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Integrasi Etika Digital dalam Budaya pada Perusahaan yang Melakukan Work-From-Home (WFH) di Masa Pandemi Aripradono, Heru Wijayanto; Tjahyadi, Surya; Yap Rui Qi, Katherine Oktaviani; Nursudiono, Nursudiono; Galang, Yehezkiel Putra; Hirawan, Jason; Te, Celine; Ariadi, Cindy; Elvin, Elvin
Journal of Entrepreneurship, Management and Industry (JEMI) Vol 4, No 2 (2021): April - Juni 2021
Publisher : Program Studi Manajemen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36782/jemi.v4i2.2202

Abstract

Pandemi Covid-19 mengharuskan perusahaan memberlakukan kebijakan Work-From-Home sehingga setiap karyawan dan pemimpin dari perusahaan wajib melaksanakan pekerjaan dari rumah. Kebijakan WFH mengubah sistem kerja dari suatu perusahaan bergerak ke arah digital. WFH juga menciptakan dilema etika bagi karyawan sehingga karyawan yang menerapkan WFH perlu mengetahui tentang etika digital berupa pemahaman tentang batasan penggunaan teknologi dan media digital. Penelitian ini bertujuan untuk menganalisis pentingnya etika digital dan urgensi penerapannya dalam budaya perusahaan. Penelitian ini juga menyimpulkan pentingnya etika digital dalam berperan memberikan pedoman untuk berperilaku dalam lingkungan digital sehingga dapat mendukung perusahaan dalam proses digitalisasi dan juga berperan memberikan nilai moral, baik, dan buruk tentang teknologi digital.
Perancangan dan Implementasi Media Pembelajaran Tata Hidang di SMK Negeri 2 Batam Menggunakan Metode ADDIE Muhammad Rizqiansyah Haqiqi Ali; Surya Tjahyadi
National Conference for Community Service Project (NaCosPro) Vol 4 No 1 (2022): The 4th National Conference of Community Service Project 2022
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v4i1.7106

Abstract

SMK Negeri 2 Batam merupakan sekolah negeri yang didirikan pada tahun 2006 dengan nomor dan memiliki sertifikasi “A” di Kota Batam, Jalampemda 5, Legenda Malaka. Salah satu ciri kemajuan suatu negara dapat dinilai dari kualitas pendidikannya. Karena pendidikan memegang peranan yang sangat penting dalam mengesankan generasi penerus bangsa. Dewasa ini, bahasa Inggris merupakan bahasa internasional yang digunakan sebagai bahasa komunikasi antar negara, sehingga menjadi salah satu bahasa asing yang perlu dipelajari setiap orang. Saat merancang output, penulis memilah informasi yang dikumpulkan melalui website lama SMK Negeri 2 Batam, percakapan dengan Devi, dan kemudian digunakan untuk masukan ke media pembelajaran SMK Negeri 2 Batam digunakan untuk membuat timeline. Setelah diterapkannya media pembelajaran berupa video animasi, minat siswa terhadap SMK Negeri 2 Batam meningkat.
Perancangan Dan Implementasi Media Pembelajaran Di SMA Kartini Batam Menggunakan Metode MDLC Surya Tjahyadi; Willy Antonio
National Conference for Community Service Project (NaCosPro) Vol 4 No 1 (2022): The 4th National Conference of Community Service Project 2022
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v4i1.7084

Abstract

Media pembelajaran adalah sebuah alat yang membantu proses belajar mengajar sehingga materi disampaikan tenaga pengajar dapat tersampaikan dengan jelas kepada para anak didik. Media pembelajaran mempunyai peran penting dalam proses belajar anak didik. Melihat hasil belajar siswa yang menurun, ini menunjukkan bahwa pemahaman siswa terhadap materi cukup rendah. Oleh karena itu, media yang dirasa tepat dan sesuai dengan kondisi saat ini adalah media pembelajaran e-learning (pembelajaran elektronik). Untuk mengatasi permasalahan tersebut, penulis membuat media pembelajaran elektronik dengan menggunakan metode Multimedia Development Life Cycle (MDLC). Metode MDLC adalah metode yang diterapkan dalam merancang dan mengembangkan suatu aplikasi media yang merupakan gabungan dari media gambar, suara, video, animasi dan lainnya. Penelitian ini bertujuan untuk membuat dan mengembangkan media pembelajaran fisika di SMA Kartini Batam yang dapat digunakan untuk membantu proses penyampaian materi. Media pembelajaran yang dibuat ini dibuat dengan menggunakan clip a clip dan power point sebagai media pembuat animasi dan ppt media pembelajaran fisik dan menggunakan Adobe Premier sebagai media editing video animasi. Bagi peneliti selanjutnya hendaknya dapat dilakukan penelitian lebih lanjut khususnya pada media pembelajaran lain dan implementasi yang lebih besar.
Media Pembelajaran: Produktif Boga Surya Tjahyadi; Hafiz Hamidi
COMSERVA : Jurnal Penelitian dan Pengabdian Masyarakat Vol. 2 No. 5 (2022): COMSERVA : Jurnal Penelitian dan Pengabdian Masyarakat
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/comserva.v2i5.343

Abstract

SMK Negeri 2 Batam is a public school established in 2006, accredited "A", located in the heart of Batam, Jalan Pemuda 5, Legenda Malaka. This public school has five academic programs namely Fashion, Hospitality, Tourism, Fashion and Dining. Each program has been designated as a flagship center of SMKN 2 Batam to develop the highest quality alumni as a center of excellence, Education Unit Revised Curriculum 2013 SMKN 2 Batam No 11002210 has a public school status and is named Nursya Form of vocational secondary education (SMK) led by bani divides and supervises several areas including curriculum, public relations, library, information technology, finance, human resources and administration, facilities and curriculum. The goal is to apply the author's skills learned by the author in the information systems study program, specialization in visual communication design and help the school to facilitate the process of teaching and learning activities.
Analisa Pengaruh Desain Grafis pada Konten Media Sosial terhadap Daya Tarik Pengguna dari Generasi Z di Kota Batam Surya Tjahyadi; Willy Antonio
Journal on Education Vol 5 No 3 (2023): Journal on Education: Volume 5 Nomor 3 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v5i3.1825

Abstract

Social media is one of the technological developments that has a big contribution in making it easy for humans to communicate and socialize. The high use of social media raises various graphic designs to attract its users. Therefore, many social media users use graphic designs in their content. This study aims to determine the effect of graphic design on social media content on the attractiveness of users from generation z. The results of this study indicate that the application of graphic design to social media content greatly influences the attractiveness of social media users from generation z.
Exploratory Analysis Design and Development of Fantastic Fighting Scene For Promoting Indonesian Martial Arts Muhammad Rizqiansyah Haqiqi Ali; Surya Tjahyadi
IJISTECH (International Journal of Information System and Technology) Vol 6, No 5 (2023): February
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i5.282

Abstract

This research aims to explore, analyze, and develop a fantastic fight scene to promote Indonesian martial arts. The purpose of this research is to introduce and promote Indonesian martial arts to the wider community by using available technology and media. The research method used in this study is the initial stage of research and development, followed by the ADDIE method in developing fantastic battle videos. The result of this research is a fantastic fighting video that showcases the skills and aesthetics of Indonesian martial arts. This video will present spectacular and mesmerizing actions that show the rich culture and traditions of Indonesian martial arts. This video will be published via the YouTube channel and is expected to be able to promote Indonesian martial arts to the wider community and provide an appreciation for the richness of Indonesian culture. This research is expected to contribute to the world of Indonesian martial arts and introduce Indonesian martial arts to the wider community.
Exploratory Analysis Design and Development of Fantastic Fighting Scene For Promoting Indonesian Martial Arts Muhammad Rizqiansyah Haqiqi Ali; Surya Tjahyadi
IJISTECH (International Journal of Information System and Technology) Vol 6, No 5 (2023): February
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i5.282

Abstract

This research aims to explore, analyze, and develop a fantastic fight scene to promote Indonesian martial arts. The purpose of this research is to introduce and promote Indonesian martial arts to the wider community by using available technology and media. The research method used in this study is the initial stage of research and development, followed by the ADDIE method in developing fantastic battle videos. The result of this research is a fantastic fighting video that showcases the skills and aesthetics of Indonesian martial arts. This video will present spectacular and mesmerizing actions that show the rich culture and traditions of Indonesian martial arts. This video will be published via the YouTube channel and is expected to be able to promote Indonesian martial arts to the wider community and provide an appreciation for the richness of Indonesian culture. This research is expected to contribute to the world of Indonesian martial arts and introduce Indonesian martial arts to the wider community.
Animasi 2D Penjelasan dan Penanganan Virus & Bakteri Menggunakan Animate CC Dengan Teknik Motion Tween Berbasis Multimedia Dalwin Christopher; Surya Tjahyadi
Journal of Information System and Technology (JOINT) Vol 3 No 1 (2022): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v3i1.6552

Abstract

2D Interactive Multimedia Animation is a guide for various media such as images, videos, sounds, and texts to be used as learning media that can attract learning interest from the users themselves. The animation is made in the form of interactive media in the form of .app/.apk format that can be used by users to obtain information in a visually interactive way. In the Interactive Multimedia, various kinds of information are available about viruses and bacteria as well as ways to handle them, designing 2D animation using the MDLC (Multimedia Development Life Cycle) method and using the Adobe Animate CC 2018 application, which is an advanced application from the previous Adobe Flash. The animation design itself also uses the Motion Tween technique available in the application, the results of the project are disseminated on social media such as whatsapp, line, instagram and youtube via the google drive link and demo results from the interactive multimedia are also available which are distributed on youtube. The results of the feedback from interactive multimedia, the first question has 14 positive 1 negative answers, the second question has 13 positive 2 negative answers, the third question has 13 positive 2 negative answers, the fourth question has 12 positive 3 negative answers, and the last question has suggestions and criticisms which end in the result of positive review from users.
Development Of QR Code-Based Data Sharing Web Application Using System Development Life Cycle Method Surya Tjahyadi
Journal of Information System and Technology (JOINT) Vol 2 No 2 (2021): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v2i2.6090

Abstract

The purpose of this thesis is to study the capabilities and limitations of QR codes as a data sharing media. For this study, author has developed a web application to provide QR code management for users. The web application is implemented in a website named Quick Save which provides data storage, sharing, and QR code generator service. With this website, author can analyze problems and methods of sharing encrypted data in a quick and effective way. The encrypted data is written into the QR code which serves as a link between users and the data or file stored in the web application storage. The method that is used in this thesis study is the System Development Life Cycle method. Based the on the result of the thesis study, author concludes that the implementation of data sharing web application can provide encrypted data sharing, file storing and downloading service for user by using a QR code scanner from their mobile device. The web application has also fulfilled author’s need in researching the capabilities of QR code.
Penerapan Teknologi AI Guna Pembangunan Tempat Pembuangan Sampah Sesuai Jenisnya Said Teguh Putra Ramadhan; Muhammad Ilham; Sudy Sudy; Surya Tjahyadi; Nafisatul Hasanah; Justin Chua
Journal of Information System and Technology (JOINT) Vol 4 No 2 (2023): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v4i1.6227

Abstract

Abstract Garbage is a part of human life. Garbage is an object / residual substance that is not used. Garbage should receive serious attention and handling. However, there are still many people who just throw away their waste at will, such as throwing wet waste into a dry trash can, which makes processing the waste difficult. Currently, most people are aware of the bad effects of waste, including causing flooding, disease and odors that can interfere with life. But this is not matched by the behavior of the people themselves. The purpose of this study is to try to find a way out of environmental sanitation problems, especially waste management. We also want people to be able to differentiate between organic waste and non-organic waste. Because there are still many people who do not know what kind of waste is classified into organic waste and non-organic waste. With the development of an increasingly sophisticated era, the use of Artificial Intelligence is expected to be able to crush the existing waste problem. Keywords: Garbage, Environmental Sanitation, Organic, Non-Organic