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PENGEMBANGAN KOMIK DIGITAL SEBAGAI MEDIA PEMBELAJARAN AGAMA BUDDHA DI VIHARA GRHA BUDDHA MANGGALA BATAM Pratama, Jimmy; Viona Viona; Wibowo, Tony
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.163

Abstract

Vihara Grha Buddha Manggala is one of the places of worship for Buddhists in Batam, this monastery also held the Buddhist Sunday School. Buddhist Sunday School is a non-formal learning activity that are held every Sunday and is aimed for Buddhist children. With the sophistication of technology that had developed rapidly, it also impacted the diversity of forms and types of learning media, such as webtoon digital comic. By utilizing webtoon digital comic, Buddhist Sunday School students can understand the learning material better rather than through discussions and usual lectures. The aim of this research is to develop a more interesting learning media to maximize the learning activities. The result of this research is a webtoon digital comic that are designed and developed using ADDIE (Analyze, Design, Develop, Implement, Evaluate) model.
Challenging Gameplay and Its Impact on Player Motivation in Gaming Wibowo, Tony; Hardiwinata, Harley
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1437

Abstract

The Video Game Industry is a subsidiary of the entertainment industry that is still growing. Video Games come in different genres and have unique experiences for every player. One of those unique games is the souls-like genre. The souls-like genre is games designed with a high difficulty level, with a dedicated fanbase that loves games with these genres. In this research, we would like to conduct research about Challenging Gameplay and Its Impact on Player Motivation in Gaming. In this research we used the experimental method to observe players’ reaction during the experiment and followed up with an interview. This experiment's result shows that participants who experience setbacks & defeat multiple times still show interest towards playing a game that has challenging gameplay outside of this experiment.
Efektivitas Game Edukasi dalam Meningkatkan Motivasi Belajar dan Kepuasan Siswa Indonesia Wibowo, Tony; Apriyanti, Vivien Christy
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 13, No 3 (2024): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v13i3.5973

Abstract

The lack of an effective and attractive learning system for students affects their low motivation in learning. Prior studies have shown that educational games that are appropriate to the context can improve students' performance, attitudes, motivation, and ability to think critically compared to non-game learning. This research aims to discover the effectiveness of educational games in increasing students’ learning motivation and satisfaction. Quantitative and qualitative approaches were conducted on 85 high school students from several High Schools in Batam, Indonesia. The quantitative data results were analyzed by SEM method, using SPSS and AMOS, while the qualitative data were analyzed using codification. Results proved that educational games positively affect students’ learning motivation and learning satisfaction. Nevertheless, the teacher’s explanation in class is still required for students to comprehend the learning materials properly. With these facts stated, schools should experiment with new learning method that combines educational game and traditional teaching method.
PENGARUH FOMO TERHADAP PERILAKU PEMBELIAN IMPULSIF DI KALANGAN MAHASISWA: PENDEKATAN EDUKASI MELALUI VIDEO ANIMASI Febrian, Leslie; Pratama, Jimmy; Wibowo, Tony
Scientica: Jurnal Ilmiah Sains dan Teknologi Vol. 3 No. 2 (2024): Scientica: Jurnal Ilmiah Sains dan Teknologi
Publisher : Komunitas Menulis dan Meneliti (Kolibi)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini menunjukkan bahwa fenomena Fear of Missing Out (FOMO) memiliki pengaruh signifikan terhadap perilaku pembelian impulsif di kalangan mahasiswa Universitas Internasional Batam. Melalui pengembangan video animasi edukasi menggunakan pendekatan Model Development Life Cycle (MDLC), pesan mengenai dampak FOMO dan pentingnya pengelolaan keuangan dapat disampaikan secara efektif dan menarik. Proses penelitian dimulai dengan pengumpulan data melalui wawancara, yang mengidentifikasi bahwa banyak mahasiswa merasa tertekan oleh tren media sosial, sehingga terdorong untuk melakukan pembelian yang tidak direncanakan. Temuan ini kemudian diterjemahkan ke dalam narasi video animasi, yang memanfaatkan karakter, alur cerita, dan visual yang relevan dengan pengalaman audiens. Hasil evaluasi menunjukkan bahwa video animasi ini berhasil meningkatkan kesadaran mahasiswa mengenai risiko FOMO dan memberikan mereka strategi praktis untuk menghindari pembelian impulsif. Audiens merasa lebih memahami pentingnya memprioritaskan kebutuhan dibandingkan keinginan, serta mampu membangun pola pikir yang lebih sehat terhadap tekanan sosial dari media sosial. Namun, penelitian ini memiliki beberapa keterbatasan, seperti ukuran sampel yang terbatas pada 15 responden, sehingga belum dapat mewakili populasi mahasiswa secara umum. Selain itu, meskipun video animasi telah memberikan hasil yang positif, perlu dilakukan pengujian lebih lanjut dengan variasi demografi dan metode distribusi yang lebih luas untuk mendapatkan hasil yang lebih komprehensif. Ke depannya, penelitian lanjutan diharapkan dapat mengeksplorasi penggunaan media edukasi lainnya, serta mengembangkan strategi yang lebih terintegrasi untuk membantu mahasiswa dalam menghadapi dampak FOMO dan mengelola keuangan dengan bijak
Experimental Study: Acceptance of Student Moral Developing Through Games Education with Expectation Confirmation Theory Wibowo, Tony; Lijaputra , Delphy; Marcellino, Marcellino; Syahputra , Bayu
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 8 No. 2 (2025): Issues January 2025
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v8i2.13204

Abstract

Students' moral development is an important aspect of education, especially in the digital era, where media plays a significant role in the formation of moral values. Video games as interactive media have become a potential tool for developing ethical and moral decision-making abilities. Video games offer a simulated environment that allows students to confront complex moral dilemmas, which have previously been shown to hone critical thinking skills. This study explores the acceptance of video games as a tool for developing students' moral reasoning, using the Expectation Confirmation Theory (ECT), Technology Acceptance Model (TAM), and DeLone and McLean Information System Success Model (D&M). Involving 150 students, the study measured constructs such as perceived usefulness (PU), perceived ease of use (PEOU), information quality (IQ), system quality (SQ), user satisfaction (US), intention to use (IU), and user behavior (UB). Results from SEM analysis showed that while perceived usefulness and ease of use positively influenced intentions to use, actual user behavior did not always align with these intentions after confirmation. However, user satisfaction remained a strong predictor of continued engagement. This emphasize the need for better alignment between user expectations and experiences. These findings highlight the potential of video games in moral education and suggest avenues for improving their design and implementation to enhance educational outcomes
Documentary Film Video Games as A Learning Medium to Increase Awareness of Climate Change Khoesasi, Winsen; Wibowo, Tony; Suwarlan, Stivani Ayuning
Visual Heritage: Jurnal Kreasi Seni dan Budaya Vol 7, No 2 (2025): Visual Heritage: Jurnal Kreasi Seni Dan Budaya
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/vh.v7i2.13396

Abstract

Climate change is a serious problem that poses a serious threat to all people on earth. As is well known, the increasing phenomenon of global warming has led to climate change, which negatively affects all aspects of human life. As a response to these global threats, in 2015, world leaders agreed on the 2030 Agenda for Sustainable Development, which includes 17 Sustainable Development Goals (SDGs). The SDGs cover many aspects of life, especially education, health, gender equality and combating climate change. traditional education approaches tend to fail in engaging diverse audiences, leaving the individuals feeling disconnected from climate change realities. Video games have become effective learning tools in a variety of educational contexts.The use of games in education, known as game-based learning, leverages the engaging and interactive nature of games to enhance the educational experience. Documentary films about video games can be used to teach different aspects of sustainability and climate change in an interactive and fun way. The method employed in this research is the Multimedia Development Life Cycle (MDLC). This method was selected and utilized in the design process of the documentary video film because it involves multimedia elements such as text, images, videos, and animations, making it suitable for processing using this approach. The video provided allows people to develop their understanding deeper from various learning resources. When people provided various resources, especially students, they are able to enrich their understanding. However, ongoing research into the long-term impacts of multimedia on learning outcomes is crucial. Understanding how multimedia influences attitudes and behaviors over time can inform future educational strategies and game designs. Through the act of examining the effectiveness of different multimedia elements, educators and developers can create increasingly effective tools that resonate with learners and drive positive change.
PERBANDINGAN KESERUAN MENONTON VIDEO PENDEK DARI TIKTOK, INSTAGRAM REELS, DAN YOUTUBE SHORTS Lim, Vincent; Jackson, Jackson; Erwin, Erwin; Susanto, Jhony; Selina, Selina; Wibowo, Tony
Simtek : jurnal sistem informasi dan teknik komputer Vol. 10 No. 1 (2025): April 2025
Publisher : STMIK Catur Sakti Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51876/simtek.v10i1.383

Abstract

Persepsi kenikmatan, eksposur kehidupan, unsur orisinal, daya tarik selebriti dan kemudahan penggunaan merupakan faktor – faktor yang mempengaruhi kepuasan dan perilaku berbagi dalam menonton video pendek. Penelitian ini bertujuan untuk menganalisis perbandingan keseruan pengguna dalam menonton video pendek di tiga platform media sosial TikTok, Instagram Reels, dan YouTube Shorts. Latar belakang penelitian ini didasarkan pada transformasi signifikan media sosial, di mana format video pendek menjadi sangat populer dan berpengaruh. Dengan memahami faktor-faktor yang mempengaruhi daya tarik video, penelitian ini mengeksplorasi bagaimana konten yang menarik dapat meningkatkan interaksi pengguna. Penelitian ini menggunakan pendekatan kuantitatif dengan menggunakan instrumen Google Form sebagai instrumen pengumpulan data yang dianalisis menggunakan PLS (Partial Least Squares) dengan analisis SEM (Structural Equation Modeling) untuk mengevaluasi keseruan pengguna dalam menonton video pendek. Hasil penelitian ini menyimpulkan bahwa persepsi kenikmatan, unsur orisinal dan daya tarik selebriti memiliki pengaruh positif yang signifikan terhadap kepuasan pengguna, sedangkan eksposur kehidupan memiliki pengaruh negatif yang signifikan terhadap kepuasan pengguna. Kemudahan penggunaan memiliki pengaruh positif, tetapi tidak signifikan terhadap kepuasan pengguna. Selain itu, kepuasan pengguna memiliki pengaruh positif dan signifikan terhadap perilaku berbagi dalam menonton video pendek. Temuan ini memberikan wawasan yang berharga bagi praktisi media sosial, pemasar, dan peneliti dalam memahami faktor-faktor yang mempengaruhi kepuasan pengguna dan perilaku berbagi dalam konteks menonton video pendek di platform media sosial.
A Qualitative Study on Justice and Fairness Perception Through Kohlberg's Theory using Video Games Wibowo, Tony; Deli, Deli; Hanita, Hanita
Journal of Information System Research (JOSH) Vol 6 No 2 (2025): Januari 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i2.6666

Abstract

This study explores how narrative-driven video games can enhance adolescents' moral reasoning, focusing on justice and fairness through Kohlberg’s moral development theory. Addressing the challenge of fostering advanced moral reasoning in youth, it highlights the limitations of traditional methods and the potential of video games to immerse players in ethical dilemmas. Using a qualitative approach, 35 adolescents played a story-based video game and participated in interviews and group discussions. Thematic analysis revealed that 60% began with pre-conventional reasoning, emphasizing individual rewards, but many advanced to conventional reasoning (Stage 4) after gameplay. A smaller group (15%) demonstrated post-conventional reasoning (Stage 5), considering fairness and abstract principles. While 40% found moral options confusing, 11.43% formed emotional connections with the narrative, underscoring the role of storytelling in fostering empathy and reflection. The findings suggest that thoughtfully designed video games can bridge gaps in moral education, offering engaging contexts for ethical exploration. This research supports integrating such games into curricula to enhance moral and cognitive growth in adolescents.
Usage of Blockchain to Ensure Audit Data Integrity Wibowo, Tony; Christian, Yefta
EQUITY Vol 24 No 1 (2021): EQUITY
Publisher : Department of Accounting, Faculty of Economics and Business, Universitas Pembangunan Nasional Veteran Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34209/equ.v24i1.2357

Abstract

Usage of technology to help finance audit process is not a new instance. But since the rise of 4th industrial revolution and emergence of smart technology relatively in a short period of time, adopting technology have its challenges and drawbacks. Data Integrity has been an issue for finance audit process because digital data is easy to tamper. This condition makes audit process become difficult and potential of audit fraud is high. In this study we would like to explore usage blockchain technology as future database engine for AIS. Blockchain as a technology relatively unheard before cryptocurrency albeit its advanced technology in data storage to ensure data integrity. We will explore the advantages and risk in adopting blockchain as well as current state of academics and technology regarding blockchain adoption.
The Impact Gamification on User Engagement on Shopee (Analysis) Kelvin, Kelvin; Adnas, Diny Anggraini; Wibowo, Tony
SIMAK Vol. 23 No. 01 (2025): Jurnal Sistem Informasi, Manajemen, dan Akuntansi (SIMAK)
Publisher : Faculty of Economics dan Business, Atma Jaya Makassar University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35129/simak.v23i01.619

Abstract

Shopee, one of the leading e-commerce platforms, has successfully utilized gamification to enhance user engagement and satisfaction. Gamification applies game design elements such as points, leaderboards, and rewards to motivate user interactions and loyalty. This study examines the impact of gamification on user engagement in Shopee through a mixed-method approach, combining quantitative and qualitative data. A structured questionnaire was distributed to 100 active Shopee users, collecting data on user behavior, satisfaction, and the influence of gamification features. Quantitative data were analyzed using SPSS for descriptive statistics, correlation, and regression, while qualitative responses were thematically analyzed. The results reveal that gamification features, particularly rewards and competitions, significantly increase platform visits, user satisfaction, and purchase likelihood. However, personalization and social interaction present opportunities for improvement. This study concludes that gamification enhances user loyalty and engagement, with recommendations for further personalization and interactive features to sustain its effectiveness