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MEMBANGUN AKSI KEMANUSIAAN MELALUI VISUALISASI PESAN DENGAN LOMBA POSTER Agustina Fitrianingrum; David Cantona; Chris Chris; David Pramono; Eko Pratama Sinaga; Elvin Elvin; Jevon Junanto; Leo Leo; Nelson Nelson; Rifki Rifki; Robin Robin
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.v2i1.1187

Abstract

Aggressive treatment such as bullying, discrimination, racism, and acts of intolerance is very easy to occur on social media today. Negative behavior can cause distress or dangerous behavior, which affects social, mental health, educational success, physical safety, and others. The public needs to be educated so that they can behave politely not only in direct social communication but also when interacting using social media. The role of modern communication technology as a medium of education is very significant. Therefore, it can be used especially to educate adolescents, therefore anti-bullying poster competition and other aggressive behavior for the public in were chosen. Even though a very short-term program in two weeks, the competition was attended by 6 participants, 5 of whom were students and a high school student not only from Batam but also other areas in Indonesia. Judging based on the originality posted on Instagram.
ANALISIS PENGARUH MUSIK GAME TERHADAP PENGALAMAN BERMAIN GAME GENSHIN IMPACT Muhammad Ardiansyah; David Pramono
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i3.606

Abstract

ABSTRAK Tujuan utama dari penelitian yang aini adalah untuk mengetahui pengaruh musik pada game terhadap pengalaman bermain game genshin impact. Penelitian ini menggunakan metode penelitian eksperimen dan kualitatif. Variabel yang digunakan dalam penelitian ini adalah variabel Musik (MU) dan Pengalaman bermain video game (VGE). Pada metode eksperimen dan kualitatif masing-masing peneliti akan menyeleksi 30 orang sebagai responden. Teknik pengumpulan data yang digunakan pada penelitian eksperimen adalah dengan meminta responden untuk memainkan game genshin impact dengan menggunakan musik pada game dan tidak menggunakan musik dalam game, yang kemudian peneliti akan memberikan kuisoner untuk responden,kemudian untuk penelitian kualitatif peneliti akan melakukan mewawancara responden. Analisis data kedua metode dilakukan denan aplikasi SPSS dan akan dikodifikasikan terlebih dahulu. Berdasarkan hasil analisis data eksperimen dan kualitatif yang telah dilakukan, penulis menyimpulkan bahwa variabel musik berpengaruh terhadap variabel pengalaman bermain game.
ANALISIS PENGARUH MUSIK GAME TERHADAP PENGALAMAN BERMAIN GAME GENSHIN IMPACT Muhammad Ardiansyah; David Pramono
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.47

Abstract

The main objective of this research is to determine the influence of music on games on the experience of playing the game genshin impact. This study uses experimental and qualitative research methods. The variables used in this research are Music (MU) and Video Game Experience (VGE) variables. In the experimental and qualitative methods, each researcher will select 30 people as respondents. The data collection technique used in the experimental research is to ask respondents to play the genshin impact game using music in the game and not using music in the game, then the researcher will provide questionnaires to the respondents, then for qualitative research the researcher will interview the respondents. Data analysis of both methods was carried out using the SPSS application and will be codified first. Based on the results of the experimental and qualitative data analysis that has been carried out, the authors conclude that the music variable influences the game playing experience variable