresi biasanya memiliki gangguan emosional besar yang disebabkan oleh stress dan ketegangan yang dapat menimbulkan munculnya keinginan untuk bunuh diri seiring waktu. Teknologi telah berkembang pesat, terutama dalam bidang multimedia, multimedia membuat pengiriman seperti informasi dan pesan menjadi sangat cepat dan praktis di dalam waktu yang singkat. Video game termasuk ke dalam salah satu bidang di multimedia yang paling populer, video game memiliki popularitas yang besar khususnya generasi muda, video game dapat membantu mengurangi stress dan kecemasan pemainnya. Di penelitian ini, peniliti akan mengembangkan video game menggunakan salah satu game engine yang terkemuka yaitu Unity dengan metode Research and Development yang menggunakan model ADDIE (Analyze, Design, Develop, Implement, Evaluate). Video game yang dikembangkan merupakan game berbasis cerita tentang depresi dan perasaan dikucilkan. Hasil dari penelitian ini berupa game platformer 2D berbasis cerita pendek yang dibentuk dan disusun di Unity. Pengembangan ini diharapkan dapat membantu penderita depresi untuk melawan depresi dan meningkatkan kesadaran mengenai penyakit depresi di masyarakat luas.
PEMBUATAN VIDEO EDUKASI SEBAGAI UPAYA MENINGKATKAN KESADARAN MAHASISWA SISTEM INFORMASI DI UNIVERSITAS INTERNASIONAL BATAM TERHADAP BERITA PALSU DI ERA DIGITAL Diny, Hanif Permadi; Diny Anggriani Adnas; Deli, Deli
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
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.v6i1.238

Abstract

This research aims to explore the impact of fake news and the effectiveness of making educational videos as an effort to increase awareness of information systems students at Batam International University regarding fake news in the digital era. Through a survey method using a questionnaire distributed to students from the 2021 to 2024 class, this research identified the level of understanding and awareness of students regarding the dangers of fake news before and after showing educational videos. The research results showed that 98% of respondents felt that the videos presented were interesting and easy to understand, and suited their needs, which indicates that visual media can be an effective tool in conveying information. In addition, data analysis shows that increasing digital literacy among students contributes to their ability to recognize and verify information, thereby reducing the risk of spreading hoaxes.
Inspiration by Pop-up Advertising among the Community in Batam and Consumer Tan, Jefry; Diny Anggriani Adnas
AJARCDE (Asian Journal of Applied Research for Community Development and Empowerment) Vol. 7 No. 3 (2023)
Publisher : Asia Pacific Network for Sustainable Agriculture, Food and Energy (SAFE-Network)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29165/ajarcde.v7i3.320

Abstract

The rapid increase in the use of Information and Communication Technology (ICT) in society has affected significant changes in entertainment media specifically in the field of video games. Advertisements in video games can influence user behavior, particularly in Inspired-To. In order to learn more about Inspired-To and how it can influence the behavior of video game players, the author will administer a questionnaire (N=390) and conduct interviews (N=30) with video game players. The authors of this study discovered that users were contented with the results of pop-up advertisements if the content was entertaining and provided incentives. The author also notes that each of the advertisements is entertaining and that providing incentive benefits can enhance the value of the advertisement. The author discovers that a strong ad value can inspire users to discover something new, which will then inspire them to download the new game advertised by the pop-up ad. This research will assist users in identifying factors that increase the likelihood that they will acquire a new game.