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OPTIMIZING MBKM MANAGEMENT BUSINESS PROCESSES AT XYZ HIGHER EDUCATION USING HARRINGTON Cen, Li; Wang, Gunawan
Jurnal TAM (Technology Acceptance Model) Vol 15, No 1 (2024): Jurnal TAM (Technology Acceptance Model)
Publisher : Institut Bakti Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jurnaltam.v15i1.1730

Abstract

The MBKM program launched by the Ministry of Education and Culture in 2020 resulted in universities throughout Indonesia adding new business processes to process MBKM management, including XYZ College. One major problem occurred during the process, namely inefficiency in the business flow process, which caused the business process to run slowly. This research aims to help the MBKM central department reduce working days, make procedures more efficient, and synchronize data between the MBKM center and each study program. This research uses Harrington's Business Process Improvement (BPI) method, which eliminates errors, reduces waiting time, increases understanding, and makes it easy to use. The results of this research are recommendations for more efficient business processes with an efficiency of 33.95% in all MBKM center procedures based on simulation by Visual Paradigm Application.
Gen Z’s Motivations and Expectations for Digital Game Development in Indonesia Wibowo, Tony; Tan, Dennis Sidartha; Cen, Li; Kho, Mega Hardianti
Technomedia Journal Vol 10 No 2 (2025): October
Publisher : Pandawan Incorporation, Alphabet Incubator Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/n5bm1e66

Abstract

The rapid growth of Indonesia’s digital economy positions the gaming industry as a key driver of innovation and sustainable engagement. This study analyzes the motivations and expectations of Gen-Z in playing video games and examines how tech driven innovation including Artificial Intelligence (AI) and Internet of Things (IoT) enhances user experience and digital sustainability. Using an exploratory sequential design, the research combines qualitative exploration with quantitative correlation analysis through SPSS software. The results reveal that achievement motivation significantly correlates with expectations for rewards, exploration, and skill development; escapism motivation relates to expectations of immersive experiences; and social motivation correlates with expectations for interactive and emotionally engaging features. These relationships highlight how Gen-Z values both personal accomplishment and meaningful digital interaction. The findings demonstrate that Gen-Z’s gaming behavior is not solely for entertainment but also represents technology-enabled engagement supporting sustainable digital ecosystems. The study offers strategic insights for game developers, educators, and policymakers to leverage technology in fostering creativity, collaboration, and growth aligned with SDG 4 (Quality Education), SDG 8 (Decent Work and Economic Growth), and SDG 9 (Industry, Innovation, and Infrastructure).
Gamers Acceptance of Nintendo's Ring Fit as Exergaming and Gamified Learning Tool Wibowo, Tony; Tara, Encik Mohammad Habib; Ardhatama, Farrel; Cen, Li
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 3 (2025): Indonesian Journal of E-learning and Multimedia (October 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i3.523

Abstract

Background: Obesity continues to be a worldwide issue, worsened by sedentary lifestyles and excessive screen exposure. Exergames, which merge physical activity with interactive gaming, offer a creative approach to encouraging fitness and education. Nintendo’s Ring Fit Adventure combines movement-based gameplay with goal-driven challenges that enhance motivation, engagement, and aspects of self-regulated learning (SRL).Aims: This study investigated how Ring Fit Adventure is accepted as both an exergame and a gamified educational tool, highlighting its contribution to fostering self-regulated learning (SRL) behaviors such as setting goals, self-monitoring, and reflection. This study utilized the Technology Acceptance Model (TAM) alongside the DeLone and McLean Information Systems Success Model (D&M) to determine the factors that affect users' perceptions and intentions.Methods: An experimental qualitative study was conducted with 50 students from Universitas Internasional Batam, who were intentionally selected. The participants played Ring Fit Adventure for 30 minutes and were then interviewed using TAM and D&M frameworks. Data collected from observations and interviews were descriptively analyzed to assess perceived usefulness, ease of use, system quality, satisfaction, and behaviors related to self-regulated learning (SRL).Results: Results showed that the participants found Ring Fit to be engaging, user-friendly, and motivating. The game's feedback mechanism and adaptable challenges promote self-regulation by encouraging goal setting and performance tracking. Minor issues with the sensors did not significantly affect user satisfaction.Conclusion: Ring Fit Adventure successfully combines fitness, entertainment, and self-directed learning aspects. By promoting independence, introspection, and ongoing involvement, exergaming has the potential to improve both physical well-being and the intrinsic drive for lifelong learning.
Perancangan dan Implementasi Photostock di Sekolah Smkn 10 Batam dengan Penerapan Metode 4d Cen, Li; Rismayana, Rismayana; Tan, Tony
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

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

Abstract

Artikel ini membahas kegiatan kerja praktek yang dilakukan di SMK Negeri 10 Batam, dengan fokus pada produksi photostock sebagai solusi terhadap kebutuhan dokumentasi dan promosi visual sekolah. Permasalahan utama yang dihadapi mitra adalah keterbatasan arsip visual yang representatif dan siap pakai. Untuk menjawab tantangan tersebut, digunakan metode 4D (Define, Design, Develop, Disseminate) yang terbukti efektif dalam pengembangan media berbasis kebutuhan pengguna. Proses kegiatan dimulai dengan identifikasi kebutuhan visual, perancangan konsep pemotretan, pelaksanaan pengambilan gambar, hingga penyusunan hasil akhir dalam bentuk digital. Luaran berupa kumpulan photostock diklasifikasikan ke dalam kategori yang relevan dan diserahkan kepada pihak sekolah melalui Google Drive. Hasil dokumentasi telah diimplementasikan secara aktif oleh sekolah dalam media promosi seperti banner, poster, dan video Penerimaan Peserta Didik Baru (PPDB) 2025. Kegiatan ini tidak hanya menghasilkan luaran yang bermanfaat bagi mitra, tetapi juga meningkatkan keterampilan mahasiswa dalam pengelolaan proyek media visual secara profesional.
Perancangan dan Implementasi Video Profile Perusahaan di CV. Kreasi Jaya Lestari Cen, Li; Lee, Stanley Jumaryo; Deli, C
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10935

Abstract

Adorable Florist adalah usaha florist online yang belum memiliki media promosi berbasis video. Kegiatan kerja praktik ini bertujuan untuk merancang dan memproduksi video company profile sebagai solusi promosi digital. Metode yang digunakan adalah Multimedia Development Life Cycle (MDLC), dengan tahapan pengumpulan data, perancangan konsep, produksi video, dan evaluasi hasil. Luaran dari kegiatan ini berupa video berdurasi 1–2 menit yang mencerminkan identitas dan layanan usaha mitra.