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IMPLEMENTASI APLIKASI VIDEO STREAMING BERBASIS WEB UNTUK PENGGUNAAN INTERNAL PERUSAHAAN MENGGUNAKAN AWS S3 Herman, Herman; Velando, Jannes; Tan, Tony
Technologia : Jurnal Ilmiah Vol 17, No 2 (2026): Technologia (April)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v17i2.22124

Abstract

Salah satu hambatan perusahaan adalah komunikasi internal karena kurangnya alat yang efektif untuk memfasilitasi knowledge sharing. Informasi atau materi pelatihan yang kompleks seringkali tidak dapat disampaikan dengan cara konvensional, seperti email dan dokumen status. Metode penelitian yang dipakai bersifat campuran yaitu applied dan kualitatif, penelitian ini dimulai dengan pengembangan aplikasi video streaming berbasis web dengan menggunakan ReactJS untuk frontend, ExpressJS untuk backend, PostgreSQL untuk basis data, AWS S3 untuk penyimpanan file dan AWS EC2 sebagai server, kemudian melakukan wawancara untuk melihat hasil pada aplikasi yang dikembangkan. Wawancara yang dilakukan memberikan wawasan akan kelebihan dan kelemahan pada aplikasi yang dikembangkan sehingga aplikasi yang sudah dibuat dapat dikembangkan lagi. Penelitian ini bertujuan untuk melihat efektivitas implementasi aplikasi video streaming.
Efektivitas Gamifikasi Virtual untuk Meningkatkan Kesadaran Keamanan Siber: Studi Kasus Siswa SMA di Batam Tony Tan; Sri Indriyani Ningrum; Tony Wibowo
INFORMASI (Jurnal Informatika dan Sistem Informasi) Vol 18 No 1 (2026): INFORMASI (Jurnal Informatika dan Sistem Informasi)
Publisher : LPPM STMIK Indonesia Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37424/informasi.v18i1.491

Abstract

Using Text-Based Interactive Games as a Tool for Studying Decision Making Patterns Tony Tan; Tony Wibowo; Riyaldi Walvinson
JUITA: Jurnal Informatika JUITA Vol. 14 Issue 1, March 2026
Publisher : Department of Informatics Engineering, Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/juita.v14i1.28331

Abstract

Decision making is a key factor in student success and wellbeing. Yet little is known about how interactive games foster reflection on daily habits. This study examined the influence of the text-based game A Day at Home on university students’ free-time activities, satisfaction, and intentions to change habits. A qualitative descriptive design was applied with 29 participants aged 18–25 who completed pre- and post-game questionnaires. Data were analyzed thematically and supported by descriptive statistics. The findings show that most students (52 %) reported consistency between their real-life and in-game free-time activities, while 35 % noted differences. Satisfaction with free-time use remained unchanged for 65.5 % of students but decreased for 34.5 %, indicating greater self-awareness and critical evaluation of current routines. Nearly half (48.3 %) expressed new or stronger intentions to adopt healthier behaviors, such as exercising more or reducing gaming. These results suggest that although the game did not alter habits for the majority, it provided a reflective tool that encouraged students to assess their routines and consider alternatives. The study concludes that text-based interactive games offer a promising approach to support reflection, motivate behavioral change, and enhance student wellbeing in higher education.