UBM Journal (Universitas Bunda Mulia Jakarta)
Not a member yet
2474 research outputs found
Sort by
ANALISIS WACANA KRITIS PENYALAHGUNAAN KEKUASAAN DALAM LAGU “GELAP GEMPITA” KARYA SUKATANI
Penelitian ini menganalisis terkait analisis wacana kritis Penyalahgunaan Kekuasaan Dalam Lagu “Gelap Gempita” Karya Sukatani dengan menggunakan analisis wacana kritik Teun A. Van Djik. Tujuan dari penelitian ini adalah untuk menganalisis bagaimana wacana kritik sosial terhadap penyalahgunaan kekuasaan yang diungkapkan dalam lagu “gelap gempita”. Data pada penelitian ini diperoleh melalui teknik observasi teks, dokumentasi, dan studi pustaka. Adapun metode penelitian yang digunakan adalah kualitatif deskriptif dengan melakukan pendekatan analisis wacana kritis Teun A. Van Djik. Hasil penelitian dengan menggunakan elemen wacana kritik Teun A. Van Djik berupa teks, kognisi sosial, dan konteks sosial yang dapat menunjukkan bahwa lagu bukan hanya sebagai bentuk ekspresi seni artistik saja, melainkan juga saran komunikasi perlawanan terhadap adanya ketidakadilan sosial. Simbolisme dalam sebuah lirik memperkuat pesan-pesan dalam perlawanan serta kesadaran kolektif. Sehingga penelitian ini menegaskan bahwa lagu dapat menjadi sebuah alat edukatif serta reflektif yang menciptakan opini publik pada kondisi sosial masyarakat dan juga politik
Analisis Kompetensi Mahasiswa Pendidikan Pariwisata Pada Program Penguatan Profesi Kependidikan (P3K)
Program Penguatan Profesional Kependidikan (P3K) Universitas Pendidikan Indonesia merupakan program yang disiapkan dalam mengakomodir Merdeka belajar kampus merdeka dalam keahlian mengajar. Melalui program ini, mahasiswa dipersiapkan untuk menjadi lulusan sebagai calon guru yang berkompeten dibidangnya. Penelitian ini bertujuan untuk mengetahui kompetensi mahasiswa Program Pendidikan Pariwisata Angkatan 2019 dalam kegiatan Program Penguatan Profesional Kependidikan (P3K) pada Sekolah Menengah Kejuruan (SMK) Pariwisata di Jawa Barat. Menjadi calon guru bidang pariwisata hendaklah memiliki kompetensi guru diantaranya: 1) Kompetensi Pedagogik; 2) Kompetensi Kepribadian; 3) Kompetensi Profesional; 4) Kompetensi Sosial. Kompetensi merupakan seperangkat pengetahuan, keterampilan, serta prilaku yang harus dimiliki serta dikuasai oleh calon guru dalam menjalankan tugasnya dengan professional. Penelitian ini dilaksanakan di Program Studi Pendidikan Pariwisata Angkatan 2019. Jenis penelitian ini adalah penelitian deskriptif dengan pendekatan kualitatif. Subjek dari penelitian ini adalah mahasiswa Program Studi Pendidikan Pariwisata berjumlah 66 mahasiswa, yang telah mengontrak program penguatan professional kependidikan Teknik pengumpulan data dalam penelitian ini melalui lembar alat penilaian mahasiswa pada nilai rekapitulasi akhir mahasiswa di Learning Management System P3K di website www.sippp.upi.edu. Kategori penilaian terbagi menjadi empat yaitu penilaian rencana program pembelajaran (RPP), bahan ajar, laporan awal dan laporan akhir dengan skala likert untuk masing-masing penilaian terdiri dari (1) kurang baik; (2) Cukup; (3) Baik; dan (4) Sangat Baik. Hasil penelitian menunjukkan bahwa mahasiswa P3K memiliki kompetensi sebagai calon guru dengan kriteria baik.
Exploring the nexus of artificial intelligence, fake news and defense strategy
The advancement of artificial intelligence (AI) has significantly impacted digital communication, including the creation and dissemination of disinformation. Technologies such as deepfakes, chatbots powered by natural language processing (NLP), and generative algorithms enable the production of false information that is challenging to distinguish from reality, posing a threat to information security and global stability. In the defense context, AI-driven disinformation can be weaponized in information warfare, undermining public trust, creating social disorientation, and weakening national security strategies. This study examines how AI is utilized to spread disinformation and its implications for defense strategies. Through case studies and literature analysis, the research highlights the urgent need for robust mitigation measures, including the development of AI-based detection technologies, the enhancement of digital literacy, and global collaboration in regulating the use of AI. The findings offer insights into the strategic threats posed by AI to defense systems, while providing recommendations to strengthen resilience against AI-driven disinformation attacks
Creating Memorable Stays: How Customer Experience Drives Delight In The Hotel Sector
In the increasingly competitive hospitality industry, customer experience has become a strategic element in building competitive advantage. This study aims to examine the effect of customer experience on customer delight, a condition in which customers feel satisfaction that exceeds their expectations. A quantitative approach was employed using a causal research design and data were collected through a survey of 100 guests at 3- to 5-star hotels in Indonesia. Data analysis was conducted using Structural Equation Modeling with SmartPLS 4. The results indicate that customer experience has a positive and significant effect on customer delight. These findings suggest that customer experience significantly and positively influences customer delight. This study provides theoretical contributions by strengthening the relationship between experience and delight in the service context and offers practical implications for hotel managers in designing services that prioritize customer experience
Implementing Internal Audit for WebTrust CA/NS in Digital Signature Companies
Internal audit plays a crucial role in ensuring the readiness and compliance of Certificate Authorities (CAs) with internationally recognized information security standards, particularly the WebTrust for Certification Authorities and Network Security. This topic has become increasingly relevant due to the growing demand for reliable and regulation compliant digital signature services. This study aims to examine the implementation of internal audit based on the WebTrust standard within a digital signature service provider in Indonesia. The research adopts a qualitative descriptive approach, utilizing document analysis and in-depth interviews with personnel performing trusted roles. The internal audit process consists of five main stages: defining the audit scope, mapping relevant controls to the standard, collecting evidence from operational processes and systems, evaluating the implementation’s conformity, and compiling the final report along with improvement recommendations. The audit findings reveal that most issues are concentrated in CA Environmental Controls, which includes asset management, physical security, and the documentation of policies and procedures. These findings indicate the need for strengthening controls in these areas to enhance the organization’s security posture. The internal audit has proven effective in identifying weaknesses early, providing relevant improvement recommendations, and serving as a strategic step in preparing for the external WebTrust audit. Thus, internal audit can be a critical instrument in improving system reliability, strengthening information security governance, and maintaining trust in digital signature services
Perbandingan Performa Arsitektur Convolutional Neural Network Menggunakan Transfer Learning untuk Model Deteksi Kesehatan Daun
Serangan hama dan penyakit merupakan salah satu faktor yang berkontribusi pada kegagalan panen. Pada umumnya, para petani akan menggunakan pestisida dan beberapa kompetitor alami untuk membasmi hama dan penyakit pada tanaman. Analisis terhadap daun sedini mungkin dapat mencegah potensi gagal panen. Identifikasi daun yang terdeteksi sebagai daun yang sehat atau terkena penyakit dapat dilakukan dengan kecerdasan buatan (Artificial Intelligence) dengan menggunakan teknik deep learning. Convolutional Neural Network (CNN) merupakan arsitektur deep learning yang efektif digunakan dalam berbagai aplikasi pengolahan citra. Penelitian ini bertujuan untuk mengevaluasi performa arsitektur deep learning pada beberapa algoritma CNN. Citra akan melalui proses data augmentation berupa rescale, shear, zoom, dan resizing. Dataset diklasifikasikan kedalam tiga kategori yaitu training, testing, dan validation dimana didalam nya memiliki dua kategori yaitu daun sehat dan daun terkena penyakit. Total sampel gambar daun terkena penyakit ada sebanyak 43.019 dan 10.284 sampel gambar daun sehat. Model CNN yang akan di uji adalah ResNet50, DenseNet121, MobileNet, VGG19, dan Xception dimana model CNN tersebut akan menggunakan library Keras dari modul TensorFlow V2.16.1. Dari hasil pengujian sampel yang dilakukan didapatkan hasil model terbaik adalah Xception, DenseNet121 dan ResNet50
PENERAPAN MULTIMEDIA DEVELOPMENT LIFE CYCLE DALAM MODEL PENGEMBANGAN PERMAINAN VR THE ARCHER
ABSTRACT Indonesia is one of the countries with the highest number of digital game users in the world. The development of Virtual Reality (VR) technology has brought increasingly immersive and realistic digital experiences. One of the applications of this technology is in the development of games that not only serve as entertainment but also function as training tools. This study aims to develop The Archer, a VR-based hunting game designed to enhance users' concentration and accuracy through interactive simulation. The development method used is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The development results show that The Archer performs well according to the designed specifications. Testing using the blackbox method indicates that all features, including menu navigation, player controls, scoring system, and interactions with Non-Playable Characters (NPCs), function optimally without any detected bugs. The use of 3D assets, natural sound effects, and an informative interface further enhances the realism and immersive experience of the game. This game has great potential as a medium to support cognitive and motor skill training. In addition to providing entertainment, The Archer can also be utilized as an effective training media.ABSTRAK Indonesia merupakan salah satu negara dengan jumlah pengguna permainan digital tertinggi di dunia. Perkembangan teknologi Virtual Reality (VR) telah menghadirkan pengalaman digital yang semakin imersif dan realistis. Salah satu pemanfaatan teknologi ini adalah dalam pengembangan permainan yang tidak hanya bersifat hiburan, tetapi juga berfungsi sebagai media pelatihan. Penelitian ini bertujuan untuk mengembangkan The Archer, sebuah permainan berburu berbasis VR yang dirancang untuk meningkatkan konsentrasi dan akurasi pengguna melalui simulasi interaktif. Metode yang digunakan dalam pengembangan permainan ini adalah Multimedia Development Life Cycle (MDLC), yang terdiri dari enam tahap: concept, design, material collecting, assembly, testing, dan distribution. Hasil pengembangan menunjukkan bahwa The Archer berjalan dengan baik sesuai dengan spesifikasi yang telah dirancang. Pengujian menggunakan metode blackbox menunjukkan bahwa seluruh fitur, termasuk navigasi menu, kontrol pemain, sistem skor, serta interaksi dengan Non-Playable Character (NPC), berfungsi optimal tanpa ditemukannya bug. Pemanfaatan aset 3D, efek suara alami, serta antarmuka yang informatif turut memperkuat kesan realistis dan imersif dalam permainan. Permainan ini memiliki potensi besar sebagai media pendukung latihan kognitif dan motorik. Selain memberikan hiburan, The Archer juga dapat digunakan sebagai alat bantu pelatihan
DIGITAL LEARNING HUB: PUSAT VIDEO EDUKASI DAN ARSIP RANCANGAN, LAPORAN, SERTA SCRIPT CODING
Penyusunan skripsi merupakan tahapan penting dalam pendidikan tinggi yang sering kali menimbulkan kendala bagi mahasiswa, terutama yang belum memiliki pengalaman akademik yang cukup. Keterbatasan bimbingan dan kurangnya akses terhadap referensi yang terstruktur menjadi faktor utama yang menghambat proses penyelesaian tugas akhir. Penelitian ini bertujuan untuk mengembangkan Digital Learning Hub, sebuah platform digital yang menyediakan materi pembelajaran berupa video edukatif serta dokumen referensi, seperti rancangan sistem, laporan, dan skrip pemrograman. Platform ini dirancang untuk memberikan panduan yang terintegrasi guna mendukung mahasiswa dalam setiap tahapan penyusunan skripsi. Metode pengembangan yang digunakan dalam penelitian ini disesuaikan dengan pendekatan rekayasa perangkat lunak yang sistematis dan terstruktur. Hasil dari penelitian menunjukkan bahwa Digital Learning Hub dapat membantu meningkatkan aksesibilitas terhadap sumber belajar serta memberikan kemudahan dalam memahami proses penyusunan skripsi secara menyeluruh. Dengan demikian, platform ini diharapkan dapat memberikan kontribusi positif dalam meningkatkan efektivitas dan efisiensi proses akademik mahasiswa di perguruan tinggi
Typology of discourse coalition networks and actors in the coverage of electric vehicles on Tempo.co and Kompas.com
Since 2019, the Jokowi government has implemented policies on electric vehicles (EVs) to reduce greenhouse gas emissions. While controversial, these policies generated diverse responses and spurred multiple discourses, which were widely reported in mainstream media. Based on Talkwalker data, Tempo.co and Kompas.com were selected for analysis as both consistently covered EV issues in 2023. This article examines the types of actors and discourse coalition networks that emerged in the EV debates reported by Tempo.co and Kompas.com. To do so, the discourse and discourse coalition theories, mediation theory, and Discourse Network Analysis (DNA) method were adopted. Data from 194 news articles collected through observation and documentation during May 7–14 and May 20–27, 2023, were coded using an established framework, analyzed with Visone software, and qualitatively interpreted. The findings reveal pro, contra, and evaluative discourse coalition networks in Tempo.co and Kompas.com. The government successfully identified all dominant actors in the first phase but failed in the second phase. In the second phase, researchers became dominant actors in Tempo’s reporting, with discourses largely focused on criticism and evaluation of EVs. The data shows that the Central Government failed to anticipate the discourse that developed in the media. In addition, the difference in the selection of actors and discourses shows the powers of the mediation processes carried out by each medium. This study contributes to DNA analysis by separating results based on media sources and confirms the role of dominant actors in shaping the electric vehicle discourse
Optimizing the use of the avoskin tiktok application and content attraction to buying interest
The rise of TikTok as a digital marketing platform has transformed consumer engagement in the skincare industry, particularly in promoting local brands like Avoskin to introduce his product to followers. This study investigates the influence of TikTok usage and content attractiveness on the buying interest of followers of the avoskinbeauty account. This research uses two theories media ecology theory and elaboration likelihood theory, the research explores the relationship between media usage, content engagement, and consumer behaviour. Adopting a positivist paradigm with a quantitative and explanatory approach, the study employed a survey method with 100 respondents selected using the Slovin formula, alongside 30 pretest participants. The results reveal a strong correlation (r = 0.783) between the use of the TikTok application and content attractiveness in shaping purchase interest. Hypothesis testing confirms a significant positive influence of both variables on the buying decisions of @avoskinbeauty followers. These findings highlight the strategic role of engaging content and platform utilisation in driving consumer behaviour in the digital era. theory of media ecology, studying how media technology affects society and its users. Aplication Tik Tok affects its users through what is presented in the advertisement in the application TikTok. The more interesting the content presented the more followers will be aware of the existence of Avoskin products and be interested the product. Elaboration likelihood theory, the central route can have an influence on the audience when they see the quality of information that they feel is high so that the audience can increase trust in the brand. Peripheral route is a route that occurs when the motivation possessed by the audience is less and the attitude evoked is determined by the positive or negative cues in the persuasive message can provide such strength; therefore, visualisation is important to attract the attention of audiences who have low motivation or are in the peripheral route