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Kegiatan Sosialisasi dan Pemasangan Poster di Panti Asuhan At-Taqwa Batam Mengenai Pendidikan Moral Disiplin dan Kejujuran Tony Wibowo; Jimmy Pratama; William Nurdin Wijaya; Alex Chandra; Anthony Anthony; Kalon Kennedy; Winson Kennedy; Lip Son; Rainal Agus Setiawan
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.v4i1.6904

Abstract

Moral disiplin dan kejujuran merupakan suatu hal yang wajib dimiliki semua orang, hanya saja kedua moral tersebut sering dilupakan. Hal tersebut bisa dilihat dari banyak terjadi kasus korupsi dan banyak yang sering melanggar aturan. Kegiatan ini dilakukan untuk menjelaskannya kepada anak-anak panti asuhan dengan cara yang mudah dimengerti oleh anak-anak agar mereka dapat menerapkan hal tersebut untuk kedepannya. Oleh karena itu, kami melakukan sosialisasi mengenai kejujuran dan disiplin yang disertai dengan poster. Dengan adanya kegiatan ini, anak-anak di Panti Asuhan At-Taqwa Batam cukup memahami mengenai pentingnya moral disiplin dan kejujuran serta antusias dengan pemasangan poster moral disiplin dan kejujuran
Factors That Affect A College Student's In-Game Purchase in Batam City Valentino Chen; Farhan Alwie Rasyidhy; Lip Son; Leo Fransisco; Rainal Agus Setiawan
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 10 No 2 (2023): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v10i2.5220

Abstract

Game is a media that is played with the aim of entertaining, relieving stress, filling time, even exercising and making money. One of the ways games make money is through in-game purchases or microtransactions, which have become commonplace among players and are found in many types of games nowadays. Although the Covid-19 pandemic has had a negative impact on the economy in Indonesia, this has not stopped Indonesians from spending money to buy in-game items. Therefore, this study aims to investigate the factors that encourage someone to make an in-game purchase in Batam. The research will be carried out quantitatively by distributing online surveys and having 385 respondents. The method of analysis that will be carried out is using SPSS and AMOS with SEM analysis. From the results of this study, it can be observed that monetary value, enjoyment value, and social value affect purchase intention positively. Therefore, a conclusion can be made that by paying attention to these factors, a student can be encouraged to spend in-game.
PENERAPAN PENGGUNAAN ABSENSI KARYAWAN MENGGUNAKAN PENGENALAN WAJAH ATAU FACESCAN YANG DITERAPKAN PADA KARYAWAN PERUSAHAAN Lip Son; Rainal Agus Setiawan; Vennes Owen; Riswanto Riswanto; Muhammad Baharudin; Zulkarnain Zulkarnain; Sabariman Sabariman
Journal of Information System and Technology (JOINT) Vol 4 No 2 (2023): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v4i2.6259

Abstract

Today's artificial intelligence has helped humans in everyday life. As we know, almost all companies now use the method fingerprint as employee attendance. Therefore, the purpose of this study is to replace the attendance system method fingerprint with a face recognition or attendance system facescan. For this purpose, it is motivated by the current virus pandemic Covid-19 which requires all employees to maintain a distance or practice social distancing. This face recognition attendance consists of 2 stages, namely the face recognition stage and the face detection stage. At the face recognition stage is the process of comparing a face image with a face database, to find a match. At the face detection stage, human faces are taken by digitally scanning 2D photos. At the stage of the test results, the user is asked to try to run the facescan . The user is asked to bring the face closer to the camera on the facescan, then the facescan will detect the user's face and display the user's personal data. Not only that, facescan will display the user's body temperature at the time of detection
Perancangan dan Implementasi Media Ajar Kuliner: Produk Pastry dan Bakery di SMK Negeri 2 Batam Menggunakan Metode MDLC Lip Son; Deli Deli
National Conference for Community Service Project (NaCosPro) Vol 5 No 1 (2023): The 5th National Conference for Community Service Project 2023
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v5i1.7939

Abstract

SMK Negeri 2 adalah sebuah kejuruan di Batam yang menyediakan berbagai program kehalian. Sekolah ini didirikan pada tahun 2006 dengan tujuan untuk menyediakan tenaga kerja yang sesuai dengan bidangnya. Seiring dengan perkembangan teknologi, para tenaga pendidik harus dapat memanfaatkan teknologi dalam menunjang pembelajaran dan meningkatkan kualitas pembelajaran di kelas. Tujuan dari penelitian ini adalah untuk merancang media ajar video Kuliner: Pastry dan Bakery yang dapat membantu proses pembelajaran di kelas. Pegnumpulan materi dilakukan dengan menghubungi mitra SMK Negeri 2 Batam dengan menggunakan aplikasi WhatsApp dan perancangan media ajar video menggunakan metode MDLC (Multimedia Development Life Cycle). Video animasi yang dirancang akan menggunakan aplikasi Canva Pro dan Adobe Premier Pro. Hasil media ajar video berkonsep Power Point animasi mendapatkan respon positif dan diterima dengan baik. Luaran dari media ajar video yang berdurasi sekitar 7 menit, berisikan materi-materi yang telah didiskusikan dengan mitra dengan memanfaatkan visual elemen grafis beserta teks.
PENGARUH FOTOGRAFI PRODUK SEPATU TERHADAP MINAT BELI MASYARAKAT DENGAN BLIND TEST Lip Son; Deli Deli
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 4 No. 2 (2023): Desember 2023
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v4i2.135

Abstract

Nowadays, online buying and selling transactions are increasing. In this case, product photography is very important. Good product photography can help attract consumer buying interest so that it can increase selling value. The purpose of this research is to find out which smartphone between Samsung and Apple can produce product photos that are more selling according to consumers, and to find out whether product photos affect people's buying interest in Batam City. In media design, the author utilizes the 4D method (Define, Design, Develop, Disseminate) in the development of Product Photos. In addition, the author also uses quantitative methods in which the distribution of data is distributed through Google Forms with a total of 385 data respondents accompanied by blind tests. The results of the study show that there is no significant comparison between Samsung smartphone products with a score of 4435 (54.2%) and Apple with a score of 3745 (45.2%) in producing more selling Product Photos. Then for the results of quantitative data analysis shows that Product Photos (significance value <0.01 in the t test) have an influence on people's Purchase Interest in Batam City. This influence can also be seen in the coefficient of determination, where Product Photos have an effect of 25.6% on the Buying Interest variable.