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PROGRAM PENDAMPINGAN FORMULASI INOVASI RISET PADA PUSAT STUDI MEDIA, GAME, DAN MOBILE UNIVERSITAS AMIKOM PURWOKERTO UNTUK MENINGKATKAN JUMLAH LUARAN PENELITIAN Yuli Purwati; Rujianto Eko Saputro; Sarmini Sarmini; Ria Indriyani; Rizqi Aulia Widianto
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 6, No 4 (2022): Desember
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v6i4.10962

Abstract

ABSTRAKRendahnya jumlah gagasan inovasi riset berdampak pula pada rendahnya jumlah kolaborasi riset antara mahasiswa dengan dosen anggota pusat studi Media, Game, dan Mobile. Selain itu, permasalahan ini juga berdampak pada rendahnya jumlah publikasi ilmiah penelitian dari hasil kolaborasi riset antara dosen dengan mahasiswa di bidang Media, Game, dan Mobile. Kegiatan ini bertujuan untuk mendampingi dosen anggota pusat studi dalam merumuskan inovassi riset pada pusat studi Media, Game dan Mobile di Universitas Amikom Purwokerto. Ada tiga tahapan dalam pelaksanaan kegiatan yaitu tahap persiapan, implementasi dan evaluasi. Kegiatan pendampingan dilakukan secara daring dengan menghadirkan narasumber dari Universiti Teknikal Malaysia (UTeM) dan diikuti oleh 11 dosen dari pusat studi. Hasil dari kegiatan webinar yang telah terlaksanan yaitu adanya peningkatan jumlah judul/ide inovasi riset yang ditawarkan untuk kolaborasi riset antara mahasiswa dengan dosen anggota Pusat Studi Media, Game, dan Mobile pada skema MB-KM Riset penyelenggara FIK di Semester Genap Tahun Akademik 2021/2022 sebanyak 5 ide/Judul dan di Semester Ganjil Tahun Akademik 2022/2023 sebanyak 29 ide/judul. Kata kunci: pendampingan; pusat studi; game; kolaborasi; riset ABSTRACTThe low number of research innovation ideas also impacts the low number of research collaborations between students and lecturers: members of the Media, Game, and Mobile Research Group. In addition, this problem also impacts the low number of scientific research publications resulting from research collaborations between lecturers and students in the fields of Media, Games, and Mobile. This activity aims to assist the lecturers in formulating research innovations at the Media, Game, and Mobile research group on Universitas AMIKOM Purwokerto. There are three stages in the implementation of activities: preparation, implementation, and evaluation. Mentoring activities were conducted online by presenting the main speaker from Universiti Teknikal Malaysia Melaka (UTeM) and were attended by 11 lecturers from study centers. The results of the webinar activities that have been carried out are an increase in the number of titles/innovation research ideas offered for research collaboration between students and lecturers of the Center for Media, Game, and Mobile Studies in the MB-KM Research scheme FIK organizers in the Even Semester of the 2021/2022 Academic Year as many as 5 ideas/titles and the Odd Semesters of the 2022/2023 Academic Year as many as 29 ideas/titles. Keywords: accompaniment; study center; games; collaboration; research
Aplikasi Damai : Desain Persuasif Aplikasi Konsultasi Kesehatan Mental Berbasis Mobile Menggunakan User Centered Design Ria Indriyani; Rujianto Eko Saputro; Nia Millatul Izza; Fery Afriansyah; Hasna Salsa Dhia; Samsul Aimah; Irwansyah Munandar; Radeta Tea Makdatuang
Infotekmesin Vol 15 No 2 (2024): Infotekmesin, Juli 2024
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v15i2.2204

Abstract

Mental health is health related to a person's emotional, mental and psychological condition. Anxiety disorders are conditions in which individuals experience anxiety for short periods of time or intense episodes, where this anxiety can occur for no apparent reason. Damai is a mobile-based application designed to help overcome mental health problems, especially anxiety disorders among teenagers. This research focuses on designing a user interface that involves users directly at every stage of UCD, starting from user needs, concept design, to implementation of application prototypes. The success of this research was designing a mobile-based mental health consultation application to help teenagers who suffer from mental health. This application successfully provides several features such as mental health tests, online or offline counseling and pharmacy services. In trials conducted on 6 participants, the success of the trial can be concluded that the average direct success was 100%, the misclick rate was 25%, and the average duration was 38.1 seconds.