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MEMBANGUN AKSI KEMANUSIAAN MELALUI VISUALISASI PESAN DENGAN LOMBA POSTER Agustina Fitrianingrum; David Cantona; Chris Chris; David Pramono; Eko Pratama Sinaga; Elvin Elvin; Jevon Junanto; Leo Leo; Nelson Nelson; Rifki Rifki; Robin Robin
National Conference for Community Service Project (NaCosPro) Vol 2 No 1 (2020): The 2nd National Conference of Community Service Project 2020 (Accepted Papers)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v2i1.1187

Abstract

Aggressive treatment such as bullying, discrimination, racism, and acts of intolerance is very easy to occur on social media today. Negative behavior can cause distress or dangerous behavior, which affects social, mental health, educational success, physical safety, and others. The public needs to be educated so that they can behave politely not only in direct social communication but also when interacting using social media. The role of modern communication technology as a medium of education is very significant. Therefore, it can be used especially to educate adolescents, therefore anti-bullying poster competition and other aggressive behavior for the public in were chosen. Even though a very short-term program in two weeks, the competition was attended by 6 participants, 5 of whom were students and a high school student not only from Batam but also other areas in Indonesia. Judging based on the originality posted on Instagram.
Perancangan Dan Implementasi Sistem Manajemen Aset Berbasis Website Di Sekolah Sma Kartini Menggunakan Kerangka Kerja Agile Scrum Hendi Sama; Jevon Junanto
National Conference for Community Service Project (NaCosPro) Vol 4 No 1 (2022): The 4th National Conference of Community Service Project 2022
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v4i1.7057

Abstract

Sekolah SMA Kartini adalah sekolah dengan tingkat SMA yang terakreditasi A dan berlokasi di Jl. Budi Kemuliaan No. 1, Kp. Pelita, Kec. Lubuk Baja, Kota Batam, Kepulauan Riau 29432. Sekolah SMA Kartini didirikan oleh Yayasan Keluarga Batam pada tahun pelajaran 1983/1984. Kegiatan manajemen aset yang dilakukan oleh Sekolah SMA Kartini saat ini masih kurang efektif dan efisien, karena kegiatan tersebut dilakukan pada aplikasi Microsoft Excel. Tujuan utama dari diadakannya penelitian ini yaitu untuk merancang dan mengimplementasikan sistem manajemen aset berbasis website pada Sekolah SMA Kartini. Teknik pengumpulan data yang dilakukan pada penelitian ini adalah observasi, wawancara, dan dokumentasi. Sistem manajemen aset berbasis website dirancang menggunakan bahasa pemrograman PHP, database MySQL, dan kerangka kerja Agile Scrum. Dengan adanya sistem manajemen aset yang telah diimplementasikan, diharapkan mampu membantu mengefektifkan dan mengefisienkan kegiatan manajemen aset pada Sekolah SMA Kartini.
ANALISIS PENGARUH GAME ONLINE DAN MOTIVASI BERMAIN TERHADAP MINAT BELAJAR SISWA SD Hendi Sama; Jevon Junanto
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.42

Abstract

This study aims to determine the effect of online game and gaming motivation on elementary students' learning interest. This study uses a qualitative and quantitative approach with the variables of Online Game and Gaming Motivation as independent variables and Learning Interest as the dependent variable. In the qualitative method, 30 samples of elementary school students were taken and in the quantitative method, 392 samples of elementary school students were taken with the population number set at 20,000, due to the absence of a specific number. Interviews were conducted as a data collection technique with a qualitative approach, while the quantitative approach was carried out by distributing questionnaires. Data analysis in both methods was carried out using the SPSS application, specifically for the qualitative approach which was codified beforehand. Based on the results of qualitative and quantitative data analysis, the authors conclude that the variables of Online Game and Gaming Motivation partially and simultaneously have a significant effect on the Learning Interest variable with an effect of 59.9% and 52.2% respectively