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Contact Name
Ignatius Ario Sumbogo
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ignatius.sumbogo@kalbis.ac.id
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+6281289680994
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lpp@kalbis.ac.id
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Jalan Pulomas Selatan Kav 22, Kayu Putih, Jakarta Timur 13210
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Kota adm. jakarta timur,
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INDONESIA
KALBISIANA Jurnal Sains, Bisnis dan Teknologi
Published by UNIVERSITAS KALBIS
ISSN : 23386088     EISSN : 29881676     DOI : https://doi.org/10.53008
KALBISIANA Jurnal Sains, Bisnis dan Teknologi adalah jurnal akses terbuka akademik yang bertujuan untuk mempromosikan integrasi sains, bisnis dan teknologi. Fokusnya adalah menerbitkan makalah tentang sains, bisnis dan teknologi. Makalah yang dikirimkan akan ditinjau oleh komite teknis jurnal. Semua artikel yang dikirimkan harus merupakan artikel asli, hasil penelitian yang sebelumnya tidak pernah dipublikasikan, eksperimental atau teoritis, dan akan ditinjau oleh reviewer. Artikel yang dikirimkan ke jurnal harus memenuhi kriteria ini dan tidak boleh sedang dipertimbangkan untuk publikasi di tempat lain. Naskah harus mengikuti gaya jurnal dan dapat ditelaah dan diedit.
Articles 523 Documents
Resistensi Sosial Perempuan dalam Web Series Anne With An E Maura Vanessa Raynnie; Altobeli Lobodally
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

Women are often seen as second class, unable to freedom in education, health, and politics and even in the family. But web series Anne With An E against women who are still seen as second class. The purpose of this research is to reveal the struggles waged by female figures in the web series Anne With An E. This research uses popular culture theory with a qualitative approach and Roland Barthes' semiotic analysis method with three elements of analysis (denotation, connotation, and myth). This research reveals that women are still struggling to achieve gender equality in the fields of health, politics and the family. Through this research, researchers also found a shift and solidification of the myths of women's social resistance. In addition, the reality of social resistance which is described in the web series of this research is trapped in an industrial and commercialization pattern, because in fact the struggle to bring about equality is a false consciousness, only for the sake of making a profit.
Representasi Kekerasan pada Perempuan dalam Video Klip Tak Mau Berubah-Kesha Ratuliu M. Andre Ardiansyah; Nani Kurniasari
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
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Abstract

Kesha Ratuliu's video clip “Tak Mau Berubah” shows and depicts violence against women. The purpose of this research is to find out the representations of violence against women that occurs in Kesha Ratuliu's video clip "Tak Mau Berubah". This study uses the theory of Mass Media Social Reality Construction. In this study, the paradigm used is constructivism and the analysis used in this study is the semiotic analysis of Charles Sanders Peirce which has signs, objects, interpretants. The approach in this research is qualitative and the type of research used is descriptive. So that this research produces a representation of physical violence against women such as being thrown by a pillow, then holding the cheek so tightly, being threatened, and humiliated in public.
Resepsi Anggota Komunitas Motoladies Mengenai Stereotip Perempuan Pengendara Moge di Media Online Lulu Pranidhar; Nani Kurniasari
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
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Abstract

Motorbike riding is still often differentiated in society based on gender, this is denied by many mass media and the Motoladies community. The study aims to find out about the reception of Motoladies community members regarding to the female stereotype in riding big bikes of online media, using Stuart Hall’s Encoding-Decoding theory. The paragim audience reception analysis, with three positions namely Dominant Hegemony, Negotiation, Opposition. Based on the result of the study, six informants enter the position of Dominant Hegemony and one informant in the position of Negotiation. All the informants give big support for changing the stereotype of female in riding big bikes regarding to the mess media in this research.
Penggambaran Perempuan Muslimah dalam Film Sisterlillah Pipit Susilawati; Dyah Kusumawati
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
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Abstract

The depiction of the figure of a Muslim woman, namely a Muslim woman who behaves in daily life following the teachings of Islam. The purpose of this study was to determine the depiction of Muslim women in the film Sisterlillah. In this study, the researcher uses the theory of social reality construction in mass media, constructivism paradigm, qualitative research approach, descriptive research type and content analysis research method using Charles Sanders Peirce's semiotics (sign, object, interpretant). The results of the study show that the figure depicting Muslim women in the film is depicted through five female Muslim characters who are energetic, highly educated, have careers, prioritize marriage and stay away from adultery.
Penggambaran Budaya Jawa dalam Weird Genius ‘Lathi’ Rafi Rizkiano; Dyah Kusumawati
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
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Abstract

Culture is a social reality that is packaged by the mass media. Javanese culture becomes a concept and theme in Weird Genius' Video Clip 'Lathi'. This study aims to determine the depiction of Javanese culture that appears in the Weird Genius 'Lathi' Video Clip using the constructivism paradigm. This study uses the Social Reality Construction Theory in the mass media. This research approach is qualitative with semiotic analysis of Charles Sanders Peirce. The results of this study found that the depiction of Javanese culture appears in the clothes and accessories used which are relevant to the values of struggle, resistance, strength, power, life, and relationships, the depiction of Javanese culture appears in the form of Gamelan art as an instrument of encouragement in resistance, Wayang as a transition between scenes as well as symbols of characters in the story, and Kuda Lumping which symbolizes war, struggle, and suffering, depictions of Javanese culture also appear in the form of language from a Javanese proverb that describes a karma, for evil deeds committed by every human being.
Strategi Kreatif Program Mustang Morning Squad dalam Mempertahankan Eksistensinya Della Fahmi Fajarwati; Agustrijanto
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
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Abstract

Rapid technological developments make radio competing to create interesting programs. But it's not only interesting, but how the program is able to last a long time in the air and is able to retain its listeners. As one of the radio broadcasts in Jakarta, of course, Mustang Radio has prepared several superior creative program designs, one of which is Mustang Morning Squad. This study aims to determine the creative strategy formed in the Mustang Morning Squad Program in maintaining its existence. This study uses a qualitative research approach with a case study method. In this research, the researcher uses constructivism paradigm. The results of the research findings are, at the planning stage of the Mustang Morning Squad program using creative concepts, creative content, creative broadcasters, and creative promotions to maintain its existence.
Pengembangan Aplikasi Open Trip Berbasis Web Studi Kasus Perusahaan Uneetha Tour and Travel Dhony Octaviano; Yulia Ery Kurniawati
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
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Abstract

This study aims to develop a web-based open trip application for Uneetha Tour and Travel. In this application, customer service can enter data, change data and also delete open trip event data. For customers, you can register by filling out the form contained in the application and uploading photos as proof of payment. This application development uses the rational unified process method where the developer performs system modeling (inception), system design (elaboration), system implementation (construction) and system delivery (transition). This application development uses PHP programming language with Codeigniter framework and MySQL database. The result is a web-based open trip application that can minimize errors and can see the remaining quota
Pengembangan Aplikasi E-Commerce pada PT Solusi Informasi Berbasis Web Tazakka Ria Ramadhan
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
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Abstract

This study has the aim of developing an e-commerce application that is used by PT Panah Solusi Information to conduct buying and selling goods that occur at the company PT Panah Solusi Information. The method used to develop a website-based software application in this research is the Rational Unified Process (RUP) and uses Entity Relationship Diagram (ERD) modeling, Windows Navigation Diagrams, and Unified Modeling Language (UML) which includes Use-Case Diagrams, and Activity Diagrams. This website-based application is built using the Hyper Text Markup Language (HTML), Cascading Style Sheet (CSS), Hypertext Preprocessor (PHP), JavaScript, and MySQL programming languages which are used as application databases, based on the User Acceptance Test (UAT) this application can assist transactions that occur at PT Arrow solutions Information. The result of this research is the e-commerce application of PT Panah Solusi Informasi.
Pengembangan Gim TAP untuk Melatih Koordinasi Mata dan Tangan Berbasis Web untuk Remaja Johanes; Paramesthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
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The purpose of this research is to produce a gim to practice hand and eye coordination. The method used to develop this gim is the Gim Development Life Cycle (GDLC) method and in the development process of making it using the Construct 2 gim engine. The final result of the study was a gim named TAP that could be accessed from either a computer or a mobile device. The tes results from 12 respondents were 16.7% said that TAP gims greatly helped improve the coordination of their eyes and hands, as many as 41.7% said their eye and hand coordination increased and the remaining 41.7% felt no increase but also did not say that there was no point at all
Pengembangan Gim “FloNa Savior” untuk Edukasi Konservasi Tumbuhan dan Satwa Dilindungi Berbasis Realitas Tertambah Ricky Yohanes; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
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Abstract

The purpose of this research is to develop an educational game about conservation protected plants and animals using augmented reality technologies. This game was developed as an alternative learning media to obtain education regarding importance of conversation protected plants and animals. This research uses Game Development Life Cycle (GDLC) method. The method itself consists of six stages, starting from initiation, pre-production, production, testing, beta and release. The final result of this research is an educational game titled "FloNa Savior", it can be played on an ARCore compatible Android device. Based on the beta testing, from 24 respondents, 100% of respondent become more understand about importance of conservation protected plants and animals after playing "FloNa Savior" and 70.8% respondents stated that the augmented reality feature can help them to understand more about educational content.