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conscientech@uib.ac.id
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INDONESIA
Conference on Business, Social Sciences and Technology (CoNeScINTech)
ISSN : -     EISSN : 28085485     DOI : https://doi.org/10.37253/conescintech
CoNeScINTech (Conference on Business, Social Sciences and Technology) 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 improve civilization of science.
Arjuna Subject : Umum - Umum
Articles 173 Documents
Visual Appeal and Emotional Impact on the Audience Interest of Information Systems Students at Universitas Internasional Batam: A Comparison between Anime and Live-Action One Piece in Batam Kennedy, Kalon; Deli, Deli; Wibowo, Tony
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 5 No. 1 (2025): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/conescintech.v5i1.10512

Abstract

This study examines the influence of visual appeal and emotional impact on audience interest in students of Information Systems at Universitas Internasional Batam, using a comparison between the anime and live-action versions of One Piece. The research aims to determine which version—2D anime or 3D live action—has a more significant effect in attracting viewers through visual aesthetics and emotional delivery. A quantitative and qualitative approach was used, involving 271 respondents through a Likert-scale questionnaire. Data were analyzed using SPSS 3, including validity, reliability, normality, multicollinearity, heteroscedasticity, and hypothesis testing. The results indicate that both visual appeal and emotional impact significantly influence audience interest, with emotional impact showing a slightly stronger effect. Additionally, qualitative feedback reveals that anime is favored for its artistic visual and storytelling depth, while live-action is appreciated for its realism and emotional expression. This research provides insights into how different forms of media presentation can affect viewer engagement, which is useful for content creators and media producers.
2D Animation on Being New Parent Pratama, Jimmy; Kelvin, Kelvin
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 5 No. 1 (2025): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/conescintech.v5i1.10513

Abstract

The transition to parenthood is a multidimensional challenge that often causes emotional and practical stress for new parents, particularly in understanding proper infant care. This study aims to address these issues by developing a 2D animated educational video titled "Being a New Parent". The video serves as an engaging visual medium to educate young couples about essential baby care practices, including hygiene, feeding, diaper changing, bonding, and sleep management. The animation was developed using the Multimedia Development Life Cycle (MDLC) method, consisting of six stages: concept, design, material collection, assembly, testing, and distribution. Production involved professional software including Adobe Illustrator for asset design, Adobe After Effects for animation, and Adobe Premiere Pro for final editing and audio integration. The final product is a 2-minute and 8-second video distributed via YouTube. Evaluation through interviews with new parents revealed that the animation effectively increased understanding of parenting basics, though suggestions for more detailed and context-sensitive content were noted. The results demonstrate that 2D animation is a powerful tool for digital parenting education, capable of simplifying complex information into a relatable and accessible format for the millennial generation.
Design and Development of the 2D Android-Based Game 'Let’s Sort It' Using the Game Development Life Cycle Adnas, Diny Anggriani; Melisa, Melisa
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 5 No. 1 (2025): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/conescintech.v5i1.10514

Abstract

This research aims to design and develop a 2D Android-based educational quiz game titled “Let’s Sort It”, using the Game Development Life Cycle (GDLC) method. The purpose of the game is to help teenagers recognize and classify different types of waste, including organic, inorganic, and hazardous (B3) waste, in an engaging and interactive way. The research uses a qualitative experimental approach with a Research and Development (R&D) method, incorporating stages such as initiation, pre-production, production, testing, and release. Data were collected through questionnaires using a Likert scale distributed to teenage users after gameplay. The results show that the majority of users responded positively to the game's interface design, gameplay experience, and educational content. Users found the game enjoyable and informative, contributing to a better understanding of proper waste classification. In conclusion, “Let’s Sort It” is a feasible and effective educational tool that combines entertainment with environmental awareness, and it holds potential for further development and integration into environmental education programs.
Development of a 2D Educational Animation on the Adverse Health and Mental Effects of Excessive Gaming Navelina, Navelina; Syahputra, Bayu
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 5 No. 1 (2025): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/conescintech.v5i1.10529

Abstract

Online video games are one of the popular entertainment media among young people. However, it can increase the phenomenon of game addiction among students which has the potential to cause health and mental problems. This study aims to develop educational media in the form of 2D animated videos about the adverse health and mental effects of excessive gaming. The method used in this research is the Research and Development (R&D) approach with the Multimedia Development Life Cycle (MDLC) framework. Consisting of six stages: concept, design, material collecting, assembly, testing, and distribution. The final product is a 2–3-minute animated video published on social media platforms such as YouTube and Instagram Reels. Validation was conducted through assessments by 81 respondents (students/teenagers) as users. The results show that this 2D educational animation received an average score in the “very good” category in terms of visual appearance, narration, content, and overall appeal. Thus, the media is considered an effective and engaging digital learning tool for increasing student and youth awareness about the harmful effects of game addiction.
Collaborative Innovation Between SMEs and Startups: Open Business Model Implementation in Batam Deu, Indasari; Chow, Christina
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 5 No. 1 (2025): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/conescintech.v5i1.10541

Abstract

This study explores the collaboration between Small and Medium Enterprises (SMEs) and startups in Batam, emphasizing open business model implementation and co-creation strategy. Using qualitative methods through case study and literature review, this research reveals that collaborative efforts enable SMEs to gain access to technological innovation, flexible funding, and digital transformation support at the same time, startups gain from market opportunities and real-world validation. Despite differences in organizational culture and technological readiness, collaboration enhances mutual value creation and competitiveness in the digital era.
Revitalization of the Marina City Batam Area Through the Development of Coastal Public Spaces Based on Sustainable Tourism Pinassang, Jeanny Laurens; Rangkuty, Gladies Imanda Utami; Safitri, Alda Aulia; Ferdianty, Evelyn Thalia; Ping, Kory Keith; Habibah, Zahwa Rheina
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 5 No. 1 (2025): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/conescintech.v5i1.10463

Abstract

Marina City, initially developed as an integrated tourism complex, has declined into a dead zone due to land-use changes and poor management, causing economic decline, loss of Malay cultural identity, and environmental degradation. This study aims to formulate a revitalization strategy through coastal public space design that integrates cultural values, maritime architecture, and sustainable tourism principles. The research employed community preference surveys, literature review, and site analysis to generate a contextually adaptive design framework. Results indicate that 67% of respondents favored a Modern Vernacular approach, realized through the Solmera Obelia concept, which combines Malay cultural identity with modern elements in public open spaces, family recreation facilities, and eco-friendly materials. The proposed revitalization demonstrates how integrating cultural, social, and ecological dimensions can transform Marina City into an inclusive, resilient, and sustainable waterfront destination, while simultaneously strengthening cultural identity and supporting local socio-economic recovery. m for public spaces that are flexible, family-friendly, and environmentally adaptive. This design not only restores the area’s image but also strengthens social connectivity and supports sustainable coastal tourism in Batam.
Optimizing Coastal Tourism at Biru Sehati Beach, Tanjung Piayu through Development Facility Nursyamsu, Lathifa; Murtiono, Hendro; Savana, Julfa Sindy; Willy, Willy; Laada, Arnita Fetiyani Sangadji; Belinda, Raden Indri Atika
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 5 No. 1 (2025): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/conescintech.v5i1.10470

Abstract

Biru Sehati Beach is a coastal tourist destination located in the Kampung Tua of Tanjung Piayu. This area has a unique characteristic with a hill in the middle of its land. However, there are several natural tourism potentials that have not been developed, and existing facilities are only provided functionally and do not have added value as a tourist attraction. This study aims to determine what facilities are already available in the coastal tourist area of Kampung Tua of Tanjung Piayu and what facilities are expected and need to be provided in the future based on tourist needs. The research method used is a qualitative-descriptive method with an observational approach to collect data related to what facilities are already available and a semi-structured direct interview method to determine the needs of tourists who are not yet available. The results of the study indicate that the shaded area on the beach which is a favorite area for tourists when visiting is not yet sufficient to meet the increasing demand of tourists during peak times, there is no dedicated area for parking, and the hilly area is not yet developed. Based on the results of the study, researchers found that the number of shaded areas with the addition of trees is needed to maintain the natural impression of the beach, the construction of a dedicated parking area, and the hilly area is developed to be used as a place to relax.spot photos, andactive movement areaas an additional variation of recreational activities.
The Impact of Social Media on the Decision to Use Telemedicine Among Batam’s Citizen Putra, Edy Yulianto; Jessy, Jessy
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 2 No. 1 (2022): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

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

Abstract

Online consultation or better known as Telemedicine is a technological breakthrough that centered on medical subject, this activity used the internet as their communication media. One of the biggest market potential to promote the telemedicine is social media. This study discusses the influence and impact of surveillance, social interaction, information sharing, entertainment and social media richness towards purchase intention with brand equity as the mediation. The method used in this study is correlational quantitative method with 400 participating respondents and the questionnaire distribution is carried out with the Google Form as a data collection. The outcome of this study revealed that the relationship between surveillance, social interaction, information sharing, entertainment, social media richness and purchase intention with brand equity as the mediating role is significant and positive.
Influential Factors that Affect Decisions to Purchase Music Platform Subscriptions in Millennial And Gen-Z Communities in Batam City through Trust Mediation Hasan, Golan; Scorpianti, Ervi
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 2 No. 1 (2022): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

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

Abstract

Advances in technology lead to a major transformation in the means of communication between users and companies. Likewise, the music industry is also experiencing technological innovation, where more and more consumers are subscribing to online music streaming services, both paid and free. The purpose of this study was to determine the effect of usefulness, entertainment, interaction, enjoyment and familiarity on purchase intention for music streaming platform subscriptions in millennial and gen-z communities in Batam City through trust mediation. The research method used in this study is a quantitative method with data from 348 respondents collected through questionnaires and processed through the Partial Least Square program. The results of this research indicate that familiarity and interaction have a significant influence on purchase intention through trust mediation.
Effect Of Promotion Strategy, Price, Advertising, Quality Service, Customer Trust On Seafood Purchase Decision In Batam Mediation By Product Quality Hasan, Golan; Leon, Winson
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 2 No. 1 (2022): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

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

Abstract

Batam City is a zone of territory that is surrounded by the ocean so it is called an archipelago. And also surrounded by Singapore and Malaysia. Making the city of Batam a strategic position. And because Batam city is an archipelago, Making Batam City rich in culinary tourism especially on seafood. Batam City is also known as paradise for seafood lovers because Batam City has a very large and rich supply of seafood. Seafood is a food that produces a source of animal protein and omega 3 which is beneficial for our health. Therefore, culinary tourism especially seafood restaurants is a promising business in Batam City. Seeing the prospect and high demand for seafood, The seafood restaurant business is also growing and increase in Batam City. This research aims to analyze the effect of Promotion Strategy, Price, Advertising, Quality Service, Customer Trust, on Purchase Decision with mediation of Product Quality in Batam City. This research was conducted by distributing questionnaires by google form and the total of the samples used in this study were 400 respondents. This study was analyzed using smart PLS version 3.