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All Journal Tekno - Pedagogi : Jurnal Teknologi Pendidikan Pixel : Jurnal Ilmiah Komputer Grafis Jurnal Pseudocode SCIENCE TECH: Jurnal Ilmiah Ilmu Pengetahuan dan Teknologi JURNAL ILMIAH INFORMATIKA Jurnal Sisfokom (Sistem Informasi dan Komputer) Jurnal Infomedia INTECOMS: Journal of Information Technology and Computer Science Jurnal Teknologi Sistem Informasi dan Aplikasi J-SAKTI (Jurnal Sains Komputer dan Informatika) IJISTECH (International Journal Of Information System & Technology) Jurnal Teknologi Komputer dan Sistem Informasi Edsence: Jurnal Pendidikan Multimedia MULTINETICS Jurnal Ilmiah Betrik : Besemah Teknologi Informasi dan Komputer Jurnal Teknologi Dan Sistem Informasi Bisnis Zonasi: Jurnal Sistem Informasi Prosiding National Conference for Community Service Project JURSIMA (Jurnal Sistem Informasi dan Manajemen) Visual Heritage: Jurnal Kreasi Seni dan Budaya SKANIKA: Sistem Komputer dan Teknik Informatika Jurnal Teknologi Informasi dan Komunikasi Economics and Digital Business Review Jurnal Teknimedia: Teknologi Informasi dan Multimedia IJISTECH Infotech: Jurnal Informatika & Teknologi Journal of Information System and Technology (JOINT) J-SAKTI (Jurnal Sains Komputer dan Informatika) Journal of General Education and Humanities Malcom: Indonesian Journal of Machine Learning and Computer Science Postgraduate Management Journal IJOEM: Indonesian Journal of Elearning and Multimedia JURSIMA Conference on Management, Business, Innovation, Education and Social Sciences (CoMBInES) Conference on Community Engagement Project (Concept) Conference on Business, Social Sciences and Technology (CoNeScINTech) Social Engagement: Jurnal Pengabdian Kepada Masyarakat Scientica: Jurnal Ilmiah Sains dan Teknologi SmartComp Jurnal Sistem Informasi dan Manajemen Jurnal Ilmiah Betrik : Besemah Teknologi Informasi dan Komputer Jurnal ilmiah teknologi informasi Asia Jurnal TAM (Technology Acceptance Model) JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) JAIM: Jurnal Aliansi Ilmu Multidisiplin Jurnal Bahasa Rupa
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Analisis Korelasi Desain Karakter Video Game dan Loyalitas Video Game Pada MMO Studi Multi-method Jimmy Pratama; Kendy Junianto
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 6, No 1 (2023): 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.v6i1.1308

Abstract

RPG is a game genre where a player can play a role in the game. RPG genre games have various genres, one of which is MMO which offers players to interact with many players at the same time. The Indonesian game industry does not yet have a role in competing with foreign products. Therefore, the purpose of this research is to examine character design. which can affect one's interest in playing. The method used in this study is a multi-method, namely a mixture of quantitative and qualitative. Quantitative used is distributing questionnaires and qualitatively collecting data by interview. The results of the quantitative study showed that the appearance of the facial features and good looks of a character influenced the player's interest in playing, while the qualitative results were not significant in terms of the appearance of the facial features and good looks of a character.
Analysis of User Satisfaction on Batam Online Supermarket Application in Batam Jimmy Pratama
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 5, No 1 (2022): 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.v5i1.1121

Abstract

Pandemic Covid-19 is going on in Indonesia have a major impact changing patterns of consumption of goods and services from offline to online. The distance restrictions that must be carried out to prevent the spread of Covid-19 transmission and break the chain of the spread of this virus, require the public to avoid crowds from crowded places. The presence of the Batam Online Supermarket online market application in the city of Batam is certainly one of the efforts to prevent Covid-19 and as an example of the rapid development of digitalization of technology. The biggest challenge in the market online lies in customer satisfaction, so this research adopts the Technology Acceptance Model (TAM) and DM IS Success Model. Of the 370 respondents who were obtained from the Slovin formula and taken using probability sampling technique, then they were tested for validity test analysis, reliability testing, multiple regression analysis and hypothesis testing, t test and F test on variables using SPSS 23. Based on the result, this study showed that the variable of system quality, information quality, service quality were significant on the user satisfaction, meanwhile the variable of perceived easy of use and perceived usefulness were not significant on the user satisfaction in using BOS application.
KONSEKUENSI WORKPLACE VIOLENCE TENAGA LAYANAN KESEHATAN DI RUMAH SAKIT WILAYAH JAKARTA Haria, Wilhelmus Alfred; Emilisa, Netania; Pratama, Jimmy; Nata, Valerie Nessa
Postgraduate Management Journal Vol. 4 No. 2 (2025): Postgraduate Management Journal
Publisher : LPPM Universitas Ibnu Sina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/pmj.v4i2.1151

Abstract

Penelitian ini bertujuan untuk meneliti pengaruh workplace violence terhadap job stress, work motivation dan job performance pada tenaga layanan kesehatan di Rumah Sakit wilayah Jakarta. Penelitian ini menggunakan metode kuantitatif dengan mengumpulkan data secara survey research yaitu penyebaran kuesioner sebanyak 210 sampel tenaga layanan kesehatan di wilayah Jakarta dengan penyebaran kuesioner. Hasil pengujian ditemukan bahwa workplace violence berpengaruh positif pada job stress, kemudian job stress tidak berpengaruh terhadap work motivation, dan work motivation berpengaruh potitif terhadap job performance. Sehingga disimpulkan bahwa untuk meningkatkan job perfomance tenaga layanan kesehatan perlu meningkatkan work motivation dengan menyediakan pelatihan dan pengembangan karir, serta mengurangi tindakan workplace violence dimana dapat berpengaruh dalam meningkatkan job stress.
Perancangan Dan Implementasi Media Pembelajaran Di SMK Al-Azhar Batam Menggunakan MDLC Pratama, Jimmy; Chrissy, Joyce
Social Engagement: Jurnal Pengabdian Kepada Masyarakat Vol. 1 No. 2 (2023): Maret 2023
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/se.v2i1.7629

Abstract

Education is very important for every generation, especially the younger generation. However, the biggest obstacle in learning Indonesian is the lack of creativity in learning methods and media, which makes students bored with following the teaching and learning process in class and feel they have understood the material given. SMK AL-AZHAR Batam is a private educational institution managed by the Al-Azhar Batam Islamic Education Foundation. The learning process of teaching materials which is still done manually by the teachers of SMK Al-Azhar Batam is by explaining and explaining contents of the book in a monotonous manner. In this report, the author will carry out practical work at the SMK Al-Azhar Batam School in making Indonesian language learning media at the SMK level. The media will be package in a video learning media. Learning Media will be developt using the MDLC (Multimedia Development Life Cycle) method. The Learning Media will be implemented in the teaching and learning process in schools at Al-Azhar Vocational School
Analisis Minat Belanja Mahasiswa Universitas Internasional Batam Selama Live Streaming dengan Pendekatan Model Technology Acceptance Model: Analysis of Shopping Interest of Batam International University Students During Live Streaming with Technology Acceptance Model Approach Yuliana, Yuliana; Simanjuntak, Fredian; Pratama, Jimmy
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 5 No. 2 (2025): MALCOM April 2025
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v5i2.1847

Abstract

Dalam era digital, live streaming telah menjadi salah satu strategi pemasaran yang berkembang pesat, terutama di platform e-commerce seperti Shopee Live dan TikTok Live di Universitas Internasional Batam (UIB). Penelitian ini bertujuan untuk menganalisis minat belanja mahasiswa Universitas Internasional Batam selama live streaming, dengan menggunakan pendekatan Model Technology Acceptance Model (TAM). Mahasiswa merupakan segmen konsumen yang unik karena mereka memiliki karakteristik berbeda dari kelompok usia lainnya, seperti keterbatasan anggaran, kebiasaan belanja yang berbasis digital, serta kepercayaan terhadap platform online. Oleh karena itu, penting untuk memahami faktor-faktor yang memengaruhi minat belanja mereka saat live streaming. Hal ini cukup penting terutama di Universitas Internasional Batam karena mahasiswa di Universitas Internasional Batam mayoritas sangat mampu, akan tetapi lebih memilih untuk menyisihkan pendapatannya untuk membayar keperluan apa adanya sehingga minat belanjanya cenderung rendah. Penelitian ini menggunakan pendekatan kuantitatif dengan metode survei dan akan dianalisis dengan regresi linear untuk menguji hubungan antar variabel. Hasil penelitian menunjukkan bahwa kegunaan dan kemudahan penggunaan berpengaruh signifikan terhadap sikap terhadap e-commerce. Selain itu, privasi ditemukan berpengaruh terhadap keamanan. Penelitian ini juga memberikan rekomendasi bagi Usaha Kecil Menengah (UKM) untuk mengoptimalkan strategi pemasaran dengan memanfaatkan live streaming secara lebih efektif, khususnya dalam meningkatkan keterlibatan dan pengalaman konsumen.
DESIGNING 3D ANIMATION FOR DENTAL HEALTH CARE USING MDLC METHOD Bayu Syahputra; Jimmy Pratama; Vinson, Vinson
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 16 No. 2 (2023): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1432

Abstract

Health education is one of the most important thing to be learn since early age like washing hands and brushing teeth. But because of the lack of education a lot of people in the community don’t know the ways to take care of their own teeth. The consequence of lack of education create a problem for a a lot of people in the community which is tooth ache. The effort that could be done to fix the problem is to create a learning media that is easy to understand and have the capability to share information widely. Because of that, animation 3D become a choice for this research to educate people in the community about dental health and how to take care of it. The method that the researcher use in this research is qualitative interview, researcher will do an interview with a dentist to get information about how to take care of your teeth. After getting the information it will then be used to create animation 3D. the method that is being used to create animation 3D is MDLC (Multimedia Development Life Cycle) which has 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing and Distribution after the animation is finished its being shared to social media such as Youtube and Instagram. Keywords: MDLC, Animation 3D, Qualitative Interview
Designing a 3D Animation-Based Tutorial Video for Preserving the Traditional Games of Congklak Andrian, Jason; Syahputra, Bayu; Pratama, Jimmy
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.v5i1.10496

Abstract

Congklak is one of the traditional games that has become an important part of Indonesia's cultural heritage. The game entertains and teaches social values, strategic thinking, and basic skills such as counting. However, along with the development of technology and the emergence of modern games, the popularity of congklak has faded, especially among the younger generation. This research aims to develop a 3D animation-based tutorial video as a medium for preserving congklak by integrating traditional elements and modern technology. The research method utilizes a Research and Development (R&D) approach with a Multimedia Development Life Cycle (MDLC) framework. The results indicate that the developed animation video effectively engages young generations, raises cultural awareness, and provides broad accessibility through digital platforms. This study concludes that 3D animation can be an effective tool for preserving traditional games such as congklak.
2D Animation on Being New Parent Pratama, Jimmy; Kelvin, Kelvin
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.v5i1.10513

Abstract

The transition to parenthood is a multidimensional challenge that often causes emotional and practical stress for new parents, particularly in understanding proper infant care. This study aims to address these issues by developing a 2D animated educational video titled "Being a New Parent". The video serves as an engaging visual medium to educate young couples about essential baby care practices, including hygiene, feeding, diaper changing, bonding, and sleep management. The animation was developed using the Multimedia Development Life Cycle (MDLC) method, consisting of six stages: concept, design, material collection, assembly, testing, and distribution. Production involved professional software including Adobe Illustrator for asset design, Adobe After Effects for animation, and Adobe Premiere Pro for final editing and audio integration. The final product is a 2-minute and 8-second video distributed via YouTube. Evaluation through interviews with new parents revealed that the animation effectively increased understanding of parenting basics, though suggestions for more detailed and context-sensitive content were noted. The results demonstrate that 2D animation is a powerful tool for digital parenting education, capable of simplifying complex information into a relatable and accessible format for the millennial generation.
Perancangan Dan Implementasi Yearbook Photo And Editing Di Smps Kristen Tabqha Batam Wibowo, Tony; Andrew, Willson; Pratama, Jimmy
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10692

Abstract

Artikel ini membahas perancangan dan pelaksanaan kegiatan fotografi serta penyuntingan untuk buku tahunan di SMPS Kristen Tabqha Batam sebagai respons terhadap keterbatasan tenaga fotografer yang memengaruhi kualitas dokumentasi. Kegiatan dimulai dengan perencanaan tema melalui diskusi bersama pihak sekolah, dilanjutkan dengan pencarian referensi gaya dan pose dari Pinterest, serta penentuan lokasi pemotretan yang sesuai konsep. Proses produksi mencakup pengambilan gambar menggunakan teknik fotografi yang tepat, pengolahan digital melalui Adobe Photoshop dan Lightroom, hingga evaluasi hasil bersama pihak sekolah. Hasil akhir menunjukkan foto-foto yearbook yang tematik dan mencerminkan karakter siswa dengan konsep seperti Old Money, Black and White, dan Streetwear. Kolaborasi antara mahasiswa dan sekolah tidak hanya memperkuat proses dokumentasi, tetapi juga memberikan pengalaman praktis bagi mahasiswa dan menghasilkan dokumentasi visual berkualitas bagi sekolah. Kegiatan ini diharapkan menjadi model kolaborasi edukatif yang dapat diterapkan di lingkungan pendidikan lainnya.
PERANCANGAN DAN IMPLEMENTASI FILM PENDEK NATAL DI SMPS KRISTEN TABQHA BATAM Arispratama, Jefrry; Wibowo, Tony; Pratama, Jimmy
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10695

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan merancang dan mengimplementasikan film pendek bertema Natal di SMPS Kristen Tabqha Batam sebagai media edukatif yang mampu menyampaikan nilai-nilai spiritual dan sosial secara efektif kepada siswa. Proses pelaksanaannya diawali dengan diskusi dan kolaborasi antara tim produksi dan pihak sekolah untuk memahami kebutuhan serta menyusun konsep cerita yang relevan. Pendekatan Multimedia Development Life Cycle (MDLC) digunakan untuk memastikan proses produksi berlangsung sistematis, mulai dari perencanaan, pengembangan naskah, produksi, hingga evaluasi hasil akhir. Hasilnya adalah film berjudul Beyond Grades yang mengangkat tema kasih, damai, dan harapan, dan yang diperankan langsung oleh siswa setempat. Film ini tidak hanya memperkuat pemahaman siswa terhadap makna Natal, tetapi juga meningkatkan kualitas interaksi dan kolaborasi antara sekolah dan mahasiswa universitas yang turut berperan aktif dalam proses pembuatan. Melalui kegiatan ini, diharapkan mampu memberi inspirasi mengenai pentingnya media visual dalam pendidikan berbasis nilai dan memperluas wawasan tentang pemanfaatan media digital untuk media pembelajaran yang kreatif dan bermakna.
Co-Authors Adi Adi Adnas, Diny Anggriani Alex Chandra Alex Sandro Andre Jonathan Harahap Andreas Valentino Pratama Andrew, Willson Andrian, Jason Andry Ramadhansyah Andry Ramadhansyah Anggrianto, Vicky Anjelica Anthony Anthony Anweidri Chai Arispratama, Jefrry Avaleska Avaleska Brenky Jie Chrissy, Joyce Christhomas, Jacky Christina Chow Cristiansen Cristiansen Cristiansen Cristiansen Cristiansen, Cristiansen David David Deli Deli, Deli Devi, Artika Sri Diny Anggraini Adnas Diny Anggriani Adna Febby Anggellya Febrian, Leslie Fenky, Fenky Frenky Frenky Handoko, Nelson Handyca, Handyca Harahap, Andre Jonathan Haria, Wilhelmus Alfred Harsiska, Dela Hela Dixman Helena Helena, Helena Huang Vincent, Mieko Hut Kemri Marsudi Indo Dicaprio Pratama Indo Dicaprio Pratama Infrisanti Wilson Tong Jacky Christhomas Jacky Jacky Jacky, Jacky Jenny June Ji Cai Jie, Brenky Joelyn Octavia Jovito Bryan Budiman Joyce Chrissy Joyce, Joyce Juliantio Juliantio Juliantio Juliantio Juliantio, Juliantio Julyance, Zoey Justin Chua Kalon Kennedy Kelvin Kelvin Kendy Junianto Kendy Junianto Kenny Kenny Kevin Alexander Kevin Alexander, Kevin Kevin Antonio Kevin Antonio Kusumastuti, Puji Lesilolo, Leona Stephanie LI Cen Lip Son Liu, Jeffri Metisya, Hasna Michael Angelo Muhammad Zaki Nata, Valerie Nessa Netania Emilisa Nicholas Nicholas Ningsih, Vivian Febri Novianto Novianto Novianto Octavia, Joelyn Pratama, Carlos Pingsen Rahel Rahel Rahel Rahel, Rahel Rainal Agus Setiawan Rayden Vebrianto Rayden Vebrianto Rena Indira Putri Rianti, Angelina Rio Nando Rohmania, Serli Sherina Sherina Sherina, Sherina Simanjuntak, Fredian Stephanie Stephanie Stephanie Steven Marlin Sugiyamta Sugiyamta Sutarto Wasatan Suwandi Suwandi Suwarno Suwarno Syahputra, Bayu Tomy Tomy Tomy Tong, Infrisanti Wilson Tony Wibowo, Tony Valenda, Alvin Vendryan Vicky Anggrianto Vinson Vinson Vinson, Vinson Viona Viona Viona Viona Wasatan, Sutarto Wendy Aprianto Wendy Wendy Wibowo, Tony William Nurdin Wijaya William, Charles Wilson, Kenny Winson Kennedy Yuliana Yuliana Zeng, Louis