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Bibliometric Mapping of Green Technology Innovation in the Manufacturing Industry Judijanto, Loso; Sumerli A., Chevy Herli; Ivander, Filbert; Salim, Brian Sebastian
West Science Interdisciplinary Studies Vol. 1 No. 12 (2023): West Science Interdisciplinary Studies
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/wsis.v1i12.524

Abstract

This bibliometric mapping study provides a comprehensive analysis of green technology innovation within the manufacturing industry, employing quantitative methods to uncover thematic clusters, research trends, author collaborations, and research gaps. Three distinct thematic clusters—Sustainable Manufacture, Enterprise, and Challenge—emerge, each offering insights into prevalent terms and themes. The analysis of research trends reveals the evolution of key terms over time, highlighting emerging topics. Author collaboration mapping identifies influential researchers and collaborative networks, facilitating interdisciplinary partnerships. The study's implications extend to resource allocation, policy formulation, and industry best practices, emphasizing academia's pivotal role in sustainable manufacturing. Overall, this research serves as a roadmap for future endeavors, fostering collaboration, informing policy, and driving innovation in green technology within the manufacturing sector.
A Bibliometric Analysis of the Use of Augmented Reality Technology in Enhancing Cultural Tourism Experience Judijanto, Loso; Salim, Brian Sebastian
West Science Interdisciplinary Studies Vol. 2 No. 01 (2024): West Science Interdisciplinary Studies
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/wsis.v2i01.610

Abstract

This paper presents a bibliometric analysis of augmented reality (AR) technology in the enhancement of cultural tourism experiences. By examining literature from 1999 to 2024, this study maps the scholarly terrain, identifying pivotal themes and assessing the growth trajectory of AR in cultural tourism. The research employs systematic data collection and analysis methods, including keyword co-occurrence, citation patterns, and trend analysis, to highlight the integration of AR in cultural heritage sites and its impact on the tourism industry. A particular focus is given to the shift from technological foundations to user-centric adoption and acceptance of AR. The main findings reveal a well-established focus on "Model," "Cultural heritage tourism," and "Mobile augmented reality," with emerging areas such as "Virtual tourism" and "Mobile augmented reality acceptance" marked for future exploration. The research novelty lies in the comprehensive temporal mapping and the identification of potential research gaps within the evolving AR landscape. The study concludes with insights into how AR is revolutionizing cultural tourism by providing enriched, educational, and interactive experiences, thereby underscoring the field's dynamic progression and its untapped potential in the aftermath of the COVID-19 pandemic.
Gamifikasi dalam Learning Management System (LMS): Apakah berpengaruh terhadap Motivasi dan Hasil Belajar Mahasiswa? Ivander, Filbert; Salim, Brian Sebastian; Sihombing, Daniel Oktodeli; Hita, I Putu Agus Dharma
Indonesian Research Journal on Education Vol. 5 No. 1 (2025): Irje 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v5i1.2256

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh gamifikasi dalam Learning Management System (LMS) terhadap motivasi dan hasil belajar mahasiswa. Gamifikasi, yang melibatkan penerapan elemen permainan dalam konteks pendidikan, diyakini dapat meningkatkan keterlibatan dan motivasi mahasiswa dalam pembelajaran daring. Metode yang digunakan dalam penelitian ini adalah studi literatur dengan mengumpulkan dan menganalisis artikel-artikel relevan yang diterbitkan dalam sepuluh tahun terakhir. Hasil penelitian menunjukkan bahwa gamifikasi dalam LMS dapat meningkatkan motivasi mahasiswa baik intrinsik maupun ekstrinsik melalui elemen-elemen seperti poin, leaderboard, badge, dan tantangan. Peningkatan motivasi ini pada gilirannya dapat meningkatkan keterlibatan mahasiswa dalam pembelajaran dan menghasilkan hasil belajar yang lebih baik. Namun, pengaruh gamifikasi terhadap hasil belajar tidak selalu konsisten, tergantung pada desain elemen gamifikasi dan karakteristik individu mahasiswa. Oleh karena itu, penting bagi pendidik untuk mendesain gamifikasi yang sesuai dengan kebutuhan dan preferensi mahasiswa agar dapat memaksimalkan manfaat dari penerapan gamifikasi dalam LMS. Penelitian ini juga menunjukkan perlunya penelitian lebih lanjut untuk mengkaji dampak gamifikasi dalam jangka panjang dan pengaruhnya terhadap perkembangan akademik mahasiswa.
Bibliometric Mapping of Green Technology Innovation in the Manufacturing Industry Judijanto, Loso; Sumerli A., Chevy Herli; Ivander, Filbert; Salim, Brian Sebastian
West Science Interdisciplinary Studies Vol. 1 No. 12 (2023): West Science Interdisciplinary Studies
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/wsis.v1i12.524

Abstract

This bibliometric mapping study provides a comprehensive analysis of green technology innovation within the manufacturing industry, employing quantitative methods to uncover thematic clusters, research trends, author collaborations, and research gaps. Three distinct thematic clusters—Sustainable Manufacture, Enterprise, and Challenge—emerge, each offering insights into prevalent terms and themes. The analysis of research trends reveals the evolution of key terms over time, highlighting emerging topics. Author collaboration mapping identifies influential researchers and collaborative networks, facilitating interdisciplinary partnerships. The study's implications extend to resource allocation, policy formulation, and industry best practices, emphasizing academia's pivotal role in sustainable manufacturing. Overall, this research serves as a roadmap for future endeavors, fostering collaboration, informing policy, and driving innovation in green technology within the manufacturing sector.
A Bibliometric Analysis of the Use of Augmented Reality Technology in Enhancing Cultural Tourism Experience Judijanto, Loso; Salim, Brian Sebastian
West Science Interdisciplinary Studies Vol. 2 No. 01 (2024): West Science Interdisciplinary Studies
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/wsis.v2i01.610

Abstract

This paper presents a bibliometric analysis of augmented reality (AR) technology in the enhancement of cultural tourism experiences. By examining literature from 1999 to 2024, this study maps the scholarly terrain, identifying pivotal themes and assessing the growth trajectory of AR in cultural tourism. The research employs systematic data collection and analysis methods, including keyword co-occurrence, citation patterns, and trend analysis, to highlight the integration of AR in cultural heritage sites and its impact on the tourism industry. A particular focus is given to the shift from technological foundations to user-centric adoption and acceptance of AR. The main findings reveal a well-established focus on "Model," "Cultural heritage tourism," and "Mobile augmented reality," with emerging areas such as "Virtual tourism" and "Mobile augmented reality acceptance" marked for future exploration. The research novelty lies in the comprehensive temporal mapping and the identification of potential research gaps within the evolving AR landscape. The study concludes with insights into how AR is revolutionizing cultural tourism by providing enriched, educational, and interactive experiences, thereby underscoring the field's dynamic progression and its untapped potential in the aftermath of the COVID-19 pandemic.
Bibliometric Mapping of Green Technology Innovation in the Manufacturing Industry Judijanto, Loso; Sumerli A., Chevy Herli; Ivander, Filbert; Salim, Brian Sebastian
West Science Interdisciplinary Studies Vol. 1 No. 12 (2023): West Science Interdisciplinary Studies
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/wsis.v1i12.524

Abstract

This bibliometric mapping study provides a comprehensive analysis of green technology innovation within the manufacturing industry, employing quantitative methods to uncover thematic clusters, research trends, author collaborations, and research gaps. Three distinct thematic clusters—Sustainable Manufacture, Enterprise, and Challenge—emerge, each offering insights into prevalent terms and themes. The analysis of research trends reveals the evolution of key terms over time, highlighting emerging topics. Author collaboration mapping identifies influential researchers and collaborative networks, facilitating interdisciplinary partnerships. The study's implications extend to resource allocation, policy formulation, and industry best practices, emphasizing academia's pivotal role in sustainable manufacturing. Overall, this research serves as a roadmap for future endeavors, fostering collaboration, informing policy, and driving innovation in green technology within the manufacturing sector.
A Bibliometric Analysis of the Use of Augmented Reality Technology in Enhancing Cultural Tourism Experience Judijanto, Loso; Salim, Brian Sebastian
West Science Interdisciplinary Studies Vol. 2 No. 01 (2024): West Science Interdisciplinary Studies
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/wsis.v2i01.610

Abstract

This paper presents a bibliometric analysis of augmented reality (AR) technology in the enhancement of cultural tourism experiences. By examining literature from 1999 to 2024, this study maps the scholarly terrain, identifying pivotal themes and assessing the growth trajectory of AR in cultural tourism. The research employs systematic data collection and analysis methods, including keyword co-occurrence, citation patterns, and trend analysis, to highlight the integration of AR in cultural heritage sites and its impact on the tourism industry. A particular focus is given to the shift from technological foundations to user-centric adoption and acceptance of AR. The main findings reveal a well-established focus on "Model," "Cultural heritage tourism," and "Mobile augmented reality," with emerging areas such as "Virtual tourism" and "Mobile augmented reality acceptance" marked for future exploration. The research novelty lies in the comprehensive temporal mapping and the identification of potential research gaps within the evolving AR landscape. The study concludes with insights into how AR is revolutionizing cultural tourism by providing enriched, educational, and interactive experiences, thereby underscoring the field's dynamic progression and its untapped potential in the aftermath of the COVID-19 pandemic.
PENINGKATAN MOTIVASI DAN PRESTASI BELAJAR DENGAN PENERAPAN PEMBELAJARAN BERBASIS GAME Ulimaz , Almira; Salim, Brian Sebastian; Yuniwati, Ika; Marzuki, Marzuki; Syamsuddin, Arief; Tumpu, Abu Bakar
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 1 (2024): Volume 7 No 1 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i1.25604

Abstract

Penelitian ini bertujuan untuk menyelidiki dampak penerapan pembelajaran berbasis game terhadap motivasi dan prestasi belajar siswa. Melalui metode studi literatur, kami menjelajahi literatur yang relevan untuk memahami keterkaitan antara pembelajaran berbasis game, motivasi belajar, dan prestasi belajar. Hasil penelitian menunjukkan bahwa pembelajaran berbasis game memiliki potensi besar dalam meningkatkan motivasi siswa melalui pengalaman belajar yang interaktif dan menarik. Penggunaan elemen permainan, seperti tantangan dan umpan balik instan, membantu meningkatkan keterlibatan siswa dalam proses pembelajaran. Selain itu, pembelajaran berbasis game juga dapat berdampak positif terhadap prestasi belajar siswa. Integrasi konten akademis ke dalam format permainan meningkatkan pemahaman konsep dan kemampuan siswa dalam menerapkan pengetahuan dalam konteks praktis. Walaupun demikian, penelitian menyoroti perlunya desain pembelajaran yang kontekstual dan pemahaman mendalam terhadap faktor-faktor yang memengaruhi efektivitasnya. Kesimpulannya, pembelajaran berbasis game dapat dianggap sebagai alternatif yang efektif untuk meningkatkan motivasi dan prestasi belajar siswa. Implementasi lebih lanjut dan penelitian lebih lanjut diperlukan untuk mengoptimalkan potensinya, dengan mempertimbangkan variasi dalam desain pembelajaran dan karakteristik siswa.
INTEGRASI REALITAS VIRTUAL DALAM PROGRAM PELATIHAN PENGEMBANGAN KETERAMPILAN TEKNIS Salim, Brian Sebastian; Ivander, Filbert
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 2 (2024): Volume 7 No. 2 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i2.27039

Abstract

Penelitian ini mengeksplorasi integrasi realitas virtual (VR) dalam konteks pelatihan keterampilan teknis, menyoroti dampaknya terhadap efektivitas pembelajaran dan pengembangan keterampilan praktis. Metode studi literatur digunakan untuk merinci temuan dari berbagai sumber akademis, jurnal, dan buku terkait. Hasil penelitian menunjukkan bahwa penggunaan VR dalam program pelatihan keterampilan teknis memberikan efek positif, meningkatkan keterlibatan peserta, mempercepat pembelajaran, dan mendukung transfer keterampilan ke dunia kerja. Namun, tantangan seperti biaya implementasi dan kebutuhan pengembangan kapasitas pengajar juga diidentifikasi sebagai faktor kritis yang memerlukan perhatian serius. Kesimpulannya, integrasi VR menawarkan potensi revolusioner dalam pembentukan keterampilan teknis, tetapi langkah-langkah strategis dan solusi bagi kendala tertentu harus diambil untuk memastikan keberlanjutan dan inklusivitasnya.
Analisis Bibliometrik dalam Pemanfaatan Teknologi Metaverse untuk Menunjang Pekerjaan bagi Penyandang Disabilitas Salim, Brian Sebastian
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 3 No. 2 (2024): Mei - Juli
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v3i2.3680

Abstract

Metaverse adalah ekosistem virtual menakjubkan yang dianggap sebagai evolusi teknologi dari penggunaan internet. Metaverse memberikan penggunanya kesempatan dan kemampuan untuk berinteraksi satu sama lain dalam dunia virtual. Teknologi metaverse mungkin membuka peluang baru untuk bekerja sama, belajar, dan melakukan pekerjaan, termasuk bagi penyandang disabilitas. Studi ini menganalisis publikasi ilmiah dari tahun 2018 hingga 2024 tentang bagaimana teknologi metaverse, virtual reality (VR), dan augmented reality (AR) dapat membantu orang yang memiliki ketidakmampuan atau disabilitas untuk bekerja. Sebanyak 30 artikel memenuhi kriteria bibliografi, yang diperoleh dari basis data Sinta, Scopus, dan Web of Science. Hasil analisis kinerja menunjukkan tren publikasi terkait metaverse dan pekerja dengan disabilitas meningkat  sejak 2020, dengan publikasi terbanyak pada 2023 (8 artikel), tetapi turun kembali pada 2024. Amerika Serikat dan Tiongkok memberikan kontribusi paling banyak, diikuti oleh Indonesia, yang terkenal karena publikasi nasionalnya. Empat tema utama penelitian ditampilkan oleh peta ilmu pengetahuan: (1) aksesibilitas dan desain inklusif; (2) teknologi metaverse dan realitas virtual; (3) pekerjaan dan pemberdayaan; dan (4) etika dan kebijakan. Kajian empiris tentang dampak metaverse terhadap pekerja disabilitas masih terbatas, meskipun minat penelitian semakin meningkat. Studi ini menggabungkan kemajuan terbaru dengan literatur sebelumnya dan menawarkan rencana penelitian untuk masa depan dalam mengembangkan metaverse yang lebih inklusif bagi penyandang disabilitas mencari pekerjaan.