cover
Contact Name
Ade Jaya Saputra
Contact Email
ade.jaya@uib.ac.id
Phone
-
Journal Mail Official
combine@uib.ac.id
Editorial Address
Baloi-Sei Ladi, Jl. Gajah Mada, Tiban Indah, Kec. Sekupang, Kota Batam, Kepulauan Riau 29426
Location
Kota batam,
Kepulauan riau
INDONESIA
Conference on Management, Business, Innovation, Education and Social Sciences (CoMBInES)
ISSN : -     EISSN : 27765644     DOI : https://doi.org/10.37253/combines
Conference on Management, Business, Innovation, Education and Social Sciences (CoMBInES) Conducting a research is one of the implementations of Three Pillars of Higher Education that has a crucial role for the development of science, technology, and arts as well as for the improvement of the welfare of society since the research results are directly implemented to the society/community. To spread more significant effect; not only for the society/community but also for more external parties; therefore, Universitas Internasional Batam hold a Conference on Management, Business, Innovation, Education and Social Sciences (CoMBInES) that is attended by lecturers and students from both domestic and overseas partners to disseminate their research works. Through this conference, the researchers are able to share their knowledge and motivation in the application of sustainable research activities.
Arjuna Subject : Umum - Umum
Articles 402 Documents
Speech Recognition to Aid Hanyu Pinyin Pronunciation as Part of Mandarin Language Education Henry Henry; Eryc Eryc
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

International language skills are increasingly more relevant in the globalization era. One of these international languages is Mandarin. Speech Recognition can be used to recognize speech to design an application to train mandarin pronunciation skills.This research examines the design and evaluation of an application that uses speech recognition to assist mandarin language students. Waterfall-type SDLC method is used during the development of the application. Testing is done using a black-box testing method. Questionnaire data of 33 users are collected to assess the application. Results showed "Very Effective" in terms of operation, appearance, and content.
Experiment Social Media Marketing Strategy Kreator Pass wiyandi wiyandi; Muhammad Ardyansyah
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

The newly developing Startup C business has difficulty being recognized by many people in the field of internet industry technology. As the times become more modern, businesses must be able to adapt to the latest technological information with businesses that are attractive today. Many newly developing businesses use social media platforms as a place to seek fame to increase the Brand Awareness of their businesses, such as using Intagram, Tiktok, Youtube. This research was conducted using qualitative methods through interviews (open-ended). The research produced analytical data that Tiktok gained viewers and gave positive comments on the development of the Kreator Pass business. Analytics data for Youtube gained quite high fame and supported the Kreator Pass business while analytics on Instagram got negative results, lacking a supportive audience. From the data obtained, promoted videos need to be more interesting to watch in order to trigger the attention of viewers
Fılm Serıes Revıew Analysıs Usıng Twıtter Apı And Text Mınıng Model Herman Herman; Franky Franky
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

The development of information technology has brought about many changes to society in the industrial, economic, social, and even digital realms, including in the world of filmmaking. As the world of filmmaking has evolved, genres within film series have proliferated. This has created difficulties in navigating through recommendations for currently airing series due to the lengthy duration of episodes. Consequently, every enthusiast intending to watch a series must possess a high level of attraction to follow each episode. With the abundance of reviews, this can serve as a consideration for every viewer regarding a film series, allowing conclusions to be drawn about it. This research utilizes data from Twitter processed through machine learning and calculated using algorithms, comparing the results of analysis and experiments that demonstrate fairly accurate accuracy. The above research findings prove that the use of the Naïve Bayes machine learning algorithm provides a comprehensive overview of the assessment of film series. The predictions from the Naïve Bayes algorithm demonstrate sufficiently accurate accuracy compared to the experimental method and the analysis results from Rotten Tomatoes.
Success Throughout Gacha Game Satisfaction by using D&M Model from Students in Batam Junaidi Kwok; Tony Wibowo
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Gacha games, a prominent subgenre in the realm of online and mobile gaming, have gained widespread popularity for their distinctive monetization approach involving random in-game purchases and the acquisition of virtual items or characters through virtual loot boxes. Despite the ongoing debates and controversies surrounding ethical implications and parallels to gambling, Gacha games have demonstrated significant success and consistently engaged a diverse player base. This research aims to unravel the mysteries of this success and assess its correlation with user satisfaction. The study adopts the DeLone and McLean Information Systems Success Model, tailored for qualitative data analysis. Titled "Success Throughout Gacha Game Satisfaction by using D&M Model from Students in Batam," this research delves into the perceptions and experiences of students in Batam, Indonesia, regarding various Gacha games, including AzurLane, Fate/GO, Honkai Impact, Arknights, Blue Archive, Genshin Impact, Honkai: Star Rail, and other notable titles.
Implementatıon Of It Governance In An Automotıve Company In Batam Cıty Usıng Cobıt 5 Framework (A Case Study At Pt Xyz) Vicco Leonardo; Eryc Eryc
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

The governance of Information Technology (IT) plays a crucial role in the success of automotive companies in the current digital era. This thesis aims to analyze and implement IT governance using the COBIT 5 Framework in automotive companies located in Batam City. The research involves a case study to enhance the efficiency, reliability, and security of the company's IT systems. The research methodology involves data collection through interviews with various stakeholders of the company, observation, and analysis of relevant documents. The research results indicate that the implementation of the COBIT 5 Framework can assist automotive companies in identifying and addressing existing IT governance issues. By following the steps outlined in the COBIT 5 Framework, companies can improve the management of IT resources, and risk control, and enhance the quality of IT services provided. The findings of this research provide practical guidance for automotive companies in Batam City and similar enterprises to enhance their IT governance, thereby supporting growth and competitiveness in the highly competitive automotive market.
Response of Content Creators Towards Kreator Pass as a Learning Media Nicholas Nicholas; Bayu Syahputra; Jimmy Pratama
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

As time goes, humans kept on finding new ways to make their everyday job easier. New technologies are invented and plays an important role in the modern era. One of the example of technologies are internet, to make transactions easier. New job opportunities involving technology are created, such as content creator. They are individuals or companies who create contents on the internet, specially social media. As time goes, more content creators shows up. Kreator Pass is a startup that help content creators compete in the market. This article is to decide whether kreator pass can be useful or not for content creators.
Mobile Based Application Design of Management System “Travel Budget” Using Flutter Maziya Azelicha Ayana; Suwarno Liang
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Nowadays, many people participate in traveling as their preferred leisure activity. When traveling, unexpected circumstances can arise, including changes in travel plans, unforeseen expenses, medical costs, or alterations to meal plans, which may require additional budgeting. Recording expenses during a trip allows travelers to allocate their budget effectively for transportation, food, lodging, tourist activities, and other expenses. To solve this problem, this study aims to design a mobile management system called "Travel Budget" using Flutter to assist users in recording their travel expenses while visiting a specific country. Both the qualitative method and the Research and Development (R&D) method using the 4D approach will be used in this study. With this research, it is hoped that it can bring benefits to the travelers who need to track their expenses, increase the knowledge of the public and readers about mobile based application, and become a reference for the next research.
Designing 3d Animation For Dental Health Care Using Mdlc Method Bayu Syahputra; Jimmy Pratama; vinson vinson
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Dental health is one of the important aspect in being healthy because healthy teeth have a lot of purpose such as chewing food, words pronounciation and reduce risk of health problems. but even though it have such purposes netizen in indonesia still ignore it because the lack of health education not being taught since early age. Because of that, animation 3D become a choice for this research to educate people in the community about dental health care.The method for this research is qualitative interview and MDLC. The result from this research is an animation 3D about dental health care.
Three-Dımensıonal Anımatıon-Based Rubık's Cube Algorıthm Tutorıal Vıdeo Wıth Mdlc Method Bayu Syahputra; Jimmy Pratama; Steven Marlin
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Society often identify rubik’s cube as a “game for smart people” because it seems too complex and the needing to remember the algorithm just like remembering math equations so people don’t want to try playing rubik’s cube. To attract someone’s interest in learning rubik’s algorithm, we need a media that is easy to understand and easy steps to follow by showing both visual and audio. Tutorial video of rubik’s algorithm based in three dimentional character can portrait the real scrambled cube and every algorithm is shown so everyone that watch the video can follow it easily and also sharpen thinking skill. Tutorial video of rubik’s algorithm based in three dimentional character is made by using MDLC method that stands for Multimedia Development Cycle that consist of 6 elemens which is concept, design, material collecting, assembly, testing, and distribution. There are several independent variables that can affect students in showing interest in studying which is : Performance Expectancy, Effort Expectancy, Social Influence, Facilitating Conditions, Learning Value, and Hedonic Motivation also students interest that will be marked as dependent variable that will be refered as Behavior Intention. Based on the analitic result, independent variables that affects positively to dependent variable are Performance Expectancy, Effort Expectancy, Social Influence, meanwhile Facilitating Conditions, Learning Value, and Hedonic Motivation affects negatively to Behavior Intention.
Analysis The Influence of Interest In Using Gopay Application With The DeLone and McLean Method In The City of Batam Nicholas Jeonanto; Yefta Christian
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Gopay is a popular digital wallet application in Indonesia, provides convenience for various online transactions such as payments, money transfers, and shopping. Objective of this study is to examine the influence of user interest on the Gopay application using his DeLone and McLean method in the Batam city. Using a quantitative approach, the research was conducted by distributing questionnaires to 385 Gopay users. This study uses DeLone and McLean’s model. This model encompasses five variables: system quality, information quality, service quality, usage, and user satisfaction. Data validity and reliability were tested using SPSS 26, and while hypothesis testing was conducted using the SEM AMOS application. The findings of this analysis indicate that all variables have a positively and significantly contribute to users’ satisfaction with Gopay. This study research provides theoretical and practical implications for digital wallet application developers and researchers conducting similar analyses in the future.