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PENINGKATKAN KESADARAN & KEPEDULIAN MASYARAKAT DALAM NEW NORMAL Amanda Rosentia; Renny Christiarini; Nur Hidayati; Devin Tan; Elvin Whang; Rahel Nurhamidah; Hendri Gunawan; Cindy Ellysa; Dina Talantu; Nertivia Nertivia; Delfi Aurelia Kuasa
National Conference for Community Service Project (NaCosPro) Vol 2 No 1 (2020): The 2nd National Conference of Community Service Project 2020 (Accepted Papers)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v2i1.1179

Abstract

At the beginning of 2020, almost all the countries are being renown in the case of Coronavirus (Covid-19), no exception to Indonesia. Indonesia is also currently facing Coronaviruses, as well as other countries. But the difference is that Indonesia is one of the countries with a lot of differences, ranging from the differentiation of tribes, cultures, races, religions, and many more. One of the ways Coronavirus prevention done by the Government of Indonesia is by issuing a new policy to prevent the spread of Coronavirus in the way of New Normal Life. Of course, there are many obstacles faced by Indonesians. One of the obstacles faced by Indonesian society is how can the people of Indonesia stay solid and together to fight the Covid-19 and run this New Normal policy. Therefore, in this program of Community Empowerment (Sepora 2020), we invite the people all to remain united with the effectiveness of differences by means of various information related to it, which aims to be united against COVID 19 and forget the difference as according to the motto of Indonesia, Bhinneka Tunggal Ika.
Perancangan Dan Implementasi Video Animasi Media Pembelajaran Di SMA Kartini Menggunakan Adobe Animate Eryc Eryc; Elvin Whang
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.v4i1.7083

Abstract

Media pembelajaran adalah sebuah alat yang dapat membantu proses belajar mengajar sehingga makna yang ingin disampaikan guru tersebut dapat disampaikan jelas kepada pada siswa tersebut. Media Pembelajaran mempunyai peran penting dalam proses belajar siswa/siswi. melihat kondisi minat belajar para siswa sekarang yang sedang menurun, menunjukan bahwa media pembelajaran mempunyai peran yang sangat penting dalam proses belajar mengajar. Penelitian ini bertujuan untuk membuat dan mengembangkan media pembelajaran biologi di SMA Kartini Batam yang dapat digunakan untuk membantu pengajar dalam menyampaikan materi pelajaran. Media pembelajaran yang dibuat ini dibuat dengan menggunakan Adobe Animate sebagai tempat animasi dan dibantu Adobe Premier sebagai editing video nya. Penelitian ini menggunakan prosedur penelitian Multimedia Development Life Cycle (MDLC). Metode MDLC adalah metode yang sesuai dalam merancang dan mengembangkan suatu aplikasi media yang merupakan gabungan dari media gambar, suara, video, animasi dan lainnya. Bagi peneliti selanjutnya hendaknya dapat dilakukan penelitian lebih lanjut khususnya pada media pembelajaran lain dan implementasi yang lebih besar.
Bagaimana Pengaruh Paparan Iklan terhadap Brand Awareness serta Keinginan untuk Memainkan Game Mobile Legends pada Generasi Z di Kota Batam Eryc Eryc; Elvin Whang
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.v5i3.1526

Abstract

The research has the purpose to know how mobile legends advertising strategy from the brand awareness and intention to play. This research uses the quantitative method with a clausal approach. There are 3 variables involved in this research , which are Advertising Exposure (x1) and Brand Awareness (x2) as the independent variables, also Intention to Play (y) as the dependent variable. Researchers use questionnaires as means of collecting data in research with a total sample of 142 people.