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Alvin Bachtiar; Agus Prihanto

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The increasing integration of internet technology in educational institutions requires structured network governance to ensure that digital resources support academic activities effectively. Unrestricted access to online platforms often leads to non-academic usage such as online gaming and social media engagement during instructional hours, which may reduce learning concentration and degrade network performance. This research develops and evaluates a network access control simulation using a MikroTik RouterBoard RB951Ui-2HnD device. The system applies firewall filtering mechanisms, hotspot-based authentication, and bandwidth allocation strategies through Simple Queue configuration. Network segmentation is implemented to differentiate teacher and student access privileges. The study adopts a Research and Development (R&D) approach to design, configure, test, and evaluate the proposed system. Testing results indicate that the firewall configuration successfully restricts access to selected online games (Mobile Legends, Clash of Clans, Roblox) and social media platforms (YouTube, TikTok, Shopee, Instagram, Telegram). Furthermore, bandwidth management demonstrates effective traffic prioritization, ensuring more stable allocation for teacher accounts in accordance with configured maximum limits. The findings confirm that structured firewall and bandwidth policies can improve network discipline, enhance performance stability, and support a controlled digital learning environment in schools.

Nuria Lathifatul Qolbi; Aris Sutejo; Restu Ismoyo Aji

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

The richness of local legends, such as the legend of Giri Gajah from Gresik, faces the risk of being forgotten due to a lack of visual elements appealing to child audiences, especially those aged 8-10 years old. To revitalize this legend, a picture storybook was designed by creating character designs that could captivate children aged 8-10. This dynamic educational medium is the primary target. The focus of the design lies in the character design, making it the core visual element and narrative driver, which connects the oral tradition with the needs of contemporary media. The research method used is design thinking. The design results established four main characters, namely Pandu, Sunan Giri, Sunan Giri's Grandchild, and Gajah (Elephant), using a Semi-Realistic Cartoonist illustration style. This style was chosen for its ability to bridge the reality of local culture with a cheerful visual appeal. This design successfully created an effective medium for the preservation of local culture and the improvement of children's interest in reading.

Febriyanti, Alvyana Putri; Annurudiya, Annurudiya; Windrayadi , Yosia Dian Purnama

Jurnal Ekonomi, Bisnis dan Manajemen (EBISMEN) 2025 FEB Universitas Maritim Semarang

This study aims to analyze the relationship between the intensity of playing the online game Mobile Legends and the consumptive behavior of university students at Universitas PGRI Ronggolawe Tuban. The research was motivated by the growing phenomenon of digital consumption among students, particularly through virtual item purchases via microtransactions. A quantitative correlational approach was employed, using purposive sampling involving 40 active student players of Mobile Legends. Research instruments consisted of Likert-scale questionnaires measuring two main variables: gaming intensity (frequency and duration) and consumptive behavior (impulsive buying, wastefulness, and non-rational consumption). Data were analyzed using Spearman’s rho correlation test, revealing a positive and significant relationship between gaming intensity and consumptive behavior (r = 0.558; p < 0.05). These findings indicate that higher gaming intensity increases students’ tendency toward hedonic and symbolic digital consumption. The study highlights that students’ consumptive behavior in the digital era is shaped not only by economic factors but also by social influence, self-control, and emotional gratification. The research implies the need for enhanced digital financial literacy and self-regulation awareness among students to mitigate excessive consumptive behavior.

Wisnu Samodro

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

Ketoprak as a form of traditional Javanese theater has the characteristics of historical storytelling or legend supported by artistic elements such as music, dialogue, clothing, and stage settings. In its development towards a modern form of ketoprak, the use of multimedia technology has become one of the significant innovations, especially in the creation of performance settings. This article examines in depth the function of multimedia in supporting the creation of modern ketoprak settings, both from aesthetic, dramatic, and production efficiency aspects. This study uses a qualitative descriptive method with data collection through observation of ketoprak performances that integrate multimedia, in-depth interviews with directors, artistic stylists, and multimedia technicians, and literature studies that discuss contemporary performing arts. The results of the study show that multimedia plays an important role in building richer imaginative atmospheres and spaces and allows for the depiction of complex settings such as palaces, forests, or battlefields quickly and effectively. In addition, multimedia expands visual possibilities through projection of images, videos, and dynamic light effects that cannot be achieved with traditional physical properties alone. The multimedia function has also been proven to enhance the viewer experience by presenting a more modern visual sensation without losing the traditional identity of ketoprak. These findings indicate that multimedia serves not only as a complement, but also as an integral element that influences the overall aesthetic, reinforces dramatic messages, and facilitates transitions between scenes.

Ridha Sarwono; Ardyansyah Nur Syarif Hidayatullah

: This research aims to develop batik ornamental motifs inspired by the legend of Rawapening Lake, a folklore from Central Java. Through a qualitative-descriptive approach, this research identifies key elements of the legend that can be applied in batik motif design. Data were collected through in-depth interviews with batik artisans and cultural experts as well as related literature studies. The results show that ornamental motifs developed from the elements of the legend of Lake Rawapening not only enrich the variety of batik motifs, but also have the potential to enhance local cultural appreciation and the creative economy in the area.

Mario Andreas Ginting; Rusdiono Rusdiono; Moudy Fitria Respati; Syafrizal Helmi Situmorang; Beby Karina Fawzeea Sembiring

International Journal of Management Science and Business 2024 International Forum of Researchers and Lecturers

The purpose of the research is to find out Brand Experience in analyzing Consumer Satisfaction for the purchase of Virtual Items in the Mobile Legend game. The method in writing this article, literature review plays an important role in formulating research ideas, understanding previous findings related to the topic raised, and identifying gaps in existing knowledge. Systematic literature reviews (SLRs) were conducted in two well-known databases, Science Direct and Scopus. After applying the inclusion and exclusion criteria, 1,498 out of 2,038 articles were considered relevant. Afterwards, these papers were carefully examined to produce an in-depth analysis of the subject. In the end, 12 papers were selected for in-depth examination in this study. Based on data from SLR articles written between 2021 and 2024. The research methodology used in this paper includes descriptive analysis and bibliographic analysis. The results of the article are known that Brand experience plays a very important role in increasing consumer satisfaction in purchasing Mobile Legends virtual game items. By creating a positive and consistent experience, developers can build strong relationships with players and encourage them to become loyal customers.    

Rifdah Syahputri; Alwi Andika Panggabean; Lailan Sofinah Harahap

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Victory in Mobile Legends is influenced by various factors, such as player skills, strategy, and character selection. To predict game outcomes, the backpropagation algorithm is applied to process historical gameplay data and create an accurate predictive model. This study aims to apply the backpropagation algorithm to predict victory based on player attributes, including team role, experience level, and past performance. The research method involves training and testing the model using data from multiple gameplay sessions with varied outcomes. Findings show that the backpropagation algorithm can predict game results with high accuracy, especially when the data includes a more comprehensive range of attributes. The implications of this study suggest that a backpropagation-based predictive model can help players understand their chances of winning and optimize their gameplay strategies. Furthermore, future developments in this algorithm could provide benefits for similar applications in other digital gaming fields.

Cindy Alya Putri; Annisaa Irsalina Razita; Nila Mahardika Tiara Sari; Zulfiqli Kurniawan

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

Saat ini penggunaan game online di kalangan mahasiswa sangat meningkat, salah satunya yaitu game online, mahasiswa sering meluangkan waktu untuk bermain Mobile Legends. Hal ini menyebabkan terganggunya aktivitas akademik pada dunia perkuliahan. Penelitian ini bertujuan untuk mengetahui tingkat prokrastinasi dari pengaruh bermain game online Mobile Legends pada Mahasiswa Teknik Informatika Universitas Muhammadiyah Ponorogo dengan menggunakan metode kualitatif. Sampel penelitian ini diambil dari mahasiswa Teknik Informatika angkatan 2022. Pada penelitian ini menggunakan pendekatan deskriptif kualitatif yang dilakukan dengan menjabarkan fakta dan data yang didapat dari sumber data yang ada. Data diambil menggunakan wawancara dan observasi angket. Penelitian ini menunjukan bahwa game online Mobile Legends mempengaruhi perilaku prokrastinasi pada mahasiswa. Hal ini dapat ditunjukan mahasiswa yang memainkan Mobile Legends menunda tugas dengan sengaja. Oleh karena itu, disarankan agar mahasiswa Teknik Informatika Universitas Muhammadiyah Ponorogo dapat mengurangi intensitas bermain Mobile Legends untuk mengurangi prokrastinasi akademik. Dari Universitas juga dapat memberikan sosialisasi pengaruh intensitas bermain Mobile Legends terhadap pengaruh akademik.

Endah Dwi Larasati; Syefriani Syefriani

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This research was carried out with the aim of finding out  the Batu Bolah Dance works at the Miss Tahto Art Studio, Kampar Regency, Riau Province. The method used in this research is a descriptive method using qualitative data. The data collection techniques used are observation, interviews and documentation techniques. In this research, the author conducted direct interviews at the Miss Tahto art studio with 3 people involved, namely, Misselia Nofitri as choreographer, Riska Juliani as dancer, and Gilang Ramadhan as musician. Based on Soedarsono's theory, the Batu Bolah dance has several movements, namely, the opening movement, the movement to pick flowers, the movement to take the shawl, the movement to stab, the movement to propose to the protected princess, the movement side by side, the movement facing each other, the movement to play with the scarf, the commander's arrival, the movement to look for puti protected, movement of resistance, movement of citizen unrest, movement of anger, and split stone movement. The musical instruments used are calempong oguong, katepak, gong, flute, djembe, drum and accordion. The floor designs used are straight line and curved line floor designs. The dynamics in this dance are changing levels, changing tempo, and changing energy. The theme of this dance tells about the legend of the split stone. The costumes used by female dancers are plain red clothes with borkat decorations on the shoulders, yellow mixed with red editing using a bun, a yellow scarf wrapped around a green belt, earrings and necklace accessories. The costumes used by male dancers are red bolos shirts, yellow tanjaks, yellow songkets and green belts. The make-up for female dancers uses beautiful make-up. The make-up for male dancers uses character make-up as a king. The stage used is a proscenium stage. The property used is a shawl. The lighting used is white light.

Iin Turyani; Eko Sugiarto; Muh Fakhrihun Naam

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

Folklore is not only part of a region's cultural heritage, but also carries moral messages that are valuable for character education. One of the folk tales that is rich in artistic values ​​and character education is the legend of Patih Sampun from Pemalang Regency. This article aims to explore and analyze the artistic, cultural and character education values ​​contained in these folk tales. The research method used is analysis of the Patih Sampun folklore text based on aspects of narrative art, character traits and the moral message conveyed. The results of the analysis show that Patih Sampun's folklore contains various artistic values, such as the use of distinctive language, depictions of nature and local culture, as well as interesting plot developments. Apart from that, Patih Sampun's character as the main character shows qualities such as courage, wisdom and loyalty, which is a good example for character formation for the younger generation. The meaning implied in this article includes the importance of using folklore as a learning resource to educate children's character. By understanding the values ​​of art and character education contained in the Patih Sampun folklore, educators can integrate the story into the character education curriculum at school. This will help strengthen local cultural identity and shape strong character and integrity in future generations.

Catherine.S.Lorentz Sitorus; Devi Patricia Hutagalung; Yuliana Sari

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Currently we see how the development of mobile phones has greatly influenced games or video games. Now with Android-equipped phones that can load more data stored on the phone, "games that previously could only be played offline are being developed, such as games on the Internet that can be played online indefinitely"¹, in this case. , games are also developed with the term "online games" which use data in their work. This continuously developing game then influences the lives of teenagers. The number of mobile devices is also increasing, this also has the influence of mobile legends which also increase the needs of children during the Covid pandemic, so the number of mobile phones also increases. In this magazine we will tell you about the effects of the Mobile Legends game. This research explains the influence of the Mobile Legends game on teenage behavior. This game is now widely spread among teenagers and has an impact on their socially unhealthy development in society.    

Yinda Shevia; Ahmad Sudi Pratikno; Umi Hanik

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

Human life coexists with culture, this is because humans always try to maintain their existence in life that requires them to always be in contact with the surrounding environment. It is important for schools to reintroduce the values of local wisdom so that they can continue to strengthen local culture so that it is not lost and abandoned by the community. The purpose of this study was to produce posters of children's literature based on local wisdom sumenep for elementary school students. More specifically, the research will also explore local children's literature sources in Sumenep Regency such as legends, folklore, and fairy tales to be published in posters and then used as reading material for children's literary literacy. The method used in this study is developmental research. Development research focuses on developing systems, models, media, and products. This study used a 4-D model developed by Thiagarajan, Semmel, & Semmel (1974: 5). The development product in the form of children's literature posters based on local wisdom Sumenep aims to internalize the values of local wisdom to elementary school students through classroom learning. The test subjects in this study were grade IV students at SDN Ellak-Laok IV.

Lady; Antony Sentoso; Cindy Valentina; Lim, Michelle Angel; Jenny +1 more

Jurnal Ekonomi, Bisnis dan Manajemen (EBISMEN) 2023 FEB Universitas Maritim Semarang

Perkembangan dunia fotografi dan dunia digital saat ini mengalami peningkatan yang pesat. Hal ini dilihat dari media-media digital yang semakin banyak digunakan oleh pengguna. Media digital digunakan oleh UMKM Legenda Photo untuk menjual serta memasarkan produk dan jasa yang mereka tawarkan kepada konsumen. Tujuannya adalah untuk membantu UMKM dalam pemanfaatan media digital untuk meningkatkan brand awareness pelanggan terhadap UMKM. Adapun hasil pengimplementasian strategi digital pada UMKM Legenda Photo yang dimana menunjukkan bahwa followers instagram Legenda Photo setelah melakukan promosi secara online meningkat sebanyak 37 kali lipat, dimana dari jumlah followers awal 9 followers meningkat menjadi 285 followers.

Qatrun Nada; Ariusmedi Ariusmedi

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

The illustrated story book The Legend of Harau Valley is a book designed by bringing folklore from Harau. This comic book was created to preserve local folklore and become a medium for introducing folklore to the younger generation. Currently, the younger generation's interest in culture is decreasing, so many people don't know the story about this legend. With this design, it is hoped that the Legend of Harau Valley will be increasingly recognized by the wider community so that it becomes a regional identity and its sustainability is maintained. The illustrations in this design use a semi-realist and full color illustration style to make it more easily accepted and liked by the younger generation. The method used in designing this picture book is the glass box method based on data obtained through observation, interviews, literature studies and documentation of the folklore The Legend of Harau Valley. In the problem solving process, 5W+1H analysis is used. This design resulted in a main media in the form of a picture story book entitled "The Legend of the Creation of the Harau Valley". Supporting media options used are bookmarks, e-books, x-banners, hand fans, mini notebooks, posters and tote bags.  

Vergiawan Aldrianto Putra; Hendra Afriwan

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

Books are one of the media that provide various information and knowledge on each page. Picture storybooks are among the most popular media for children because they contain interesting illustrations. Most regions in Indonesia have folklores or legends that contain strong local cultural elements, one of which is the legend of Goa Putri. At this time the legend of Goa Putri is conveyed through the signboard in front of the entrance to the Goa Putri Destination which has faded due to weather factors. In addition, the legend of Goa Putri is still conveyed orally by parents to their children from generation to generation without any supporting media. So the need for visual communication media to convey the legend of Goa Putri in the form of Pictures Book as a medium of information that can increase knowledge about existing local cultures. Therefore, this design is used to get a design concept and create a picture story based on the visualization of the legend of the Goa Putri the Paper Cut Digital style that applies Shading, silhouette style, Perception of depth and detailing. The method used in the design of the Glass Box method and for data analysis using the 5W + 1H method. In this design, in addition to the picture book as the main media, there are supporting media presented in the form of E-Book media, Paper Cut Shadow Box, Poster, Tote Bag, Pouch, Sticker, and Bookmark.

Indra Kertati

Jurnal MIMBAR ADMINISTRASI 2023 Universitas 17 Agustus 1945

Child marriage occurred long before the emergence of the Marriage Law number 1 of 1974 and its amendment, namely Law number 16 of 2019. The difference lies in the reason for the marriage itself. Long before the reason for underage marriages was a growing culture that women were considered sufficient to be at home, and to be the mother of the children they were born with. The strengthening patriarchal culture has an impact on the marginalization of women. The term women are kitchens, mattresses, legendary wells and perpetuate underage marriages. Issues that develop are different because child marriage now leads to promiscuity. The problem currently encountered is the increasing number of child marriages. The purpose of this study was to analyze the role of local government in preventing child marriage, with the locus in Grobogan Regency. This research used a qualitative descriptive approach. The results of the study show that the role of local government is not optimal. Prevention of child marriage is not as easy as solving other social problems. Family isolation, and scattered locations make it difficult for local governments to control child marriage. The role of stakeholders in preventing child marriage is not strong. Child marriage is considered a sensitive area that is not easy to touch.    

Andelia Tritia; Petrus Poerwadi; Paul Diman; Noor Hidayat; Mariani Mariani

Reduplication is a study of morphology regarding the process of repeating words, either in whole or in part, with varying phonemes or not, in combination with affixes or not, and becomes a language unit as a phonological and grammatical tool. This research was conducted to find out how the form and meaning of the reduplication of the Ngaju Dayak language in the stories of Tambun and Bungai are found in the book "The Ot Danum from Tumbang Miri until Tumbang Rungan". This study uses a qualitative research method with a descriptive approach and the data are taken from a book about legend stories about the Ngaju Dayak in a book entitled "The Ot Danum from Tumbang Miri until Tumbang Rungan".   Data collection techniques on this research is a listening and note-taking technique. Data analysis techniques used is according to Matthew B. Miles and A. Michael Huberman which is divided into three namely data reduction, data display or data presentation, as well as conclusions and conclusions verification. The results of the research on the legendary stories about Tambun and Bungai in a book entitled "The Ot Danum from Tumbang Miri until Tumbang Rungan" shows that (1) there are 4 forms of reduplication and 3 types of reduplication meanings in this study. The results of the study also has implications for literary learning for grade X senior high school students in second semesters, especially KD 3.4, and KD 4.4.