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The Effectiveness of Virtual Reality in Increasing Visitor Satisfaction of Cultural Heritage Sites: A Systematic Literature Review Sa'idah, Safrotus; Juhana, Agus
Journal of Information System and Technology (JOINT) Vol. 5 No. 3 (2024): 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.v5i3.9981

Abstract

Warisan budaya merupakan komponen penting sejarah yang harus dilestarikan untuk melindunginya dari efek globalisasi yang menghomogenkan. Dalam konteks ini, Realitas Virtual (VR) telah muncul sebagai teknologi digital yang menjanjikan untuk pelestarian dan promosi warisan budaya. Studi ini bertujuan untuk menilai efektivitas VR dalam memperkaya pengalaman wisata budaya sambil mengeksplorasi potensi dan tantangan dalam menjaga keaslian dan keakuratan informasi. Tinjauan Literatur Sistematis (SLR) dilakukan, dengan memanfaatkan penggalian data dari basis data Publish or Perish (PoP), yang awalnya menghasilkan 992 catatan. Setelah menerapkan kriteria inklusi dan eksklusi, 32 artikel dipilih untuk analisis lebih lanjut. Temuan tersebut menunjukkan bahwa VR menawarkan aplikasi yang berharga untuk pelestarian warisan budaya, memberikan pengalaman interaktif yang mendalam yang menjembatani masa lalu dan masa kini. Teknologi VR memungkinkan khalayak untuk terlibat lebih dalam dengan warisan budaya, menawarkan pemahaman dan apresiasi yang lebih baik. Namun, keberhasilan VR dalam wisata budaya bergantung pada keseimbangan yang rumit antara inovasi teknologi dan pelestarian keaslian, serta pentingnya menumbuhkan kesadaran akan nilai-nilai budaya di era digital.
A Video Motion Graphic Sebagai Media Promosi Pengenalan Bumbu Nusantara dari CV. Samara Micron Saleronell : Video Motion Graphic Akbar Maulana, Gusti; Sari, intan; Juhana, Agus
JoMMiT Vol 8 No 2 (2024): Artikel Jurnal Volume 8 Issue 2, Desember 2024
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jommit.v8i2.1444

Abstract

Teknologi digital dan internet semakin berkembang, dengan perkembangan tersebut media sosial sering kali menjadi media promosi produk. Hal ini harus dimanfaatkan oleh industri kecil menengah di Indonesia khususnya CV. Samara Micron Saleronell dalam mempromosikan produknya yaitu bumbu rempah, agar jangkauan pasar semakin luas. Tujuan dalam penelitian ini adalah mengetahui proses perancangan serta konsep dalam pembuatan video motion graphic dan mengetahui tanggapan dari khalayak umum terhadap video motion graphic yang telah dibuat. Penelitian ini menggunakan pendekatan practice-led research melalui 5 tahapan yaitu tahap persiapan, tahap mengimajinasi, tahap pengembangan imajinasi, tahap pengerjaan dan hasil karya. Hasil yang didapat yakni tanggapan atau apresiasi khalayak umum terhadap video motion graphic pada platform youtube official samara micron, mendapatkan hasil positif sebagai media promosi produk bumbu rempah yang dimiliki oleh CV. Samara Micron Saleronell sekaligus dalam hal pengenalan bumbu Nusantara yang melimpah.
Animasi The Amazing World of Gumball: Representasi Keberagaman Visual dalam Artstyle Arbi, Hafiz; Sari, Intan Permata; Juhana, Agus
Visualita Jurnal Online Desain Komunikasi Visual Vol 13 No 1 (2024): Oktober 2024
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v13i1.13007

Abstract

Animation is an effective narrative medium that captures theaudience's attention through a combination of technology, visual aesthetics, and storytelling. The evolution from traditional animation to computer generated imagery has opened up opportunities for visual innovation. The animated series The Amazing World of Gumball stands out for its use of various animation techniques, including traditional 2D animation, CGI, stop-motion, and live-action. This study aims to analyze the visual diversity in the series and the importance of varied art styles in shaping visual narratives. The diverse animation techniques strengthen the visual identity and narrative, making the series more engaging and recognizable. The use of bright colors and different techniques helps create dynamic moods and emotions, appealing to audiences of all ages. This study emphasizes that visual diversity not only enriches aesthetics but also deepens the narrative, inviting viewers to engage more deeply and understand the conveyed messages. For future research, it is recommended to explore the specific impact of each animation technique on audience engagement in other animated series.
The Effect of Game Development-Based Learning on the Development of Problem Solving Skills of Multimedia Vocational Students Farhan Abdul Azis; Agus Juhana; Nurhidayatulloh, Nurhidayatulloh
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 1 (2025): Januari 2025
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v4i1.3405

Abstract

Learning that focuses on game development is increasingly accepted as an innovative approach to improve students' problem-solving skills, especially in Multimedia Vocational High Schools (SMK). This study aims to investigate the impact of game-based learning on students' problem-solving skills and compare it with traditional learning methods. Through systematic literature analysis, it was found that educational games such as Kahoot!, Quizlet, Minecraft: Education Edition, and Duolingo can not only increase students' motivation but also encourage active engagement in the learning process. Game-based learning provides a platform for students to experience real-world problem-solving scenarios in an interactive and collaborative environment. Furthermore, the creative process involved in game development helps students enhance their critical thinking and technical skills. The results showed that students who engaged in game-based learning development tended to have better problem-solving skills compared to students who used conventional methods. This research emphasizes the importance of game integration in education to maximize students' potential in facing challenges in the working world. It also highlights the need for educators to adapt and innovate teaching methods to align with the demands of the digital era, ensuring that students are well-prepared for future career challenges.
The Development and Effectiveness Evaluation of Game Labs in Learning: Content Analysis and the Impact of Gamification Januar Singgih Abdullah; Agus Juhana
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 1 (2025): Januari 2025
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v4i1.3414

Abstract

 This study examines the development and effectiveness evaluation of game labs in learning through a Systematic Literature Review (SLR) approach. Game labs, or laboratories that incorporate gamification elements, offer an innovative solution to create interactive and safe learning experiences. The urgency of this research is based on the need for more adaptive education to enhance student engagement and understanding, especially in practical learning that requires a high level of safety. The purpose of this study is to identify development trends, included content, and the effectiveness of game labs in supporting student motivation and understanding across various disciplines, such as biology, chemistry, mechanical engineering, and cybersecurity. The results show that game labs using gamification elements like challenges, 3D visualization, and rewards can significantly increase student engagement and understanding. Game labs also allow students to explore in a controlled environment, fostering motivation and independent learning. In conclusion, game labs are effective in enriching the learning experience and are relevant for widespread implementation to meet the needs of more innovative and interactive learning.
Pentingnya "Personal Branding" Bagi Setiap Individu di Dunia Kerja Perdana, Andhika Putra; Juhana, Agus
Kajian Branding Indonesia Vol 6 No 2 (2024): Kajian Branding Indonesia
Publisher : Universitas Prasetiya Mulya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21632/kbi.6.2.153-158

Abstract

Dengan berakhirnya WFH (Work From Home) yang disebabkan oleh pandemi COVID-19, dunia kerja sudah mulai kembali normal. Dengan banyaknya para pencari kerja yang kesulitan dalam mencari kerja yang sesuai dengan posisinya hal ini menjadi permasalahan bagi setiap individu yang dimana Personal Branding menjadi peran penting dalam hal ini. Dengan menggunakan metode Studi Literatur Review yang menganalisis permasalahan dan penjelasan dari beberapa jurnal. Personal Branding sangat penting bagi setiap individu di dunia kerja serta Personal Branding juga bisa mulai diterapkan di dunia pendidikan agar bisa menghasilkan individu yang memiliki skill yang memadai dengan posisi yang akan dipilihnya nanti. Bukan hanya bagi individu saja, Branding juga sering digunakan oleh beberapa perusahaan bahkan partai politik untuk mempromosikan entitas mereka agar mudah dikenal dan diingat oleh orang lain yang hal tersebut akan sangat menguntungkan bagi mereka.
Analisis pemanfaatan metaverse dalam perspektif industri kreatif dan sosial Ayuni, Najmi Dinda; Juhana, Agus
Jurnal Ilmiah Teknologi Informasi Asia Vol 19 No 1 (2025): Volume 19 nomor 1 2025 (8)
Publisher : LP2M Institut Teknologi dan Bisnis ASIA Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jitika.v19i1.977

Abstract

The rapidly growing digital era has made the Metaverse concept a subject that must be developed within the creative industry and social activities. This article aims to examine how Metaverse is used from creative industry and social viewpoints. The method employed is a literature review, collecting information from a range of related sources. The Metaverse allows creators to produce and distribute their work in a safer, more transparent, and decentralized manner without third‑party involvement, unlike earlier models that required many intermediaries. It grants them greater control over their output and fairer royalty distribution. On the social side, Metaverse also creates interactive spaces where people can meet, interact, and collaborate in real time in ways never experienced before. This shapes how we build social relationships, cooperate in project‑based settings, and even attend events together virtually. Therefore, Metaverse can serve as a bridge between the physical and digital worlds that are becoming increasingly close, enabling individuals to merge within immersive virtual experiences.
The Role of Sign Language Avatars in Enhancing Educational Access and Public Services for the Deaf Community Rajabani, Defitria Nur; Juhana, Agus
Titik Imaji Vol 8, No 1 (2025): JURNAL TITIK IMAJI
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/.v8i1.6447

Abstract

In 2021, approximately 22.5 million people in Indonesia had disabilities, with hearing impairments being among the most prevalent. Access to education and information for the deaf community remains limited, particularly in rural areas. As a result, many deaf individuals rely on visual communication methods, such as sign language, which can be challenging for the general public to understand without specialized training. In situations where communication with non-sign language speakers is necessary, the deaf community often resorts to alternatives such as lip-reading, sign language interpreters, or assistive technology. Sign language avatars have emerged as a technological innovation aimed at bridging the information access gap for the deaf community. This study seeks to review the development of sign language avatars, assess their effectiveness in improving educational access and public services for the deaf, and highlight the importance of involving the deaf community in the development of such technologies. A literature review was conducted following the PRISMA 2020 approach, with data sourced from the Publish or Perish database. The findings suggest that advanced technologies such as artificial intelligence, 3D modeling, and augmented reality have significantly enhanced the delivery of sign language, facilitating more inclusive interactions. Avatars incorporating visual features such as facial expressions and smooth body movements improve communication comprehension by conveying emotions and contextual meaning. Sign language avatars not only boost learning motivation but also promote more effective communication between the deaf and the general public, particularly in inclusive education and public service contexts. This technology has substantial potential to bridge information access gaps and improve the quality of life for the deaf community in Indonesia, especially when developed with active involvement from the user community.
Enhancing Digital Literacy in the Elderly through Media and Technology to Prevent Hoaxes in Indonesia: A Systematic Literature Review Yunita, Niken; Juhana, Agus; Sari, Intan Permata
Literasi: Jurnal Ilmu Pendidikan Vol 16, No 1 (2025)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/literasi.2024.16(1).87-101

Abstract

The spread of hoax news among the elderly in Indonesia has been increasing due to the ease of access to information on the internet, where many elderly individuals still lack the necessary skills to filter the information they receive. Digital literacy plays a crucial role in addressing this issue, as it helps the elderly develop critical thinking skills to assess the credibility of news before sharing it. This study aims to evaluate the role of digital literacy in assisting the elderly in identifying misinformation and exploring supporting technologies in the verification process, enabling them to be more independent in filtering circulating news. This research employs the Systematic Literature Review (SLR) method to analyze various academic literature relevant to the research topic from 2014 to 2024, focusing on strategies to enhance digital literacy and the effectiveness of technology in helping the elderly recognize hoax news. The findings indicate that elderly individuals with strong digital skills are more capable of distinguishing accurate information and tend to be more cautious before sharing news with others, while technologies such as chatbots on social media can serve as effective tools for quickly and easily verifying information. Therefore, improving digital literacy through educational approaches and utilizing artificial intelligence-based technology is a crucial step in combating hoaxes in the digital era while enhancing the quality of information consumption among the elderly.
ANALISIS KESADARAN DAN SIKAP MAHASISWA TERHADAP KEBOCORAN DATA PRIBADI DI ERA DIGITAL Camilia Indah Novia Taufik; Agus Juhana
SATESI: Jurnal Sains Teknologi dan Sistem Informasi Vol. 5 No. 1 (2025): April 2025
Publisher : Yayasan Pendidikan Penelitian Pengabdian ALGERO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/satesi.v5i1.3417

Abstract

This research investigates the "privacy paradox," a phenomenon in which individuals, particularly university students, express concerns about data privacy but fail to implement effective measures to protect their personal information. The study seeks to identify key factors influencing students' awareness and behaviors concerning personal data security while proposing strategies to improve their knowledge and practices in the face of accelerating digital advancements. Employing a Systematic Literature Review using the PRISMA method, this research analyzed articles published between 2014 and 2023 to explore pertinent themes. The results indicate that students frequently disregard privacy policies and security protocols, leaving them susceptible to data breaches. Although they articulate concerns about threats from social media, university networks, and smartphones, their actions often contradict these concerns. This inconsistency arises from limited understanding of data collection processes and a perception of ineffectiveness in privacy protection efforts. The study underscores the importance of educational initiatives, such as cybersecurity training, phishing awareness programs, and the integration of advanced security technologies like blockchain and encryption. Furthermore, the enactment of Indonesia's Personal Data Protection Bill (PDP Bill) is identified as a critical step toward strengthening the legal framework for data security. Collectively, these measures aim to mitigate privacy risks and enhance students' compliance and awareness in safeguarding their personal data.