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Fauzian, Muhammad Thoriq

Dinamik 2024 Universitas Stikubank

Setiap harinya hampir semua orang selalu melakukan aktivitas sehari – hari berada di luar ruangan maupun diluar rumah seperti: bekerja, bermain, berlibur, maupun berolahraga. Ruangan yang ditinggalkan dapat menyebabkan terjadinya kehilangan barang akibat pencurian maupun terjadinya kerusakan pada barang yang ada di dalam ruangan. Sistem pendeteksi gerakan dan penangkap gambar ini dimaksudkan untuk membantu pemilik ruangan melihat apakah ada pergerakan manusia yang terjadi di dalam ruangan saat pemilik tersebut berada di dalam maupun di dalam ruangan. Perancangan alat pendeteksi gerakan ini  menggunakan sensor Passive Infrared (PIR), microcontroller ESP32-CAM, Relay, Buzzer dan MB102 Breadboard Power Supply. Sistem ini berbasis Internet of Things (IoT) dan menggunakan backend as a services (BAAS) sebagai media penyimpanan menggunakan Supabase, data yang disimpan pun akan ditampilkan di aplikasi smartphone, aplikasi tersebut dibuat menggunakan flutter, pada aplikasi tersebut pemilik rumah dapat melihat gambar, dan kapan terjadinya pengambilan gambar tersebut. Sistem pendeteksi gerakan manusia ini bekerja sangat baik, selain membunyikan alarm saat sistem mendeteksi adanya pergerakan manusia, sistem ini mengambil gambar yang dikirim ke aplikasi android dan memberi notifikasi. Dengan adanya sistem ini diharapkan dapat mengurangi kehilangan barang dan kerusakan pada ruangan

Nasywa Nabil Oktaviani; Ratu Eprilla Maharani; Rifda Amaliatun Nisa; Hadi Peristiwo; Wahyu Hidayat

Jurnal Ekonomi dan Keuangan Islam 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

The aim of this research is to analyze the influence of Seabank promotions and features on the satisfaction and loyalty of FEBI UIN SMH Banten students. Seabank is a digital banking application that provides convenience and comfort in managing your finances anytime, anywhere, from saving to doing various things on your smartphone. PT Seabank Indonesia (Seabank) was previously known as PT Bank Welfare Economics (BKE). After receiving ownership of the Shopee Company, the company name was changed to Seabank on February 10 2021. Based on KEP-12/PB.1/2021 Deputy Commissioner for Banking Control (OJK) of the Financial Control Authority regarding the allocation of use of activity permits in the name of PT. Economic Welfare Bank establishes a business license in the name of PT Bank Seabank Indonesia. The focus of this research is to examine Seabank's offers and features as independent variables and customer satisfaction and loyalty as dependent variables. This study uses a quantitative approach. The main data used consisted of 30 respondents. Apart from that, this research material was processed using the SPSS version 25 computer program. The research results show that Seabank promotions and features do not have a positive impact on customer satisfaction and loyalty, especially for FEBI UIN SMH Banten students.    

Andi Wasis

Desentralisasi : Jurnal Hukum, Kebijakan Publik, dan Pemerintahan 2024 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

Adolescence or adolescence comes from the Latin adolescere which means to grow or develop to reach maturity, where children are considered adults if they are able to reproduce. Teenagers are people aged 10-19 years, where this period is a special and important period because during this period the maturation process occurs. reproductive organs. This period is a unique transition period because physical, emotional and psychological changes occur. Adolescence is also called the transition period from childhood to adulthood where children do not want to be considered children but cannot physically be called adults. According to the World Health Organization (WHO), in 2016 globally there were 35 million people experiencing depression, 60 million people with bipolar disorder, 21 million people with schizophrenia and 47.5 million people with dementia. Depression is also a cause of death due to suicide with 850,000 cases a year. The average number of cases of depression suffered between teenagers and adults, namely in the age range 15-29 years. Data from the National Survey on Drug Use and Health in the United States, the rate of major depression in teenagers rose more than 50%, namely from 8.7% to 13.2%.

Faisal Tamimi; Siti Munawaroh

Saturnus: Jurnal Teknologi dan Sistem Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This research examines Technology as a Human Activity in the Modern Era of Community Life, technology is something that we cannot avoid in the current era of modernization, all human activities using technology have progressed very rapidly. By using this sophisticated technology, humans in the modern era can make it easier to do work. At first technology developed gradually along with the progress of culture and civilization. Because technology is a rapidly advancing cultural development, humans develop technology more quickly. Because technology provides structure for human activity, it can be said that technology does not simply assist human activity, but also reshapes it, creating new activities that define the self, community, and good. Moral-ethical decisions, social relationships, space, time, perception, and self-concept. Transformation through technological advances For example, when complex new instruments or techniques are used in medical practice, it not only changes what doctors do but also how people think about health, disease, and medical care. Social and moral life is influenced by the technological devices we appraise. They enhance human worldviews, social practices, organizations, values, and lifestyles. Nowadays, it is difficult to be truly active in making technological decisions while technological devices are most often imposed on us, forcing many things on us. Apart from having a positive impact, the development of this technology also has a negative impact which can hinder direct interaction between people, where people already have a lot of indirect interaction, everyone is already dependent on technology, especially smartphones and social media, all activities already involves social media, be it news, business, learning and others.

Rayhan Ananda Hafiz Pradipta; Dimas Akbar Tama; Kinaya Khairunnisa Komariansyah; Hasna Nabiilah Widiani; Muhammad Ilham Nurfajri +3 more

International Journal of Multilingual Education and Applied Linguistics 2024 Asosiasi Periset Bahasa Sastra Indonesia

The utilization of mobile applications in the service sector has experienced significant growth, fueled by increased access to the internet and the use of smartphones. The M-TIX app, which provides online movie ticket booking services, is one example of an app that has become an important part of movie fans' routines. Despite its popularity, users have reported various issues related to usability and overall user satisfaction. In this study, we focus on the user experience of the M-TIX app by using the User Experience Questionnaire (UEQ) to identify the strengths and weaknesses of the user experience aspects. Through a structured qualitative approach, the UEQ enables an in-depth evaluation of six key dimensions of user experience, namely Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. The study involved respondents predominantly aged between 17 to 21 years old, with the largest group being 20 years old (15 respondents), and most of them (26 respondents) were students. The results of this study are expected to provide valuable recommendations for improving the design and functionality of the M-TIX application, as well as increasing the understanding of the relationship between users' characteristics and their perceptions of user experience in the context of online movie ticketing applications. This research aims to address the existing problems and enhance user satisfaction by providing actionable insights.    

Alfin Muslikhun; Rowiyani Rowiyani; Mukhlidin Mukhlidin; Khansa Aulia Anissa'adah

Jurnal Pelayanan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

Canva and PIXLR are applications that can be operated through computers and smartphones. Many people have not been able to maximize the potential of this application to become a support in creating content in entrepreneurship. MSME players in the Ngaliyan Kendal urban village area, on average, have not used a combination of Canva and PIXLR applications in creating content to promote their products on social media and marketplaces. The Canva application in maximum use must be paid (pro) so that by combining the combination with the PIXLR application can get maximum results without having to pay (pro). This community service activity aims to provide knowledge to MSME players in the Ngaliyan village area on how to maximize the Canva application with PIXLR to produce good content without having to pay (pro). This community service activity is expected to be able to improve the skills of MSME players so that they can create the right content so that they can minimize costs and improve the performance of both themselves and their businesses. The results of this activity are that MSME players install and operate the Canva and PIXLR applications for every content creation. MSME players feel very helped because without having to subscribe to pay (pro) it turns out that they can get results almost equivalent to subscribing (pro).

Winne Ayunda Gaiska; Muhammad Yasin

Jurnal Pengabdian Masyarakat Nusantara (Pengabmas Nusantara) 2024 Universitas Muhammadiyah Manado

Recycling is the processing of waste or remaining waste products into new products that can be used appropriately again with one of the goals being to preserve the environment. This community service is carried out by selecting household waste objects in the form of utilizing cooking oil waste into a useful material that will reduce the negative impact of used cooking waste. The public's lack of understanding and knowledge about how to process these remaining materials, turns used objects into less useful items so that many are thrown away and not used and can also reduce plastic waste. The use of smartphones presents a great opportunity to promote products through social media. In this research, a digital marketing promotion strategy was implemented through social applications. This service activity will discuss one of the business opportunities that can be done on a home scale with opportunities that are quite promising at the moment, namely the use of used cooking oil as raw material for aromatherapy candles. By implementing the right marketing strategy, it can help reach a wider consumer market so that new potential consumers come in who are willing to visit the stand and buy the product. By designing attractive digital promotions, the brand appearance of the product will also be more easily recognized by the public. Strategies that can be carried out by MSMEs Keywords: used cooking oil, SMEs, aromatherapy candles,

Mohamad Azhar Annawa; Wulan Feronika Maharani

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The rapid development of technology in recent decades has had a significant impact, on the field of education. The integration of educational technology in today's era emphasizes developing skills such as problem-solving, creativity, collaboration, criticism, and systematic thinking. But with the advancement of technology, it also presents various challenges. The qualitative descriptive method is one of the research methods used to understand a phenomenon in depth by collecting non-numerical data, such as words, images, or documents. This method focuses on describing and interpreting the phenomena being studied, collecting data through observations, interviews, or study of documents. Adapting to digital learning in this technological age where students have to develop independent skills, while teachers play an important role in understanding digital tools and integrating them into the learning process. With the advancement of technology, teachers can also have more varied media choices in learning and can collaborate and develop new skills according to the materials they are taught. It involves the use of techniques such as time blocking to set a specific time for learning, setting up a learning environment that minimizes distractions, using technology wisely, disciplining in using smartphones, and using applications or learning tools that help improve concentration.

Dwi Setiawan; Mufadol

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technological advancements have significantly contributed to the robotics industry, yet mobility remains a challenge that can be addressed with mobile robots. In education, it is crucial to understand the basic principles of robotics and the use of related software and hardware. This research focuses on using a 4WD mobile robot as a learning tool. This robot offers flexibility and is easily controlled via a smartphone with built-in sensors. A smartphone application was developed using App Inventor, an open-source web-based development platform. The HC-05 Bluetooth module was used to connect the smartphone application with the 4WD robot. The goal of this research is to design innovative learning media to aid in understanding the concepts and control of the 4WD robot, as well as to increase students' interest and motivation in learning robotic systems. The results of the research demonstrated success in creating a 4WD robot prototype controllable via an Android smartphone. The distance between the Arduino and smartphone did not significantly affect the robot's movement, although communication was disrupted if the distance exceeded 10 meters. Directional control was achieved through the rotation of the right and left wheels, and sufficient power supply was needed to drive all wheels. Programming with C/C++ and Bluetooth communication functioned as planned. This innovative learning media is expected to help students understand and operate the 4WD mobile robot more effectively

Rayhan Ananda Hafiz Pradipta; Hasna Nabiilah Widiani; Dimas Akbar Tama; Anka Luffi Ramdani; Kinaya Khairunnisa Komariansyah +3 more

International Journal of Multilingual Education and Applied Linguistics 2024 Asosiasi Periset Bahasa Sastra Indonesia

The utilization of mobile applications in the service sector has experienced significant growth, fueled by increased access to the internet and the use of smartphones. The M-TIX app, which provides online movie ticket booking services, is one example of an app that has become an important part of movie fans' routines. Despite its popularity, users have reported various issues related to usability and overall user satisfaction. In this study, we focus on the user experience of the M-TIX app by using the User Experience Questionnaire (UEQ) to identify the strengths and weaknesses of the user experience aspects. Through a structured qualitative approach, the UEQ enables an in-depth evaluation of six key dimensions of user experience, namely Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. The study involved respondents predominantly aged between 17 to 21 years old, with the largest group being 20 years old (15 respondents), and most of them (26 respondents) were students. The results of this study are expected to provide valuable recommendations for improving the design and functionality of the M-TIX application, as well as increasing the understanding of the relationship between users' characteristics and their perceptions of user experience in the context of online movie ticketing applications. This research aims to address the existing problems and enhance user satisfaction by providing actionable insights.  

Abril Munadhil Alkhoir; Ilham Nawawi; Mohammad Meidy Abrar Nurjasir; Zaid Faturrahman Syafari

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Technological developments bring about change. One of the changes occurring in the education sector is online learning. Online learning allows learning activities between teachers and students to take place without meeting face to face in class and can take place at any time as long as there are devices such as smartphones, laptops and computers that are connected to the internet. Implementing online learning will certainly have a different influence from direct classroom learning. Therefore, this research was conducted with the aim of exploring the impact of online learning on the learning motivation of educational technology students class of 2023. This research was conducted using quantitative methods, by distributing questionnaires to educational technology students class of 2023, then the data was processed using Microsoft Excel. The aim of this research is to determine the impact of online learning on learning motivation. In this research, it was found that the number of learning motivations in online use was decreasing and the understanding of learning material was low when implementing online learning. Online learning has a big influence on the learning motivation of educational technology students class of 2023.

Ery Murniyasih; Luluk Suryani; Wennie Mandela; Marcelinus Petrus Saptono

Uranus: Jurnal Ilmiah Teknik Elektro, Sains dan Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Innovation in robotics and the Internet of Things is a technological trend that continues to be developed, including in transportation innovations, such as a car. What is developed in this research is the development of the application of robots and the Internet of Things (IoT) in a mini car prototype design which can be remotely controlled as well. This prototype design uses the engineering design process method which integrates all supporting devices in the form of NodeMCU with ESP8266 base as a control center that allows communication between various sensors and actuators with the internet, TT Motor Gear as an actuator and L298n as an output translator. This mini smart car is controlled using Blynk as an internet-connected controller and for remote control of car movement using a smartphone. The results of this study are the average remote control capability has a car movement delay of 0.87 seconds and 100% of cars move in all directions. The better the internet connection, the more stable the movement of the car to be driven remotely. 

Elizabeth Rilyn Marsella Marolly; Sebastianus Fernandez; Yosep B. Kroon; Zantty O. Padahana

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research examines how many basic sentence patterns there are in Ile Ape Dialect of Lamaholot Language, and what are the basic sentence patterns in Ile Ape Dialect of Lamaholot Language. The writer employed descriptive qualitative method to analyze and describe the data in this research. The data source of this research is the native speakers of Lamaholot Language, especially for Ile Ape Dialect. In this research, the writer used two research instruments to support the process of data collection they are, interview guidelines and recording device (smartphone). The data collection techniques applied in this research consist of three (3) techniques, including audio-recording, written documents collection, and elicitation. In order to analyze the data collected, the writer used technique of transcription, sentence translation, sentence selection, sentence analysis, and data description. The result of this research shows that, there are five (5) basic sentence patterns in Ile Ape Dialect of Lamaholot Language, they are: Pattern I: Subject + Verb (S + V); Pattern II: Subject + Verb + Object (S + V + O); Pattern III: Subject + Verb + Direct Object + Indirect Object (S + V + IO + DO); Pattern IV: Subject + Verb + Object + Object Complement (S + V + O + OC); and Pattern V: Subject + Subject Complement (S + SC).  

Johan B. Bension; Laura B. S. Huwae; Syalvira N. Nasaruddin; Mutia F. Tala; Laury M. Ch. Huwae +1 more

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

The development of information and communication technology has influenced every aspect of human life. Smartphones, computers, and tablets have become everyday tools that we rely on for various purposes. However, the high dependence on digital devices also brings new challenges, including negative impacts on physical and mental health, particularly eye health. This research aims to educate 5th grade elementary school students about the importance of maintaining eye health in the digital age through the method of socialization. The research method involves socializing with 5th grade students using educational materials tailored to the children's level of understanding. The socialization activities include interactive presentations, question and answer sessions, and demonstrations of simple eye exercises. After participating in the socialization, students showed a significant increase in understanding regarding the negative impacts of excessive digital device use on eye health. The results of this research highlight the importance of ongoing educational programs and collaboration between various parties to create a healthier digital environment and support eye wellness for all users.

Najwa Rahmi; Khadijah Khadijah; Yola Adela Sindy; Rama Yuspika

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

He increasing development of technology and information means that everyone can never leave the hands of this Smartphone. Because, this gadget is very useful as a means or medium for exchanging information. Apart from just exchanging information, smartphones are used as a medium for seeking knowledge. However, many young children abuse the use of smartphones without parental supervision, which ultimately has negative impacts, one of which can endanger children's motor skills and endanger children's activities and lives. This research aims to find out how mobile phones influence the social emotional development of early childhood. In this research the author also uses qualitative methods with a literature approach. The results of the research show that the influence of these gadgets is very influential on children's emotional development because this includes mental disturbances, emotional instability. So, children's use of smartphones should be accompanied by strict supervision by parents.

Nabila Putri Chania; Darmawati Darmawati

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study aims to describe and reveal the Review of Tabuik Dance Choreography at Mustika Minang Art Studio in Pariaman City. This type of research is qualitative with descriptive methods. This research instrument is the researcher himself and is assisted by supporting instruments stationery, cameras and gadgets / smartphones. Data were collected through literature study, observation, interviews and documentation. The steps of analyzing data are collecting data, describing the data and inferring the data. The results showed that this Tabuik dance has 3 parts, namely the beginning as the opening of the dance, the middle, and the end as the climax. In this Tabuik dance there are elements of dance composition consisting of; motion, floor design, group composition, top design, dancers, music design, costumes and makeup as well as props. The movements worked on by the choreographer were taken from the traditional procession carried out at the time of making Tabuik itself. This dance work also looks very interesting with floor patterns and diverse group compositions so that the audience does not get bored in watching the performance and dancers who master strong movements and movements. The costumes used in the Tabuik dance are simple costumes. This Tabuik dance raised the theme of the Hoyak Tabuik procession in Pariaman City.The music that accompanies the dancer's movements uses a fast tempo to the end of the dance with dang singing. The property used in Tabuik dance is the miniature Tabuik itself.

Ammar Fakhrudin; Oktaviana Purnamasari

Harmoni: Jurnal Ilmu Komunikasi dan Sosial 2024 International Forum of Researchers and Lecturers

Viral Marketing is the digital version of Word of Mouth marketing, involving the creation of videos, advertisements and other marketing content that is so contagious that customers will search for it or share it with friends. Poco Smartphone is a product that implements viral marketing activities by launching a product that is different from the others. The purpose of this research is to determine viral marketing, purchasing decisions, and the magnitude of the influence of viral marketing on Poco Smartphone purchasing decisions. The theories used in this research are marketing communication theory, viral marketing theory, social media theory, and Purchasing Decision theory. This research is quantitative research with a survey method and the data collection technique used was using a questionnaire. The population in this study was 2464 members of the Poco X3|X3 PRO|X3 GT Indonesia Facebook group and the sample used was 96 respondents who were calculated using the Taro Yamane formula. The sample data collection technique in this study used simple random sampling. This research uses simple linear regression data analysis techniques. The results of this research show that there is an influence between 1) viral marketing providing good results from statements in each dimension of messengers, messages and environment with an average gain of 4.19. 2) purchasing decisions provide good results from statements for each dimension such as Problem Recognition, Information Search, Alternative Evaluation, Purchase Decision, and Post-Purchase Behavior with an average of 4.26. 3) The influence of viral marketing on Poco smartphone purchasing decisions has a high level of influence, as can be seen from the large correlation value (r) of 0.866 and the R Square value of 0.749, which means that variable X (Viral Marketing) is influenced by variable Y (Purchasing Decision) of 74 .9%, while the remaining 25.1% is influenced by other factors outside of this research.

Rizki Fitriani; Nadella Lesmana

This study aims to investigate the impact of technology usage on the development of Indonesian language skills among the millennial generation. Millennials are a group that has grown up in a rapidly advancing digital technology era, which significantly affects their ways of learning and communicating, including in language aspects. By utilizing survey and interview methods, data were collected from a representative sample of millennials who actively use technology. The results of the study indicate that the use of technology, such as smartphones, social media, and online learning platforms, has a significant impact on the development of Indonesian language skills among millennials. Although technology provides easy access to information and learning resources, this research also highlights several challenges, such as the misuse of language on social media, which can negatively affect both written and oral language skills. The implications of these findings offer valuable insights for educators, parents, and policymakers in designing effective language learning strategies for the millennial generation.

Rendy Adrian; Renaldy Akbar; Hadma Yuliani

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This article discusses the potential use of websites as a tool for learning Hijaiyah letters, the basis of Arabic writing and the Quran. The purpose of this service is to see explore the role and possibility of utilizing websites in facilitating the learning of Hijaiyah letters. The service was carried out at Darul Farhan TPA using the socialization method and learning approach Using an educative website construct TPA children are introduced to Hijaiyah letters through an educational website that attracts their attention. The use of laptops and smartphones facilitates the identification of Hijaiyah letters, and the “Construct” program is used to measure children's understanding of the letters. The results of the service show that the use of the Construct website in the introduction and learning of Hijaiyah letters at Darul Farhan TPA makes it easy for children to understand Hijaiyah letters.  This learning method also prevents children's boredom by combining learning with games.

Fatimah Salsabilla; Budiaman Budiaman; Achmad Nur Hidayaht

WISSEN : Jurnal Ilmu Sosial dan Humaniora 2024 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The study aims to find out the influence of phubbing behavior with communication intensity on visitors in the public area of M Bloc Space. The design of the study uses quantitative research with sampling techniques used with accidental samplings. The sample in this study is a visitor to the public area of M Bloc Space as an active smartphone user with a total of 70 respondents. The data collection method used is a scale of phubbing behavior and communication intensity. The results of this study show that Phubbing behavior has a positive and significant influence on Communication Intensity because the t count value is greater than the t table and the significant value is less than 0.05 so the Ha hypothesis is accepted.