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1

Gora, Radita, Tarsani Tarsani, and Sri Desti Purwatiningsih. "Pelatihan Kreatif Desain Grafis Dan Video Editing Dengan Smartphone Rumah Gemilang Indonesia AL Azhar." Empowerment: Jurnal Pengabdian Masyarakat 1, no. 4 (July 15, 2022): 579–91. http://dx.doi.org/10.55983/empjcs.v1i4.216.

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Graphic design or video editing that can be operationalized using mobile devices (smartphones) using applications found in the store on smartphone devices such as the Play Store (Android) or Ios (Apple) that uses a computing system and is equipped with cloud computing access that functions as well as machine learning, it makes it very easy for everyone to create works and produce content through their respective mobile devices without having to use high-spec computer devices. Therefore, graphic design training with Canva and video editing with Kinemaster aims to foster students/I RGI Al Azhar, Depok to be able to produce graphic works both visual graphics in the form of still images and also manage multimedia content with mobile devices such as editing images, adding and image design, and video editing can be done quickly, practically and anywhere as part of the student's debriefing when working later.
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Honni, Honni. "Pengembangan Model Aplikasi Administrasi Pelayanan Kesehatan di Puskemas dengan Cloud Computing Berbasiskan Open Source." ComTech: Computer, Mathematics and Engineering Applications 4, no. 2 (December 1, 2013): 1026. http://dx.doi.org/10.21512/comtech.v4i2.2544.

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Puskemas as community health centers becomes one of the main focuses of development on the agenda of the Government of Indonesia beside education. Therefore, we purpose to develop an affordable online system of health care administration based on open source using cloud computing approach. It can be used for collecting data of patients, diseases, and treatment of patients at Puskesmas. The methods used are literature study related to cloud computing, survey design and data collection infrastructure of information technology thatcan be applied to online health services, analysis of survey data on actual conditions in some centers and other health care centers in Jakarta, then making model of online health services such as physician consulting, prescribing and disease diagnosis. The result is a web-based application system of health care administration of Puskesmas, which utilizes cloud computing technology and development architectures that are both modular and dynamic. The application model combines the benefits of open-source applications with a flexible design system. It also supports mobile devices to improve the quality of patient care. Web-based network structure allows both online and inter-section between institutions which can be accessed anytime, anywhere, through mobile devices.Development application model is also adapted to the function of the business processes and administrative processes that exist in Puskesmas throughout Indonesia. Each model is also expected to be integrated to optimize efficiency and has been adapted to the service system of Dinas Kesehatan and Health Ministery.
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Kurniasih, Indah, and Desi Pibriana. "Pengaruh Kepuasan Pengguna Aplikasi Belanja Online Berbasis Mobile Menggunakan Metode EUCS." JATISI (Jurnal Teknik Informatika dan Sistem Informasi) 8, no. 1 (March 19, 2021): 181–98. http://dx.doi.org/10.35957/jatisi.v8i1.787.

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Internet merupakan salah satu media yang dapat digunakan sebagai media pemasaran suatu usaha. Internet tidak pernah luput dari perkembangan teknologi yang saat ini telah mengalami peningkatan yang sangat pesat, salah satunya perkembangan teknologi di bidang perdagangan. Dalam dunia perdagangan terdapat istilah e-commerce atau perdagangan secara elektronik. Pengguna pada dasarnya akan melakukan penilaian dalam setiap transaksi yang dilakukannya, baik itu transaksi konvensional maupun transaksi digital. Semakin baik layanan yang diberikan oleh penyedia jasa, maka semakin besar kemungkinan pengguna untuk kembali menggunakan layanan tersebut artinya pengguna merasa puas menggunakan aplikasi tersebut. Penelitian ini membahas mengenai kepuasan pengguna aplikasi belanja online PT. ABC International Indonesia. Analisis kepuasan pengguna diukur menggunakan metode End user computing satisfaction (EUCS) yang terdiri dari 5 faktor, yaitu: content, accuracy, format, ease of use, dan timeliness. Pengumpulan data dilakukan melalui kuesioner yang diisi oleh pengguna layanan aplikasi belanja online PT. ABC International Indonesia. Untuk mengolah data yang didapat dari hasil kuesioner menggunakan software SPSS. Dari analisis yang dilakukan, menunjukkan variabel content, accuracy, format, ease of use dan timeliness yang diajukan semua hipotesis diterima. Sedangkan berdasarkan uji F menunjukkan variabel content, accuracy, format, ease of use dan timeliness secara simultan berpengaruh terhadap kepuasan pengguna aplikasi belanja online.
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Sulistyo, Totok, Karmila Achmad, and Ida Bagus Irawan Purnama. "The Asset Management and Tracking System for Technical and Vocational Education and Training (TVET) Institution Based on Ubiquitous Computing." ComTech: Computer, Mathematics and Engineering Applications 13, no. 1 (February 3, 2022): 23–34. http://dx.doi.org/10.21512/comtech.v13i1.7342.

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Generally, Technical and Vocational Education and Training (TVET) has numerous types of assets used for conducting various skill-based learning activities. The failure to properly manage the TVET assets can lead to inefficient operation and administration, such as difficulty in tracking the history of the asset, location, and users. The research solved the problems by developing and implementing asset management and tracking system based on ubiquitous cloud computing for movable and fixed assets. The research activities were conducted in Politeknik Negeri Balikpapan, one of ten state-owned TVET institutions in Indonesia. This system was accessed using a web and mobile application. Quick Response (QR) code was used for asset identification to make a mobile device read the code with their built-in camera. Meanwhile, the geolocation was attached to provide the spatial information of assets’ whereabouts. Then, the research adopted the 5W1H question principle, so all aspects of asset management were collected and understood. The results show that the system helps TVET to keep track of their equipment and vital inventories in realtime. Moreover, the implementation of the system has a great impact administratively and ease in delivering instantaneous data and assets history for decisionmaking to internal and external asset auditors.
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5

Rahayu, Puji. "Penilaian Implementasi e-Government di PUSTEKOM Kemendikbud berbasis metode PEGI." JURNAL SISTEM INFORMASI BISNIS 7, no. 2 (November 9, 2017): 139. http://dx.doi.org/10.21456/vol7iss2pp139-145.

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According to the Survey UN (United Nations) in 2014, e-government and innovation can provide major opportunities to transform the public administration becomes a tool of sustainable development, provide services more transparent and more accountable. Formerly, the development of government services can be done with a variety of channels, either through online services, big data, social media, mobile applications, or cloud computing, have expanded our perception of e-government services. The research aims to assess the level of achievement of e-Government implementation in the Ministry of Education and Culture of the Republic of Indonesia. Assessment is measured by the Indonesian e-Government Rating framework. The data in this research are obtained by qualitative approach and descriptive data analysis. The finding of this research that the implementation of e-Government in Ministry of Education and Culture in the category of "Very Good". Based on such an assessment, given the recommendation: assemblying policies Governance of ICT, aligning the ICT Master Plan by principle of ICT Governance, fulfilling documents related to human Resources of ICT and the application documents, the standardization of domain labeling and e-education, completing information systems/ technogy of management and organizational design, assemblying the development plan of e-education content, and development plans of information system and information technology.
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Hermawan, Diki, and Eko Budi Setiawan. "Prototype of Gas Warning Monitoring Application Using Mobile Android Smartphone : A Case Study." International Journal of New Media Technology 4, no. 1 (June 12, 2017): 17–24. http://dx.doi.org/10.31937/ijnmt.v4i1.533.

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This study aims to monitor gas leakage with case studies in a national company engaged in the production of polycarbonate for drinking water packaging. In the future this research will be referred to as the Company. The Company implements Sistem Manajemen Keselamatan dan Kesehatan Kerja or socalled. System Management K3 (SMK3) to create a safety and health system by involving elements of management, labor, conditions and an integrated work environment in order to prevent and reduce accidents and occupational diseases. One of the causes of work accidents of the many causes that should be a concern is the danger that can be caused by the leaking gas LPG installation. Such hazards may cause explosions to fire that may threaten the safety of workers in companies using LPG gas for their production processes. The system in this study was designed to monitor and provide gas leak warnings to leaked LPG gas installations and promptly take prompt and automatic precautions. With the development of warning gas monitoring via android raspberry-based pi is expected to improve the security system and reduce therisk of work accident caused by LPG gas. Index Terms— Gas Monitoring, Raspberry pi, MQ2, LPG, Android REFERENCES[1] F. Pangkey dan G. Y. Malingkas, “Jurnal Ilmiah MEDIA ENGGINEERING,” Penerapan Sistem ManajemenKeselamatan Dan Kesehatan Kerja (SMK3) Pada Proyek Konstruksi Di Indonesia , vol. 2 , pp. 100-113, 2012.[2] B. Hadiwijaya, D. dan A. A. Zahra, “TRANSIENT,” Perancangan Aplikasi CCTV Sebagai Pemantau RuanganMenggunakan IP Camera, vol. 3, p. 232, 2014.[3] R. F. Giant, “Perancangan Aplikasi Pemantau Dan Pengendali Piranti Elektronik Pada Ruangan BerbasisWeb,” TRANSMISI , vol. 2, pp. 71-74, 2015.[4] S. Paul, A. Antony. , “International Journal Of Computing and Technology,” Android Based Home AutomationUsing Raspberry Pi , vol. 1, pp. 143-147, 2014.[5] M. P. Sulistyanto, D. A. Nugraha, N. Sari, N. Karima dan W. Asrori, “Implementasi IOT (Internet Of Things) dalam Pembelajaran di Universitas Kanjuruan Malang,” SMARTICS Journal , vol. 1, pp. 20-23, 2015.[6] H. N. Lengkong, “Perancangan Penunjuk Rute Pada Kendaraan Pribadi Menggunkan Aplikasi GIS BerbasisAndroid Yang Terintregasi Pada Google Maps,” EJournal Teknik Elektro dan Komputer, vol. 1, pp. 20-21,2015.[7] B. Prakasa, M. S. Qiron dan D. Hermanto, “Automatisasi Smart Home Dengan Rasperry Pi Dan SmartphoneAndroid,” pp. 1-13.[8] D. Nurmali dan S. Suhartini, “Komunikasi Data Digital menggunakan Gelombang Radio HF,” Penelitian PusatPemamfaatan Sains Antartika Lapan , vol. 1, pp. 27-30,2005.
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7

Et al., G. Indrawan. "A Method for the Affixed Word Transliteration to the Balinese Script on the Learning Web Application." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 6 (April 5, 2021): 2849–57. http://dx.doi.org/10.17762/turcomat.v12i6.5792.

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This research proposed a method for the affixed word transliteration to the Balinese Script since there has not been studied yet and it is important since the affixed word needs to be transliterated, inevitably. This research is one of the efforts to preserve digitally the endangered Balinese local language knowledge in Indonesia through the multi-discipline collaboration between Computer Science and Language discipline. The proposed method was taken care of two related aspects, i.e.; (1) A Latin root word has its related Balinese Script root word by using default or special transliteration rule; and (2) A Latin root word with a special transliteration rule for its Balinese Script root word, also need a special transliteration rule for its affixed word. This study was conducted on the pioneering web-based transliteration learning application, BaliScript, that receives the Latin text input and outputs the Balinese Script by using the Noto Serif Balinese font with its dedicated Balinese Unicode. Through the experiment, the proposed method gave the expected transliteration results, added a certain perspective, and strengthened the transliteration knowledge. Future work is to enhance and reuse this method on the mobile computing device, as a part of the Balinese Language ubiquitous learning that supports Balinese Language education, which is a mandatory local subject from the elementary school to the high school in Bali Province.
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8

Hakeem, Ghozian, and Ririn Tri Ratnasari. "PENGARUH PERCEIVED EASE OF USE PADA APLIKASI M-BANKING BANK UMUM SYARIAH DENGAN TRUST SEBAGAI VARIABEL INTERVENING." Jurnal Ekonomi Syariah Teori dan Terapan 8, no. 6 (December 5, 2021): 696. http://dx.doi.org/10.20473/vol8iss20216pp696-705.

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ABSTRAKPenelitian ini bermaksud untuk mengetahui pengaruh variabel perceived ease of use terhadap behavioral intention dengan trust sebagai variabel intervening pada penggunaan aplikasi m-banking bank umum syariah. Penelitian ini menggunakan pendekatan kuantitatif dengan metode path analysis dan melibatkan 50 responden yang merupakan nasabah salah satu bank umum syariah sekaligus pengguna aplikasi m-banking bank yang bersangkutan dengan metode purposive sampling secara online, serta menggunakan metode analisis jalur dengan program AMOS untuk mengolah data. Hasil penelitian menunjukkan bahwa perceived ease of use dan trust berpengaruh signifikan terhadap behavioral intention, demikian juga perceived ease of use terhadap trust. Penelitian ini juga berimplikasi pada ilmu pemasaran Islam, yaitu mengenai niat perilaku konsumen yang akan berefek pada penggunaan aplikasi m-banking bank umum syariah saat ini dan di masa mendatang, seperti perekomendasian aplikasi tersebut ke orang lain. Maka dari itu, bank umum syariah diharapkan dapat meningkatkan kualitas fitur yang terdapat di aplikasi m-banking, mempromosikan secara gencar kemudahan dan manfaat yang akan didapat dari penggunaan aplikasi m-banking agar nasabah tertarik untuk menggunakannya, serta menyederhanakan baik tampilan dan cara penggunaan, sehingga aplikasi tersebut bisa digunakan dengan mudah oleh berbagai kalangan.Kata Kunci: Perceived ease of use, trust, behavioral intention, aplikasi m-banking. ABSTRACTThe intention of this study is to discover perceived ease of use’s impact on behavioral intention with trust as the intervening variable in the usage of Islamic commercial banks’ m-banking applications. This research uses a quantitative approach with path analysis method and involves 50 participants who are customers of one of Islamic commercial banks as well as users of m-banking application of the bank concerned with online purposive sampling method. It also uses path analysis method by using AMOS program to analyze the data. The result of this study indicates both perceived ease of use and trust significantly affect behavioral intention, and so is perceived ease of use to trust. This study also implies to Islamic marketing, which refers to consumers’ behavior that will affect the current and future usage of Islamic comercial banks’ m-banking applications, such as recommending it to other people. Therefore, Islamic commercial banks are expected to improve their applications’ features, promote its convenience and benefits vigorously to attract customers to use it, and simplify both its appearance and usage method, so it can be used by anyone easily.Keyword: Perceived ease of use, trust, behavioral intention, m-banking application. DAFTAR PUSTAKAAlrawashdeh, T. A., Elbes, M. W., Almonani, A., & ElQirem, F. T. A. (2019). User acceptance model of open source software: An integrated model of OSS characteristics and UTAUT. Journal of Ambient Intelligence and Humanized Computing, 11, 3315-3327.Botsman, R., & Rogers, R. (2010). Beyond zipcar: Collaborative consumption. Harvard Business Review, 88(10), 30.Chinomona, R. (2013). The influence of perceived ease of use and perceived usefulness on trust and intention to use mobile social software. African Journal for Physical, Health Information, Recreation and Dance, 19(2). 258-273.CNN Indonesia. (2021). 180 juta umat muslim baru 30 juta jadi nasabah bank syariah. Diakses dari https://www.cnnindonesia.com/ekonomi/20210210164446-78-604821/180-juta-umat-muslim-baru-30-juta-jadi-nasabah-bank-syariah.CNN Indonesia. (2021). Penjual 91 juta data Tokopedia beraksi lagi sasar kreditplus. Diakses dari https://www.cnnindonesia.com/teknologi/20200804102505-185-531879/penjual-91-juta-data-tokopedia-beraksi-lagi-sasar-kreditplusDavis, F. D. (1989). Perceived usefulness, perceived ease of use and user acceptance of information technology. MIS Quarterly, 13(3). 319-340. https://doi.org/10.2307/249008Dewan Perwakilan Rakyat Republik Indonesia. (1945). https://www.dpr.go.id/jdih/uu1945. 25 Januari 2021.Fishbein, M., & Ajzen, I. (1975). Believe, attitude, intention and behavior: An introduction to theory and research. Massachusets: Addison-Westlyn.Global Religious Futures. (2020). Diakses dari http://www.globalreligiousfutures.org/religions/muslimsHassan, H. E., & Wood, V. R. (2020). Does country culture influence consumers’ perceptions toward mobile banking? A comparison between Egypt and the United States. Telematics and Informatics, 46(101312), 1-14. https://doi.org/10.1016/j.tele.2019.101312Infobanknews.com. (2021). Transaksi digital banking mandiri Syariah meningkat dimasa pandemic. Diakses https://infobanknews.com/topnews/transaksi-digital-banking-mandiri-syariah-meningkat-dimasa-pandemiJaiyeoba, O. O., & Iloanya, J. (2019). E-learning in tertiary institutions in botswana: apathy to adoption. The International Journal of Information and Learning Technology, 36(2), 157-168.Jogiyanto. (2007). Sistem informasi keperilakuan. Yogyakarta: Andi.Kang, J. –W., & Namkung, Y. (2019). The role of personalization on continuance intention in food service mobile apps: a privacy calculus perspective. International Journal of Contemporary Hospitality Management. 31(2). 734-752. https://doi.org/10.1108/IJCHM-12-2017-0783Kasiram, M. (2008). Metode penelitian kuantitatif-kualitatif. Malang: UIN Malang Press.Kaur, S., & Arora, S. (2020). Role of perceived risk in online banking and its impact on behavioral intention: Trust as a moderator. Journal of Asia Business Studies, 15(1), 1-30. https://doi.org/10.1108/JABS-08-2019-0252.Kementerian Agama Republik Indonesia. (2020). Al-Qur’an surat al-anfal. Diakses dari https://quran.kemenag.go.id/sura/8Kementerian Agama Republik Indonesia. (2020). Al-Qur’an surat al-anfal. Diakses dari https://quran.kemenag.go.id/sura/108Li, Q. (2020). Healthcare at your fingertips: The acceptance and adoption of mobile medical treatment services among chinese users. International Journal of Environmental Research and Public Health, 17(6895). 1-21. DOI: 10.3390/ijerph17186895Meeprom, S., & Silanoi, T. (2020). Investigating the perceived quality of a special event and its influence on perceived value and behavioural intentions in a special event in Thailand. International Journal of Event and Festival Management, 11(3), 337-355. https://doi.org/10.1108/IJEFM-09-2019-0043Mostafa, R. B. (2020). Mobile banking service quality: a new avenue for customer value co-creation. International Journal of Bank Marketing, 38(5), 1107-1132. https://doi.org/10.1108/IJBM-11-2019-0421Namahoot, K. S., & Laohavichien, T. (2018). Assessing the intentions to use internet banking: the role of perceived risk and trust as mediating factors. International Journal of Bank Marketing, 36(2), 256-276. https://doi.org/10.1108/IJBM-11-2016-0159Oentario, Y., Harianto, A., & Irawati, J. (2017). Pengaruh usefulness, ease of use, risk terhadap intention to buy onlinepatisserie melalui consumer attitude berbasis media sosial di Surabaya. Jurnal Manajemen Pemasaran, 11(1), 26-31. https://doi.org/10.9744/pemasaran.11.1.26-31Polykalas, S. E., & Prezerakos, G. N. (2019). When the mobile app is free, the product is your personal data. Digital Policy, Regulation and Governance, 21(2), 89-101. https://doi.org/10.1108/DPRG-11-2018-0068Ratnasari, R. T., Gunawan, S., Mawardi, I., & Kirana, K. C. (2020b). Emotional experience on behavioral intention for halal tourism. Journal of Islamic Marketing, 12(4), 864-881. https://doi.org/10.1108/JIMA-12-2019-0256.Ratnasari, R. T., Gunawan, S., Septiarini, D. F., Rusmita, S. A., & Kirana, K. C. (2020a). Customer satisfaction between perceptions of environment destination brand and behavioural intention. International Journal of Creativity and Change, 10(12). 472-487.Republika. (2021). Luncurkan msyariah mega Syariah targetkan 1 juta transaksi. Diakses dari https://www.republika.co.id/berita/qrg9e3370/luncurkan-msyariah-mega-syariah-targetkan-1-juta-transaksiRizan, M., Haro, A., & Rahmadina, B. (2019). Pengaruh perceived ease of use dan service quality terhadap customer satisfaction dengan trust sebagai intervening (Studi kasus pada pengguna Grab di wilayah Jakarta). Jurnal Riset Manajemen Sains Indonesia (JRMSI), 10(2), 337-355.Sahoo, D., & Pillai, S. S. (2017). Role of mobile banking servicescape on customer attitude and engagement. International Journal of Bank Marketing, 35(7), 1115-1132. https://doi.org/10.1108/IJBM-09-2015-0144Saleem, H., Li, Y., Ali, Z., Ayyoub, M., Wang, Y., & Mehreen, A. (2020). Big data use an its outcomes in supply chain context: the roles of information sharing and technological innovation. Journal of Enterprise Information Management, 34(4), 1121-1143, https://doi.org/10.1108/JEIM-03-2020-0119Sedianingsih, Ratnasari, R. T., Prasetyo, A., & Hendarjanto. (2019). Antecedents of recommendation and repurchase intention on medical tourism. Revista de Ciencias Humanas y Sociales, 35(23), 1277-1300.Shao, Z., Zhang, L., Li, X., & Guo, Y. (2019). Antecedents of trust and continuance intention in mobile payment platforms: the moderating effect of gender. Electronic Commerce Research and Applications, 33(January–February 2019). https://doi.org/10.1016/j.elerap.2018.100823Sharianews.com. (2021). Pengguna BCA Syariah mobile meningkat 50 persen. Diakses dari https://sharianews.com/posts/pengguna-bca-syariah-mobile-meningkat-50-persenSokol, M. (1994). Adaptation to difficult designs: facilitating use of new technologies. Journal of Business dan Psychology, 8(3), 277-296.Thusi, P., & Maduku D. K. (2020). South African millenials’ acceptance and use of retail mobile banking apps: an integrated perspective. Computers in Human Behavior, 111(October 2020), 1-10. https://doi.org/10.1016/j.chb.2020.106405Wu, J., Zeng, M., & Xie, K. L. (2017). Chinese travelers’ behavioral intentions toward room-sharing platforms: the influence of motivations, perceived trust and past experience. International Journal of Contemporary Hospitality Management, 29(10). 2688-2707. https://doi.org/10.1108/IJCHM-08-2016-0481
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Watini, Sri, Tuti Nurhaeni, and Lista Meria. "Development Of Village Office Service Models To Community Based On Mobile Computing." International Journal of Cyber and IT Service Management 1, no. 2 (October 31, 2021): 189–96. http://dx.doi.org/10.34306/ijcitsm.v1i2.51.

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The village as a centre for government services to the community at the grassroots level is the government's principal development priority. This research resulted in the development of an online public service administration system based on open source and utilising a cloud computing method for population administration, moving, business permits, building permits, and letter issuance with ease and efficiency. A literature review of cloud computing technology was conducted, followed by surveys and data collection of information technology infrastructure design that can be applied to online community services, analysis of survey data on real conditions in several community service centres, particularly villages in Kampar Regency, and finally the creation of online community service models from the village, such as f. Using cloud computing technologies and a modular and dynamic development design, the outcome is a web-based village community service administration application system. This application paradigm also incorporates the benefits of open-source patterned apps with flexible system designs for implementation and development, as well as mobile device support to increase community service quality. The web-based network structure allows for online communication not just between villages and communities, but also between villages and sub-districts, and can be accessed using mobile devices at any time and from any location. The application model's development is also based on functionalities of business processes and village administration processes found in Indonesian government legislation. Each model has been tried to be fitted to the community service system and is intended to be integrated to maximise efficiency.
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Permana, Ryan, Ridho Dedy Arief Budiman, Dochi Ramadhani, and Ade Akmalia Putra. "Website Development for Alumni of Education Information Technology and Computer." Jurnal Teknologi Informasi dan Pendidikan 15, no. 1 (May 13, 2022): 28–37. http://dx.doi.org/10.24036/jtip.v15i1.526.

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ABSTRACT Information technology is all forms of technology that help humans in terms of creating, storing, or disseminating information. Along with the times, information technology is more associated with high-speed computing and communication such as computers and mobile phones. The Institute of Teacher Training and Education of the Indonesian Teachers Association (IKIP-PGRI) Pontianak as an educational institution that requires information technology to assist activities within the Pontianak IKIP-PGRI environment. Based on the results of observations by conducting interviews, it is known that the study program has an information system website that contains information on study programs, but in the information system there are several shortcomings, namely the news and job vacancies have not been updated and there is no special alumni data information system to manage alumni data. Based on these problems, the researcher intends to develop a web-based information system for the alumni database using the R&D method and the ADDIE approach. The results of the system development were validated by 2 system experts to see the percentage of feasibility. The alumni information system has been tested for feasibility in terms of usability, functionality, and visual communication aspects. The overall average value in these aspects is 4.20 and 4.65, both values ​​are included in the "Very Good" criteria. .
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Hidayatulloh, Taufik, Elindra Yetti, and Hapidin. "Movement and Song Idiom Traditional to Enhance Early Mathematical Skills: Gelantram Audio-visual Learning Media." JPUD - Jurnal Pendidikan Usia Dini 14, no. 2 (November 30, 2020): 215–30. http://dx.doi.org/10.21009/jpud.142.02.

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Many studies have shown a link between being competent in early mathematics and achievement in school. Early math skills have the potential to be the best predictors of later performance in reading and mathematics. Movement and songs are activities that children like, making it easier for teachers to apply mathematical concepts through this method. This study aims to develop audio-visual learning media in the form of songs with a mixture of western and traditional musical idioms, accompanied by movements that represent some of the teaching of early mathematics concepts. The stages of developing the ADDIE model are the basis for launching new learning media products related to math and art, and also planting the nation's cultural arts from an early age. These instructional media products were analyzed by experts and tested for their effectiveness through experiments on five children aged 3-4 years. The qualitative data were analyzed using transcripts of field notes and observations and interpreted in a descriptive narrative. The quantitative data were analyzed using gain score statistics. The results showed that there was a significant increase in value for early mathematical understanding of the concepts of geometry, numbers and measurement through this learning medium. The results of the effectiveness test become the final basis of reference for revision and complement the shortcomings of this learning medium. Further research can be carried out to develop other mathematical concepts through motion and song learning media, and to create experiments with a wider sample. Keywords: Early Mathematical Skills, Movement and Song Idiom Traditional, Audio-visual Learning Media References An, S. A., & Tillman, D. A. (2015). Music activities as a meaningful context for teaching elementary students mathematics: a quasi-experiment time series design with random assigned control group. 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(2012). Multicultural Education through Expressive Methods in Early Childhood Education. Ludwig, M. ., Marklein, M. ., & Song, M. (2016). Arts Integration: A Promising Approach to Improving Early Learning. American Institutes for Research. Macdonald, A., & Lowrie, T. (2011). Developing measurement concepts within context : Children ’ s representations of length. 27–42. https://doi.org/10.1007/s13394-011-0002-7 Mans, M. (2002). Playing The Music- Comparing Perfomance of Children’s Song and dance in Traditional and Contemporary Namibian Education. In The Arts in Children’s Live (pp. 71–86). Kluwer Academic Publishers. Maričić, S. M., & Stamatović, J. D. (2017). The Effect of Preschool Mathematics Education in Development of Geometry Concepts in Children. 8223(9), 6175–6187. https://doi.org/10.12973/eurasia.2017.01057a Missall, K., Hojnoski, R. L., Caskie, G. I. L., & Repasky, P. (2015). Home Numeracy Environments of Preschoolers: Examining Relations Among Mathematical Activities, Parent Mathematical Beliefs, and Early Mathematical Skills. Early Education and Development, 26(3), 356–376. https://doi.org/10.1080/10409289.2015.968243 Moreno, S., Bialystok, E., Barac, R., Schellenberg, E. G., Cepeda, N. J., & Chau, T. (2011). Short-term music training enhances verbal intelligence and executive function. Psychological Science, 22(11), 1425–1433. https://doi.org/10.1177/0956797611416999 Nketia, J. H. K. (1982). Developing Contemporary Idioms out of Traditional Music. Studia Musicologica Academiae Scientiarum Hungaricae, 24, 81. https://doi.org/10.2307/902027 Nyota, S., & Mapara, J. (2008). Shona Traditional Children ’ s Games and Play : Songs as Indigenous Ways of Knowing. English, 2(4), 189–203. Östergren, R., & Träff, U. (2013). Early number knowledge and cognitive ability affect early arithmetic ability. Journal of Experimental Child Psychology, 115(3), 405–421. https://doi.org/10.1016/j.jecp.2013.03.007 Pantoja, N., Schaeffer, M. W., Rozek, C. S., Beilock, S. L., & Levine, S. C. (2020). Children’s Math Anxiety Predicts Their Math Achievement Over and Above a Key Foundational Math Skill. Journal of Cognition and Development, 00(00), 1–20. https://doi.org/10.1080/15248372.2020.1832098 Papadakis, Stamatios, Kalogiannakis, M., & Zaranis, N. (2017). Improving Mathematics Teaching in Kindergarten with Realistic Mathematical Education. Early Childhood Education Journal, 45(3), 369–378. https://doi.org/10.1007/s10643-015-0768-4 Papadakis, Stamatios, Kalogiannakis, M., & Zaranis, N. (2018). The effectiveness of computer and tablet assisted intervention in early childhood students’ understanding of numbers. An empirical study conducted in Greece. Education and Information Technologies, 23(5), 1849–1871. https://doi.org/10.1007/s10639-018-9693-7 Papadakis, Stamatis, Kalogiannakis, M., & Zaranis, N. (2016). Comparing Tablets and PCs in teaching Mathematics: An attempt to improve Mathematics Competence in Early Childhood Education. Preschool and Primary Education, 4(2), 241. https://doi.org/10.12681/ppej.8779 Paul, T. (2019). Mathematics and music : loves and fights To cite this version. PISA worldwide ranking; Indonesia’s PISA results show need to use education resources more efficiently, (2016). Phyfferoen, D. (2019). The Dagbon Hiplife Zone in Northern Ghana Contemporary Idioms of Music Making in Tamale. 1(2), 81–104. Purpura, D. J., Napoli, A. R., & King, Y. (2019). Development of Mathematical Language in Preschool and Its Role in Learning Numeracy Skills. In Cognitive Foundations for Improving Mathematical Learning (1st ed., Vol. 5). Elsevier Inc. https://doi.org/10.1016/b978-0-12-815952-1.00007-4 Ribeiro, F. S., & Santos, F. H. (2020). Persistent Effects of Musical Training on Mathematical Skills of Children With Developmental Dyscalculia. Frontiers in Psychology, 10(January), 1–15. https://doi.org/10.3389/fpsyg.2019.02888 Roa, R., & IA, C. (2020). Learning Music and Math, Together as One: Towards a Collaborative Approach for Practicing Math Skills with Music. In I. T. (eds) Nolte A., Alvarez C., Hishiyama R., Chounta IA., Rodríguez-Triana M. (Ed.), Collaboration Technologies and Social Computing. Col (Vol. 26, Issue 5, pp. 659–669). https://doi.org/https://doi.org/10.1007/978-3-030-58157-2_10 Sarama, J., & Clements, D. H. (2006a). Mathematics, Young Students, and Computers: Software, Teaching Strategies and Professional Development. The Mathematics Educato, 9(2), 112–134. Sarama, J., & Clements, D. H. (2006b). Mathematics in early childhood. International Journal of Early Childhood, 38(1). https://doi.org/10.1007/bf03165980 Sarkar, J., & Biswas, U. (2015). The role of music and the brain development of children. 4(8), 107–111. Sheridan, K. M., Banzer, D., Pradzinski, A., & Wen, X. (2020). Early Math Professional Development: Meeting the Challenge Through Online Learning. Early Childhood Education Journal, 48(2), 223–231. https://doi.org/10.1007/s10643-019-00992-y Silver, A. M., Elliott, L., & Libertus, M. E. (2021). When beliefs matter most: Examining children’s math achievement in the context of parental math anxiety. Journal of Experimental Child Psychology, 201, 104992. https://doi.org/10.1016/j.jecp.2020.104992 Sterner, G., Wolff, U., & Helenius, O. (2020). Reasoning about Representations: Effects of an Early Math Intervention. Scandinavian Journal of Educational Research, 64(5), 782–800. https://doi.org/10.1080/00313831.2019.1600579 Temple, B. A., Bentley, K., Pugalee, D. K., Blundell, N., & Pereyra, C. M. (2020). Using dance & movement to enhance spatial awareness learning. Athens Journal of Education, 7(2), 153–167. https://doi.org/10.30958/aje.7-2-2 Thippana, J., Elliott, L., Gehman, S., Libertus, K., & Libertus, M. E. (2020). Parents’ use of number talk with young children: Comparing methods, family factors, activity contexts, and relations to math skills. Early Childhood Research Quarterly, 53, 249–259. https://doi.org/10.1016/j.ecresq.2020.05.002 Tsai, Y. (2017). Taiwanese Traditional Musical Idioms Meet Western Music Composition: An Analytical and Pedagogical Approach to Solo Piano Works by Tyzen Hsiao. http://aquila.usm.edu/dissertations/1398 Upadhyaya, D. (2017). Benefits of Music and Movement in young children. Furtados School of Music. https://www.linkedin.com/pulse/benefits-music-movement-young-children-dharini-upadhyaya Vennberg, H., Norqvist, M., Bergqvist, E., Österholm, M., Granberg, C., & Sumpter, L. (2018). Counting on: Long Term Effects of an Early Intervention Programme. 4, 355–362. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148101 Verdine, B. N., Lucca, K. R., Golinkoff, R. M., Hirsh-, K., & Newcombe, N. S. (2015). The Shape of Things : The Origin of Young Children ’ s Knowledge of the Names and Properties of Geometric Forms. 8372(October). https://doi.org/10.1080/15248372.2015.1016610 Wakabayashi, T., Andrade-Adaniya, F., Schweinhart, L. J., Xiang, Z., Marshall, B. A., & Markley, C. A. (2020). The impact of a supplementary preschool mathematics curriculum on children’s early mathematics learning. Early Childhood Research Quarterly, 53, 329–342. https://doi.org/10.1016/j.ecresq.2020.04.002 Wardani, I. K., Djohan, & Sittiprapaporn, P. (2018). The difference of brain activities of musical listeners. 1st International ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering, ECTI-NCON 2018, 181–184. https://doi.org/10.1109/ECTI-NCON.2018.8378307 Winter, E., & Seeger, P. (2015). The Important Role of Music in Early Childhood Learning. Independent School. Zaranis, N., Kalogiannakis, M., & Papadakis, S. (2013). Using Mobile Devices for Teaching Realistic Mathematics in Kindergarten Education. Creative Education, 04(07), 1–10. https://doi.org/10.4236/ce.2013.47a1001
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Fitri, Triyani Arita, Torkis Nasution, and Herwin Herwin. "Pengembangan Model Pelayanan Kantor Desa terhadap Masyarakat Berbasis Mobile Computing." Jurnal Edukasi dan Penelitian Informatika (JEPIN) 1, no. 2 (November 27, 2015). http://dx.doi.org/10.26418/jp.v1i2.12559.

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Desa sebagai pusat pelayanan pemerintahterhadap masyarakat pada jenjang terbawah menjadi fokuspengembangan utama dalam agenda Pemerintah. Melaluipenelitian ini dikembangkan sistem adminstrasi pelayananmasyarakat secara online berbasiskan open source denganpendekatan cloud computing, dalam melakukan administrasikependudukan, pindah, izin usaha, izin mendirikan bangunanserta penerbitan surat dengan kemudahan dan waktu yangefisien. Metode yang digunakan adalah studi literatureberkaitan dengan teknologi cloud computing, survei danpengumpulan data perancangan infrasruktur teknologiinformasi yang dapat diterapkan pada pelayanan masyarakatsecara online, analisis data hasil survei terhadap kondisinyata di beberapa pusat layanan masyarakat khususnya desadi Kabupaten Kampar, dan terakhir membuat modelpelayanan masyarakat secara online dari desa seperti kartukeluarga, pindah serta melapor secara online. Hasilnyaadalah sistem aplikasi administrasi pelayanan masyarakat didesa berbasis web dengan memanfaatkan teknologi cloudcomputing serta arsitektur pengembangan yang modular dandinamis. Model aplikasi ini juga memadukan keunggulanaplikasi berpola open-source dengan desain sistem fleksibeluntuk kebutuhan implementasi dan pengembangan, sertadukungan mobile device untuk meningkatkan kualitaspelayanan terhadap masyarakat. Struktur jaringan berbasisweb memungkinkan untuk online tidak hanya antar desadengan masyarakat tetapi juga desa dengan kecamatan sertadapat diakses kapan saja, di mana saja, menggunakanperangkat bergerak. Pengembangan model aplikasi jugadidasarkan pada fungsi proses bisnis dan proses administrasidesa yang ada di peraturan pemeringah Indonesia. Setiapmodel juga diharapkan dapat diintegrasikan untukmengoptimalkan efisiensi dan telah coba disesuaikan dengansistem pelayanan masyarakat.Kata kunci: pengembangan model, mobile computing,desa, cloud computing, open source
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Aswin, Aswin, and Meti Mediyastuti Sofyan. "DINAMIKA PELAKSANAAN ELECTRONIC GOVERNANCE PEMERINTAHAN DAERAH DI INDONESIA." Kebijakan: Jurnal Ilmu Administrasi 13, Vol. 13 No. 1 (January 31, 2022). http://dx.doi.org/10.23969/kebijakan.v13i1.5152.

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Developments in the realm of information technology continue to change every year. The existence of the internet makes it easier for everyone to find something through their electronic devices, especially cellphones or computers as a medium. Internet users in Indonesia in the latest report, the number of internet users in Indonesia reached 202 million or 73.7% of the total population of 274.9 million in January 2021. Almost all of the Indonesian population uses internet facilities, this has become an infrastructure for the community to reach the internet network. This condition is an opportunity for new media in a public service process carried out by the Indonesian government. The existence of the internet and mobile computing in public service activities which are identical to the use of paper has now become a new era, namely paperless being one of the efficiency of public service activities. Existing resources in e-government activities are not only related to facilities and infrastructure, but also human resources of state civil servants need to have the ability to operate an e-government system that has been designed in such a way. The progress of implementing e-government in Indonesia is faced with several challenges and still has shortcomings. These challenges and shortcomings include an equitable internet network infrastructure, human resources to operate features and services, and community culture related to digital literacy. There is still a need for improvement in the implementation of e-government in Indonesia in order to achieve excellent public services for the community.
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Humphreys, Lee, and Thomas Barker. "Modernity and the Mobile Phone." M/C Journal 10, no. 1 (March 1, 2007). http://dx.doi.org/10.5204/mcj.2602.

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Introduction As the country with the fifth largest population in the world, Indonesia is a massive potential market for mobile technology adoption and development. Despite an annual per capita income of only $1,280 USD (World Bank), there are 63 million mobile phone users in Indonesia (Suhartono, sec. 1.7) and it is predicted to reach 80 million in 2007 (Jakarta Post 1). Mobile phones are not only a symbol of Indonesian modernity (Barendregt 5), but like other communication technology can become a platform through which to explore socio-political issues (Winner 28). In this article we explore the role mobile phone technology in contemporary forms of social, intimate, and sexual relationships in Indonesia. We argue that new forms of expression and relations are facilitated by the particular features of mobile technology. We discuss two cases from contemporary Indonesia: a mobile dating service (BEDD) and mobile phone pornography. For each case study, we first discuss the socio-political background in Indonesia, then describe the technological affordances of the mobile phone which facilitate dating and pornography, and finally give examples of how the mobile phone is effecting change in dating and pornographic practices. This study is placed at a time when social relations, intimacy, and sexuality in Indonesia have become central public issues. Since the end of the New Order whilst many people have embraced the new freedoms of reformasi and democratization, there is also a high degree of social anxiety, tension and uncertainty (Juliastuti 139-40). These social changes and desires have played out in the formations of new and exciting modes of creativity, solidarity, and sociality (Heryanto and Hadiz 262) and equally violence, terror and criminality (Heryanto and Hadiz 256). The diverse and plural nature of Indonesian society is alive with a myriad of people and activities, and it is into this diverse social body that the mobile phone has become a central and prominent feature of interaction. The focus of our study is dating and pornography as mediated by the mobile phone; however, we do not suggest that these are new experiences in Indonesia. Rather over the last decade social, intimate, and sexual relationships have all been undergoing change and their motivations can be traced to a variety of sources including the factors of globalization, democratization and modernization. Throughout Asia “new media have become a crucial site for constituting new Asian sexual identities and communities” (Berry, Martin, and Yue 13) as people are connecting through new communication technologies. In this article we suggest that mobile phone technology opens new possibilities and introduces new channels, dynamics, and intensities of social interaction. Mobile phones are particularly powerful communication tools because of their mobility, accessibility, and convergence (Ling 16-19; Ito 14-15; Katz and Aakhus 303). These characteristics of mobile phones do not in and of themselves bring about any particular changes in dating and pornography, but they may facilitate changes already underway (Barendegt 7-9; Barker 9). Mobile Dating Background The majority of Indonesians in the 1960s and 1970s had arranged marriages (Smith-Hefner 443). Education reform during the 70s and 80s encouraged more women to attain an education which in turn led to the delaying of marriage and the changing of courtship practices (Smith-Hefner 450). “Compared to previous generations, [younger Indonesians] are freer to mix with the opposite sex and to choose their own marriage,” (Utomo 225). Modern courtship in Java is characterized by “self-initiated romance” and dating (Smith-Hefner 451). Mobile technology is beginning to play a role in initiating romance between young Indonesians. Technology One mobile matching or dating service available in Indonesia is called BEDD (www.bedd.com). BEDD is a free software for mobile phones in which users fill out a profile about themselves and can meet BEDD members who are within 20-30 feet using a Bluetooth connection on their mobile devices. BEDD members’ phones automatically exchange profile information so that users can easily meet new people who match their profile requests. BEDD calls itself mobile social networking community; “BEDD is a new Bluetooth enabled mobile social medium that allows people to meet, interact and communicate in a new way by letting their mobile phones do all the work as they go throughout their day.” As part of a larger project on mobile social networking (Humphreys 6), a field study was conducted of BEDD users in Jakarta, Indonesia and Singapore (where BEDD is based) in early 2006. In-depth interviews and open-ended user surveys were conducted with users, BEDD’s CEO and strategic partners in order to understand the social uses and effects BEDD. The majority of BEDD members (which topped 100,000 in January 2006) are in Indonesia thanks to a partnership with Nokia where BEDD came pre-installed on several phone models. In management interviews, both BEDD and Nokia explained that they partnered because both companies want to help “build community”. They felt that Bluetooth technology such as BEDD could be used to help youth meet new people and keep in touch with old friends. Examples One of BEDD’s functions is to help lower barriers to social interaction in public spaces. By sharing profile information and allowing for free text messaging, BEDD can facilitate conversations between BEDD members. According to users, mediating the initial conversation also helps to alleviate social anxiety, which often accompanies meeting new people. While social mingling and hanging out between Jakarta teenagers is a relatively common practice, one user said that BEDD provides a new and fun way to meet and flirt. In a society that must balance between an “idealized morality” and an increasingly sexualized popular culture (Utomo 226), BEDD provides a modern mode of self-initiated matchmaking. While BEDD was originally intended to aid in the matchmaking process of dating, it has been appropriated into everyday life in Indonesia because of its interpretive flexibility (Pinch & Bjiker 27). Though BEDD is certainly used to meet “beautiful girls” (according to one Indonesian male user), it is also commonly used to text message old friends. One member said he uses BEDD to text his friends in class when the lecture gets boring. BEDD appears to be a helpful modern communication tool when people are physically proximate but cannot easily talk to one another. BEDD can become a covert way to exchange messages with people nearby for free. Another potential explanation for BEDD’s increasing popularity is its ability to allow users to have private conversations in public space. Bennett notes that courtship in private spaces is seen as dangerous because it may lead to sexual impropriety (154). Dating and courtship in public spaces are seen as safer, particularly for conserving the reputation young Indonesian women. Therefore Bluetooth connections via mobile technologies can be a tool to make private social connections between young men and women “safer”. Bluetooth communication via mobile phones has also become prevalent in more conservative Muslim societies (Sullivan, par. 7; Braude, par. 3). There are, however, safety concerns about meeting strangers in public spaces. When asked, “What advice would you give a first time BEDD user?” one respondent answered, “harus bisa mnilai seseorang krn itu sangat penting, kita mnilai seseorang bukan cuma dari luarnya” (translated: be careful in evaluating (new) people, and don’t ever judge the book by its cover”). Nevertheless, only one person participating in this study mentioned this concern. To some degree meeting someone in a public may be safer than meeting someone in an online environment. Not only are there other people around in public spaces to physically observe, but co-location means there may be some accountability for how BEDD members present themselves. The development and adoption of matchmaking services such as BEDD suggests that the role of the mobile phone in Indonesia is not just to communicate with friends and family but to act as a modern social networking tool as well. For young Indonesians BEDD can facilitate the transfer of social information so as to encourage the development of new social ties. That said, there is still debate about exactly whom BEDD is connecting and for what purposes. On one hand, BEDD could help build community in Indonesia. One the other hand, because of its privacy it could become a tool for more promiscuous activities (Bennett 154-5). There are user profiles to suggest that people are using BEDD for both purposes. For example, note what four young women in Jakarta wrote in the BEDD profiles: Personal Description Looking For I am a good prayer, recite the holy book, love saving (money), love cycling… and a bit narcist. Meaning of life Ordinary gurl, good student, single, Owen lover, and the rest is up to you to judge. Phrenz ?! Peace?! Wondeful life! I am talkative, have no patience but so sweet. I am so girly, narcist, shy and love cute guys. Check my fs (Friendster) account if you’re so curious. Well, I am just an ordinary girl tho. Anybody who wants to know me. A boy friend would be welcomed. Play Station addict—can’t live without it! I am a rebel, love rock, love hiphop, naughty, if you want proof dial 081********* phrenz n cute guyz As these profiles suggest, the technology can be used to send different kinds of messages. The mobile phone and the BEDD software merely facilitate the process of social exchange, but what Indonesians use it for is up to them. Thus BEDD and the mobile phone become tools through which Indonesians can explore their identities. BEDD can be used in a variety of social and communicative contexts to allow users to explore their modern, social freedoms. Mobile Pornography Background Mobile phone pornography builds on a long tradition of pornography and sexually explicit material in Indonesia through the use of a new technology for an old art and product. Indonesia has a rich sexual history with a documented and prevalent sex industry (Suryakusuma 115). Lesmana suggests that the country has a tenuous pornographic industry prone to censorship and nationalist politics intent on its destruction. Since the end of the New Order and opening of press freedoms there has been a proliferation in published material including a mushrooming of tabloids, men’s magazines such as FHM, Maxim and Playboy, which are often regarded as pornographic. This is attributed to the decline of the power of the bureaucracy and government and the new role of capital in the formation of culture (Chua 16). There is a parallel pornography industry, however, that is more amateur, local, and homemade (Barker 6). It is into this range of material that mobile phone pornography falls. Amongst the myriad forms of pornography and sexually explicit material available in Indonesia, the mobile phone in recent years has emerged as a new platform for production, distribution, and consumption. This section will not deal with the ethics of representation nor engage with the debate about definitions and the rights and wrongs of pornography. Instead what will be shown is how the mobile phone can be and has been used as an instrument/medium for the production and consumption of pornography within contemporary social relationships. Technology There are several technological features of the mobile phone that make pornography possible. As has already been noted the mobile phone has had a large adoption rate in Indonesia, and increasingly these phones come equipped with cameras and the ability to send data via MMS and Bluetooth. Coupled with the mobility of the phone, the convergence of technology in the mobile phone makes it possible for pornography to be produced and consumed in a different way than what has been possible before. It is only recently that the mobile phone has been marketed as a video camera with the release of the Nokia N90; however, quality and recording time are severely limited. Still, the mobile phone is a convenient and at-hand tool for the production and consumption of individually made, local, and non-professional pieces of porn, sex and sexuality. It is impossible to know how many such films are in circulation. A number of websites that offer these films for downloads host between 50 and 100 clips in .3gp file format, with probably more in actual circulation. At the very least, this is a tenfold increase in number compared to the recent emergence of non-professional VCD films (Barker 3). This must in part be attributed to the advantages that the mobile phone has over standard video cameras including cost, mobility, convergence, and the absence of intervening data processing and disc production. Examples There are various examples of mobile pornography in Indonesia. These range from the pornographic text message sent between lovers to the mobile phone video of explicit sexual acts (Barendregt 14-5). The mobile phone affords privacy for the production and exchange of pornographic messages and media. Because mobile devices are individually owned, however, pornographic material found on mobile phones can be directly tied to the individual owners. For example, police in Kotabaru inspected the phones of high school students in search of pornographic materials and arrested those individuals on whose phones it was found (Barendregt 18). Mobile phone pornography became a national political issue in 2006 when an explicit one-minute clip of a singer and an Indonesian politician became public. Videoed in 2004, the clip shows Maria Eva, a 27 year-old dangdut singer (see Browne, 25-6) and Yahya Zaini, a married 42 year-old who was head of religious affairs for the Golkar political party. Their three-year affair ended in 2005, but the film did not become public until 2006. It spread like wildfire between phones and across the internet, however, and put an otherwise secret relationship into the limelight. These types of affairs and relationships were common knowledge to people through gossip, exposes such as Jakarta Undercover (Emka 93-108) and stories in tabloids; yet this culture of adultery and prostitution continued and remained anonymous because of bureaucratic control of evidence and information (Suryakusuma 115). In this case, however, the filming of Maria Eva once public proves the identities of those involved and their infidelity. As a result of the scandal it was further revealed that Maria Eva had been forced by Yayha Zaini and his wife to have an abortion, deepening the moral crisis. Yahya Zaini later resigned as his party’s head of Religious Affairs (Asmarani, sec. 1-2), due to what was called the country’s “first real sex scandal” (Naughton, par. 2). As these examples show, there are definite risks and consequences involved in the production of mobile pornography. Even messages/media that are meant to be shared between two consenting individuals can eventually make their way into the public mobile realm and have serious consequences for those involved. Mobile video and photography does, however, represent a potential new check on the Indonesian bureaucratic elite which has not been previously available by other means such as a watchdog media. “The role of the press as a control mechanism is practically nonexistent [in Jakarta], which in effect protects corruption, nepotism, financial manipulation, social injustice, and repression, as well as the murky sexual life of the bureaucratic power elite,” (Suryakusuma 117). Thus while originally a mobile video may have been created for personal pleasure, through its mass dissemination via new media it can become a means of sousveillance (Mann, Nolan and Wellman 332-3) whereby the control of surveillance is flipped to reveal the often hidden abuses of power by officials. Whilst the debates over pornography in Indonesia tend to focus on the moral aspects of it, the broader social impacts of technology on relationships are often ignored. Issues related to power relations or even media as cultural expression are often disregarded as moral judgments cast a heavy shadow over discussions of locally produced Indonesian mobile pornography. It is possible to move beyond the moral critique of pornographic media to explore the social significance of its proliferation as a cultural product. Conclusion In these two case studies we have tried to show how the mobile phone in Indonesia has become a mode of interaction but also a platform through which to explore other current issues and debates related to dating, sexuality and media. Since 1998 and the fall of the New Order, Indonesia has been struggling with blending old and new, a desire of change and nostalgia for past, and popular desire for a “New Indonesia” (Heryanto, sec. Post-1998). Cultural products within Indonesia have played an important role in exploring these issues. The mobile phone in Indonesia is not just a technology, but also a product in and through which these desires are played out. Changes in dating and pornography practices have been occurring in Indonesia for some time. As people use mobile technology to produce, communicate, and consume, the device becomes intricately related to identity struggle and cultural production within Indonesia. It is important to keep in mind, however, that while mobile technology adoption within Indonesia is growing, it is still limited to a particular subset of the population. As has been previously observed (Barendregt 3), it is wealthier, young people in urban areas who are most intensely involved in mobile technology. As handset prices decrease and availability in rural areas increases, however, no longer will mobile technology be so demographically confined in Indonesia. The convergent technology of the mobile phone opens many possibilities for creative adoption and usage. As a communication device it allows for the creation, sharing, and viewing of messages. Therefore, the technology itself facilitates social connections and networking. As demonstrated in the cases of dating and pornography, the mobile phone is both a tool for meeting new people and disseminating sexual messages/media because it is a networked technology. The mobile phone is not fundamentally changing dating and pornography practices, but it is accelerating social and cultural trends already underway in Indonesia by facilitating the exchange and dissemination of messages and media. As these case studies show, what kinds of messages Indonesians choose to create and share are up to them. The same device can be used for relatively innocuous behavior as well as more controversial behavior. With increased adoption in Indonesia, the mobile will continue to be a lens through which to further explore modern socio-political issues. References Asmarani, Devi. “Indonesia: Top Golkar Official Quits over Sex Video.” The Straits Times 6 Dec. 2006. Barendregt, Bart. “Between M-Governance and Mobile Anarchies: Pornoaksi and the Fear of New Media in Present Day Indonesia.” European Association of Social Anthropologists Media Anthropology Network e-Seminar Series, 2006. Barker, Thomas. “VCD Pornography of Indonesia.” Asian Studies Association of Australia, Wollongong, 2006. BEDD Press Release. “World’s First Mobile Communities Software Is Bringing People Together in Singapore.” 8 June 2004. Bennett, Linda Rae. Women, Islam and Modernity: Single Women, Sexuality and Reproductive Health in Contemporary Indonesia. London: Routledge Curzon, 2005. Berry, Chris, Fran Martin, and Audrey Yue, eds. Mobile Cultures: New Media in Queer Asia. Durham, NC: Duke UP, 2003. Braude, Joseph. “How Bluetooth Helps Young Kuwaitis Get It On.” The New Republic Online 14 Sep. 2006. Browne, Susan. “The Gender Implications of Dangdut Kampungan: Indonesian ‘Low Class’ Popular Music.”* *Working Paper 109, Centre of Southeast Asian Studies, Monash University. 2000. Chua, Beng-Huat. “Consuming Asians: Ideas and Issues.” Consumption in Asia: Lifestyles and Identities. Ed. Beng-Huat Chua. London: Routledge, 2003. 1-34. Emka, Moammar. Jakarta Undercover: Sex n’ the City. Yogyakarta: Galang Press, 2002. Heryanto, Ariel. “New Media and Pop Cultures in(ter) Asia.” Soft Power and Spheres of Influence in South and Southeast Asia. National University of Singapore, 2006. Heryanto, Ariel, and Vedi Hadiz. “Post-Authoritarian Indonesia: A Comparative Southeast Asian Perspective.” Critical Asian Studies 37.2 (2005): 251-75. Humphreys, Lee. “Mobile Devices and Social Networking.” Mobile Pre-Conference at the International Communication Association. Erfurt, Germany, 2006. Ito, Mizuko. “Introduction: Personal, Portable, Pedestrian.” Personal, Portable, Pedestrian: Mobile Phones in Japanese Life. Eds. Mizuko Ito, Diasuke Okabe, and Misa Matsuda. Cambridge, MA: MIT Press, 2005. 1-16. JakartaPost.com. “Cell-Phone Users May Reach 80m This Year.” 6 Jan. 2006. http://www.thejakartapost.com/detailheadlines.asp? fileid=20070106.@02&irec=1>. Juliastuti, Nuraini. “Whatever I Want: Media and Youth in Indonesia before and after 1998.” Inter-Asia Cultural Studies 7 (2006): 1. Katz, James E., and Mark Aakhus, eds. Perpetual Contact: Mobile Communication, Private Talk, Public Performance. New York: Cambridge UP, 2002. Lesmana, Tjipta. Pornografi dalam Media Massa. Jakarta: Puspa Swara, 1994. Ling, Richard. The Mobile Connection: The Cell Phone’s Impact on Society. San Francisco, CA: Morgan Kaufmann, 2004. Mann, Steve, Jason Nolan, and Barry Wellman. “Sousveillance: Inventing and Using Wearable Computing Devices for Data Collection in Surveillance Environments.” Surveillance and Society 1.3 (2003): 331-55. Naughton, Philippe. “Video Sex Scandal Claims Indonesian MP.” The Times Online 8 Dec. 2006. Pinch, Trevor J., and Wiebe E. Bijker. “The Social Construction of Facts and Artifacts: Or How the Sociology of Science and the Sociology of Technology Might Benefit Each Other.” The Social Construction of Technological Systems: New Direction in the Sociology and History of Technology. Eds. W. E. Bijker, T. P. Hughes and T.J. Pinch. Cambridge, MA: MIT Press, 1987. 17-51. Smith-Hefner, Nancy J. “The New Muslim Romance: Changing Patterns of Courtship and Marriage among Educated Javanese Youth.” Journal of Southeast Asian Studies 36.3 (2005): 441-59. Suhartono, Harry. “Mobile Penetration to Drive Market Leader’s Profit Gain.” Reuters News 27 Oct. 2006. Sullivan, Kevin. “Saudi Youth Use Cellphone Savvy to Outwit the Sentries of Romance.” The Washington Post 6 Aug. 2006: A01. Suryakusuma, Julia. “The State and Sexuality in New Order Indonesia.” Fantasizing the Feminine in Indonesia. Ed. Laurie J. Sears. Durham, NC: Duke UP, 1996. 92-119. Utomo, Iwu Dwisetyani. “Sexual Values and Early Experiences among Young People in Jakarta: Youth, Courtship and Sexuality.” Coming of Age in South and Southeast Asia. Eds. Lenore Manderson and Pranee Liamputtong. Surey: Curzon, 2002. 207-27. Winner, Langdon. “Do Artifacts Have Politics?” Social Shaping of Technology. 2nd ed. Eds. Donald MacKenzie and Judy Wajcman. Buckingham, UK: Open UP, 2002. 28-40. World Bank. 2004 Indonesia Data & Statistics. 4 Jan. 2006. http://web.worldbank.org/WBSITE/EXTERNAL/COUNTRIES/ EASTASIAPACIFICEXT/INDONESIAEXTN/0,,menuPK:287097~pagePK: 141132~piPK:141109~theSitePK:226309,00.html>. Citation reference for this article MLA Style Humphreys, Lee, and Thomas Barker. "Modernity and the Mobile Phone: Exploring Tensions about Dating and Sex in Indonesia." M/C Journal 10.1 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0703/06-humphreys-barker.php>. APA Style Humphreys, L., and T. Barker. (Mar. 2007) "Modernity and the Mobile Phone: Exploring Tensions about Dating and Sex in Indonesia," M/C Journal, 10(1). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0703/06-humphreys-barker.php>.
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Kuswhara, Devira Nanda, Ali Ridho Barakbah, Nur Rosyid Mubtadai, and Yuliana Setiowati. "Impression Generation of Indonesian Cultural Paintings for Mobile Application with Culture Dependent Color-Impression Metric Creation Contents." EMITTER International Journal of Engineering Technology 2, no. 1 (June 1, 2014). http://dx.doi.org/10.24003/emitter.v2i1.19.

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Painting is one of complex image reflecting observations and feelings of the artist to the environment. This condition extends the need of painting impression generation system since common people with lack of art experience would have difficulties to interpret the painting. From this point of view we presents a new model to provide representative impressions of paintings by providing a color-impression metric taken from public survey and implement it for mobile application. The new model provides analytical functions to generate the representative impression of the image query. The functions consist of two main section: (1) The cultural-dependent color-impression metric creation which consist of conducting survey, applying normalized 3D color vector quantization to image dataset, generating image-impression metric, and generating color- impression metric; and (2) Impression generation of image query which consist of applying normalized 3D color vector quantization to image query and measuring the similarity between image query andcolor-impression metric. To perform our proposed impression generation system, we examine our system with Indonesian cultural image dataset and 5 different mobile devices. Our proposed system performs main color impression precision result with average precision of more than 60%. Brightness intensity and zooming affects the retrieved impressions. Rotating captures of an image generate the same retrieved impressions. The system also performs average response time vary in range 41263 to 117434 milliseconds from all devices.Keywords: impression generation system, color based impression, cultural computing, mobile application.
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Kurniullah, Ardhariksa Zukhruf. "KONSEP TRANSMEDIA STORYTELLING PADA IKLAN CETAK MOBIL VOLKSWAGEN DENGAN MEDIA AUGMENTED REALITY." Bricolage: Jurnal Magister Ilmu Komunikasi 2, no. 02 (November 17, 2017). http://dx.doi.org/10.30813/bricolage.v2i02.836.

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New media or convergence, in a few years we often hear, especially the convergence of media that are often associated with new media that is now developing, particularly media-related technology development. The rapidly of media convergence growthto advances in technology these days, especially when the advent of the Internet and the digitization of information. This media convergence brings together the name "three-C" (computing, communication, and content). Once of product a media convergence is transmediaa, in the paradigm of Transmedia, no longer known specific profession. Eg profession as creators of the film, director, screenwriter, animator, producer of the TV program, game creators, content developers, comic artist, broadcaster, author, novelist even journalists. Everything sublimate into a new capacity, the Story Teller. Selection of the research issue at Volkswagon simulation of interactive digital advertising is a new study in the field of advertising in Indonesia, especially on the concept of transmedia storytelling approach to advertising and media convergence. This study use qualitative research approach. While research method used in this research is the method of observation with descriptive type. Data collection techniques in this study using advertising document observation that in this case the advertisement print of Volkswagen Augmented Reality and literature studies / literature. From the results of research conducted can be obtained conclusion that the power of Transmedia Storytelling on this Volkwagon print reinforces a story. The impact is that consumers will be more emotionally attached to the main products and variants and derivatives. The concept of transmedia storytelling advertising can be effective in the process of imaging and delivery of advertising messages, so that the audience can engage fully in augmented reality.. Keywords: convergence, transmedia,storytelling, digital, augmented reality
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Holloway, Donell Joy, Lelia Green, and Kylie Stevenson. "Digitods: Toddlers, Touch Screens and Australian Family Life." M/C Journal 18, no. 5 (August 20, 2015). http://dx.doi.org/10.5204/mcj.1024.

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Introduction Children are beginning to use digital technologies at younger and younger ages. The emerging trend of very young children (babies, toddlers and pre-schoolers) using Internet connected devices, especially touch screen tablets and smartphones, has elicited polarising opinions from early childhood experts. At present there is little actual research about the risks or benefits of tablet and smartphone use by very young children. Current usage recommendations, based on research into passive television watching which claims that screen time is detrimental, is in conflict with advice from education experts and app developers who commend interactive screen time as engaging and educational. Guidelines from the health professions typically advise strict time limits on very young children’s screen-time. Based for the most part on policy developed by the American Academy of Paediatrics, it is usually recommended that children under two have no screen time at all (Brown), and children over this age have no more than two hours a day (Strasburger, et al.). On the other hand, early childhood education guidelines promote the development of digital literacy skills (Department of Education). Further, education-based research indicates that access to computers and the Internet in the preschool years is associated with overall educational achievement (Bittman et al.; Cavanaugh et al; Judge et al; Neumann). The US based National Association for Education of Young Children’s position statement on technology for zero to eight year-olds declares that “when used intentionally and appropriately, technology and interactive media are effective tools to support learning and development” (NAEYC). This article discusses the notion of Digitods—a name for those children born since the introduction of the iPhone in 2007 who have ready access to touchscreen technologies since birth. It reports on the limited availability of evidence-based research about these children’s ICT use concluding that current research and recommendations are not grounded in the everyday life of very young children and their families. The article then reports on the beginnings of a research project funded by the Australian Research Council entitled Toddlers and Tablets: exploring the risks and benefits 0-5s face online. This research project recognises that at this stage it is parents who “are the real experts in their toddlers’ use of screen technologies. Accordingly, the project’s methodological approach draws on parents, pre-schoolers and their families as communities of practice in the construction of social meaning around toddlers’ use of touch screen technology. Digitods In 2000 Bill Gates introduced the notion of Generation I to describe the first cohort of children raised with the Internet as a reality in their lives. They are those born after the 1990s and will, in most cases; have no memory of life without the Net. [...] Generation I will be able to conceive of the Internet’s possibilities far more profoundly than we can today. This new generation will become agents of change as the limits of the Internet expand to include educational, scientific, and business applications that we cannot even imagine. (Gates)Digitods, on the other hand, is a term that has been used in education literature (Leathers et al.) to describe those children born after the introduction of the iPhone in 2007. These children often begin their lives with ready access to the Internet via easily usable touch screen devices, which could have been designed with toddlers’ touch and swipe movements in mind. Not only are they the youngest group of children to actively engage with the Internet they are the first group to grow up with a range of mobile Internet devices (Leathers et al.). The difference between Digitods and Gates’s Generation I is that Digitods are the first pre-verbal, non-ambulant infants to have ready access to digital technologies. Somewhere around the age of 10 months to fourteen months a baby learns to point with his or her forefinger. At this stage the child is ready to swipe and tap a touch screen (Leathers et al.). This is in contrast to laptops and PCs given that very young children often need assistance to use a mouse or keyboard. The mobility of touch screen devices allows very young children to play at the kitchen table, in the bedroom or on a car trip. These mobile devices have, of course, a myriad of mobile apps to go with them. These apps create an immediacy of access for infants and pre-schoolers who do not need to open a web browser to find their favourite sites. In the lives of these children it seems that it has always been possible to touch and swipe their way into games, books and creative and communicative experiences (Holloway et al. 149). The interactivity of most pre-school apps, as opposed to more passive screen activities such as watching television shows or videos (both offline or online), requires toddlers and pre-schoolers to pay careful attention, think about things and act purposefully (Leathers et al.). It is this interactivity which is the main point of difference, one which holds the potential to engage and educate our youngest children. It should be noted within this discussion about Digitods that, while the trope Digital Natives tends to homogenise an entire generation, the authors do not assume that all children born today are Digitods by default. Many children do not have the same privileged opportunities as others, or the (parental) cultural capital, to enable access, ease of use and digital skill development. In addition to this it is not implied that Digitods will be more tech savvy than their older siblings. The term is used more to describe and distinguish those children who have digital access almost since birth—in order to differentiate or tease out everyday family practices around these children’s ICT use and the possible risks and benefits this access affords babies, toddlers and pre-schoolers. While the term Digital Native has also been criticised as being a white middle class phenomenon this is not necessarily the case with Digitods. In the Southeast Asia and the Pacific region developed countries like Japan, Korea, New Zealand and Singapore have extremely high rates of touchscreen use by very young children (Child Sciences; Jie; Goh; Unantenne). Other countries such as the Philippines and Indonesia have moved to a high smart phone usage by very young children while at the same time have only nascent ICT access and instruction within their education systems (Unantenne). The Digitod Parent Parents of Digitods are usually experienced Internet users themselves, and many are comfortable with their children using these child-friendly touch screen devices (Findahl). Digital technologies are integral to their everyday lives, often making daily life easier and improving communication with family and friends, even during the high pressure parenting years of raising toddlers and pre-schoolers. Even though many parents and caregivers are enabling very young children’s use of touch screen technologies, they are also concerned about the changes they are making. This is because very young children’s use of touch screen devices “has become another area where they fear possible criticism and in which their parental practices risk negative evaluation by others” (Holloway et al). The tensions between expert advice regarding young children’s screen-time and parents’ and caregivers’ own judgments are also being played out online. Parenting blogs, online magazines and discussion groups are all joining in the debate: On the one hand, parents want their children to swim expertly in the digital stream that they will have to navigate all their lives; on the other hand, they fear that too much digital media, too early, will sink them. Parents end up treating tablets like precision surgical instruments, gadgets that might perform miracles for their child’s IQ and help him win some nifty robotics competition—but only if they are used just so. (Rosin)Thus, with over 80 000 children’s apps marketed as educational in the Apple App Store alone, parents can find it difficult to choose apps that are worth purchasing (Yelland). Nonetheless, recent research regarding Australian children shows that three to five year olds who access touch screen devices will typically have five or more specific apps to choose from (5.23 on average) (Neumann). With little credible evidence or considered debate, parents have been left to make their own choices about the pros and cons of their young children’s access to touch screens. Nonetheless, one immediate benefit that comes to mind is toddlers and pre-schoolers video chatting with dispersed family member—due to increased globalisation, guest worker arrangements, FIFO (fly-in fly-out) workforces and family separation or divorce. Such clear benefits around sociability and youngsters’ connection with significant others make previous screen-related guidelines out of date and no longer contextually relevant. Little Research Attention Family ownership of tablet devices as well as touch screen phones has risen dramatically in the last five years. With very young children being loaned these technologies by mum or dad, and a tendency in Australia to rely on market-orientated research regarding ownership and usage, there is very little knowledge about touch screen usage rates for very young Australian children. UK and US usage figures indicate that over the last few years there has been a five-fold increase in tablet uptake by zero to eight year olds (Ofcom; Rideout). Although large scale, comparative Australian data is not available, previous research regarding older children indicates that Australia is similar to high use countries like some Scandinavian nations and the UK (Green et al.). In addition to this, two small research projects in Australia, with under 160 participant families each, indicate that two thirds of these children (0-5) use touchscreen devices (Neumann; Coenenna et. al.). Beyond usage figures, there is also very limited evidence-based research about very young children’s app use. Interactive technologies available via touch screen technologies have been available domestically for a very short time. Consequently, “valid scientific research has not been completed and replicated due to [the lack of] available time” (Leathers el al. 129) and longitudinal studies which rely on an intervention group (in this case exposure to children’s apps) and a control group (no exposure) are even fewer and more time-consuming. Interestingly, researchers have revisited the issue of passive screen viewing. A recent 2015 review of previous 2007 research, which linked babies watching videos with poor language development, has found that there was statistical and methodological issues with the 2007 study and that there are no strong inferences to be drawn between media exposure and language development (Ferguson and Donellan). Thus, there seems to be no conclusive evidence-based research on which to inform parents and educators about the possible downside or benefits of touch screen use. Nonetheless, early childhood experts have been quick to weigh in on the possible effects of screen usage, some providing restrictive guidelines and recommendations, with others advocating the use of interactive apps for very young children for their educational value. This knowledge-gap disguises what is actually happening in the lives of real Australian families. Due to the lack of local data, as well as worldwide research, it is essential that Australian researchers obtain a comprehensive understanding about actual behaviour around touch screen use in the lives of children aged between zero and five and their families. Beginning Research While research into very young children’s touch screen use is beginning to take place, few results have been published. When researching two to three year olds’ learning from interactive versus non-interactive videos Kirkorian, Choi and Pempek found that “toddlers may learn more from interactive media than from non-interactive video” (Kirkorian et al). This means that the use of interactive apps on touch screen devices may hold a greater potential for learning than passive video or television viewing for children in this age range. Another study considered the degree to which the young children could navigate to and use apps on touch screen devices by observing and analysing YouTube videos of infants and young children using touch screens (Hourcade et al.). It was found that between the ages of 12 months and 17 months the children filmed seemed to begin to “make meaningful use of the tablets [and] more than 90 per cent of children aged two [had] reached this level of ability” (1923). The kind of research mentioned above, usually the preserve of psychologists, paediatricians and some educators, does not, however, ground very young children’s use in their domestic context—in the spaces and with those people with whom most touch screen usage takes place. With funding from the Australian Research Council Australian, Irish and UK researchers are about to adopt a media studies (domestication) approach to comprehensively investigate digital media use in the everyday lives of very young children. This Australian-based research project positions very young children’s touch screen use within the family and will help provide an understanding of the everyday knowledge and strategies that this cohort of technology users (very young children and their parents) have already developed—in the knowledge vacuum left by the swift appropriation and incorporation of these new media technologies into the lives of families with very young children. Whilst using a conventional social constructionist perspective, the project will also adopt a co-creation of knowledge approach. The co-creation of knowledge approach (Fong) has links with the communities of practice literature (Wegner) and recognises that parents, care-givers and the children themselves are the current experts in this field in terms of the everyday uses of these technologies by very young children. Families’ everyday discourse and practices regarding their children’s touch screen use do not necessarily work through obvious power hierarchies (via expert opinions), but rather through a process of meaning making where they shape their own understandings and attitudes through experience and shared talk within their own everyday family communities of practice. This Toddlers and Tablets research is innovative in many ways. It seeks to capture the enthusiasm of young children’s digital interactions and to pioneer new ways of ‘beginnings’ researching with very young children, as well as with their parents. The researchers will work with parents and children in their broad domestic contexts (including in and out-of-home activities, and grandparental and wider-family involvement) to co-create knowledge about young children’s digital technologies and the social contexts in which these technologies are used. Aspects of these interactions, such as interviews and observations of everyday digital interactions will be recorded (audio and video respectively). In addition to this, data collected from media commentary, policy debates, research publications and learned articles from other disciplinary traditions will be interrogated to see if there are correlations, contrasts, trends or synergies between parents’ construction of meaning, public commentary and current research. Critical discourse tools and methods (Chouliaraki and Fairclough) will be used to analyse verbatim transcripts, video, and all written materials. Conclusion Very young children are uniquely dependent upon others for the basic necessities of life and for the tools they need, and will need to develop, to claim their place in the world. Given the ubiquitous role played by digital media in the lives of their parents and other caregivers it would be a distortion of everyday life for children to be excluded from the technologies that are routinely used to connect with other people and with information. In the same way that adults use digital media to renew and strengthen social and emotional bonds across distance, so young children delight in ‘Facetime’ and other technologies that connect them audio-visually with friends and family members who are not physically co-present. Similarly, a very short time spent in the company of toddlers using touch screens is sufficient to demonstrate the sheer delight that these young infants have in developing their sense of agency and autonomy (https://www.youtube.com/watch?v=aXV-yaFmQNk). Media, communications and cultural studies are beginning to claim a space for evidence based policy drawn from everyday activities in real life contexts. Research into the beginnings of digital life, with families who are beginning to find a way to introduce these technologies to the youngest generation, integrating them within social and emotional repertoires, may prove to be the start of new understandings into the communication skills of the preverbal and preliterate young people whose technology preferences will drive future development – with their parents likely trying to keep pace. Acknowledgment This research is supported under Australia Research Council’s Discovery Projects funding scheme (project number DP150104734). References Bittman, Michael, et al. "Digital Natives? New and Old Media and Children's Outcomes." Australian Journal of Education 55.2 (2011): 161-75. Brown, Ari. "Media Use by Children Younger than 2 Years." Pediatrics 128.5 (2011): 1040-45. Burr, Vivien. Social Constructionism. 2nd ed. London: Routledge, 2003. Cavanaugh, Cathy, et al. 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