Mobile legend
226139362
Pertama Kali, Universitas Ciputra Gelar Mobile Legend Campus Championship se Jawa Timur
Pertama kalinya, Universitas Ciputra Surabaya terpilih sebagai tuan rumah Mobile Legend Campus Championship. Sebanyak 80 peserta yang merupakan mahasiswa se Jawa Timur tergabung dalam 16 tim berkompetisi menjadi yang terbaik. Kempetisi tersebut berlangsung di Dian Auditorium Universitas Ciputra Surabaya, Jumat (31/1/2020) "Sebelumnya ada pertandingan online antara 32 team Mobile Legend dari berbagai Universitas, hari ini 16 team yang berkompetisi adalah hasil pertandingan online," kata Daniel Agung selaku ketua pelaksana dan Wakil ketua UKM E Sport UC. Peserta lomba datang dari Universitas Brawijaya, Universitas Widya Kartika, Universitas Jember, Universitas PGRI Ronggolawe Tuban, Universitas Dinamika, UC, dan lain lain. Kompetisi Mobile Legend Campus Championship ini mendapat dukungan dari pihak rektorat Universitas Ciputra Surabaya selaku pihak penyelenggara. "Ini merupakan wadah dalam menyalurkan kreativitas dalam UKM E Sport, kami mendukung dengan melengkapi fasilitas demi menujang prestasi mahasiswa di bidang E Sport ini," kata Victor Effendi Wakil Rektor 2. "Mahasiswa supaya belajar berkompetisi untuk menumbuhkan sportifitas dalam pertandingan karena mahasiswa dituntut untuk melakukan yang terbaik," tambahnya Format Kompetisi ini adalah Fase Knock out dengan 2 ronde didalamnya, jika seri diadakan babak penentuan (3 ronde) total hadiah 300 juta, untuk 3 pemenang. Kompetisi yang dimulai sejak pukul 11.00 WIB, mendapat respon positif dari peserta, karena bagi peserta ini merupakan ajang belajar teamwork. "Perasaan saya deg deg.an ya karena baru pertama kali, game membuat kami bekerjasama dengan baik untuk memenangkan kompetisi," kata Yosua Christopher Septianus mahasiswa asal Universitas Dinamika. "Ini juga merupakan pembuktian untuk kedua orangtua saya," pungkasnya.
Daniel Agung Victor Effendi Yosua Christopher Septianus
213270459
ok PENGUKURAN PERFOMANSI GAME ON LINE DI DAERAH RURAL DALAM VARIASI WAKTU DAN KARAKTER HERO PADA MOBILE LEGEND BAMBANG
The use of online games in the Industrial 4.0 eras continues to grow to pamper its consumers. On the consumer side wants to get the best service from providers. This publication is describing the data and connection requirements of online games specifically for Mobile Legend Bam Bang in terms of telecommunications performance. Measurements were made using parameters of throughput, packet loss, and delay. Measurement variations are carried out according to time. The busy time used is 6 am to 11 pm. The results are in accordance with general hypotheses, but there are some things that are anomaly measurements.
Made Sutha Yadnya Sudi Mariyanto Al Sasongko Lalu Wahyudi
229154887
KOMPARASI HUBUNGAN INTERPERSONAL BAGI MAHASISWA BK SEMESTER VIII PECANDU DAN AKTIF DALAM GAME ONLINE (MOBILE LEGEND) DI UNIVERSITAS PANCASAKTI TEGAL TAHUN AKADEMIK 2018/2019
SETYOPRATOMO ANGGIT 2019. judul skripsi "Komparasi Hubungan Interpersonal Bagi Mahasiswa Bk Semester VIII Pecandu Dan Aktif Dalam Game Online (Mobile Legend) Di Universitas Pancasakti Tegal Tahun Akademik 2018/2019" Skripsi. Bimbingan dan Konseling. Fakultas Keguruan dan Ilmu Pendidikan Universitas Pancasakti Tegal. Pembimbing 1 Dr. Suriswo M.Pd Pembimbing 2 Sri Adi Nurhayati,S Psi,MM Kata kunci Game Mobile Legend Hubungan Interpersonal Perkembangan teknologi pada masa ini sangat berkembang pesat. Salah satu bagian dari hal ini adalah perkembangan game online yang berbasis pada internet. Perkembangan game online ini sudah menguasai banyak orang dan terutama kepada anak anak remaja dan para mahasiswa di UPS Tegal. Penelitian ini dilandasi oleh Banyak anak anak remaja mengalami kecanduan game online. Game online yang sekrang sedang tenar yaitu Mobile Legend, maka penelitian ini difokuskan pada individu yang bermain game online Mobile Legend. Oleh karena itu, tujuan dari penelitian ini adalah: Pertama, untuk mengetahui bagaimana game online mobile legend mengakibatkan seorang pemain game online menjadi berkurangnya hubungan interpersonalnya dengan teman yang lainnya. Kedua, untuk mengetahui apakah individu yang bermain game online Mobile Legend memengaruhi komunikasi langsung dengan orang lain disekitarnya. Ketiga, untuk mengetahui agar apakah rasa empati terhadap individu lain disekitarnya, dikarnakan terlalu mementingkan game jadi berkurang atau tidak. Pendekatan yang digunakan yaitu kuantitatif, expost facto Causal compararative research/ kausalitas. Populasi, mahasiswa bk fkip ups tegal semester viii tahun pelajaran 2018/2019 sebanyak 78 mahasiswa, adapun sample sesuai dengan kriteria pemain pecandu dan aktif game online mobile legend sebanyak 17 mahasiswa, pengambilan sampel menggunakan teknik purposive sampling. Menggunakan teknik skala sikap, kuisioner, observasi, wawancara,himpunan data dan dokumentasi sebagai pengumpulan data. Rumus korelasi product moment untuk uji validitas dan rumus Spearman Brown uji reliabilitas. Serta uji Analisis Paired Samples Test Hasil penelitian menunjukan: 1) diketahui bahwa hubungan interpersonal Mahasiswa BK FKIP UPS Tegal Semester VIII yang aktif bermain game online mobile legend dalam kategori rendah (30,7% 2) diketahui bahwa hubungan interpersonal Mahasiswa BK FKIP UPS Tegal Semester VIII yang pecandu bermain game online mobile legend dalam kategori sangat tinggi (75% 3) Pengambilan keputusan diketahui bahwa nilai sig (2 tailed)sebesar 0,013<0,05, maka dapat disimpulkan bahwa Ada perbedaan antara pecandu dan aktif dalam Game Online (Mobile Legend) terhadap Hubungan Interpersonal Mahasiswa Universitas Pancasakti Tegal Tahun Pelajaran 2018/2019. maka Hipotesis Kerja Ha diterima dan menolak Hipotesis nihil Ho
Setyopratomo Anggit
229144174
TERPAAN INTENSITAS BERMAIN GAME ONLINE MOBILE LEGENDTERHADAP PROKRASTINASI AKADEMIK PADA SISWA MENENGAHKEJURUAN(Studi pada SMKN 03 Batu kelas II pengguna game online Mobile Legend)
One of the factors causing students to become a procrastinator is looking for fun and looking for entertainment. In their daily routine, the students look for an entertainment that they often play, which is playing online games, such as PUBG, FreeFire, Clash of Clans (COC) Mobile Legend and others, and until now online games are still much favored by students, such as Mobile Legend. So the intensity of students in playing online games can cause academic procrastination. The title raised in this thesis is Exposure to the Intensity of Playing Mobile Legend Online Games to Academic Procrastination in Students, this study uses the theory of Uses and Gratification, a theory that introduces (usefulness and satisfaction) which means someone has a choice in using and how the media will impact to himself. This research uses a quantitative approach. The data analysis technique used by researchers is simple linear regression The deriving on the results of the research and after analyzing the data, it can be concluded as follows: The intensity of playing the online game Legend influences academic procrastination in vocational secondary students. These results are indicated by the coefficient of determination (R square) that show the intensity of playing the online game Mobile Legend contributing the dependent variable namely academic procrastination in vocational secondary students while the rest is caused by other variables outside the research variable. The F test results from 310 students, obtained 76 students who played the Mobile Legend online game using the Slovin formula. Moreover, the 76 students, the intensity of playing the Mobile Legend online game can affect academic procrastination in students.
Desy Intan Permatasari
225247615
ANALISIS ABBREVATION BAHASA GAME ONLINE PADA PERMAINAN MOBILE LEGEND (KAJIAN MORFOLOGI
Tujuan dari penelitian ini adalah untuk mengklasifikasikan bentuk bentuk abreviasi serta mendeskripsikan pola pola proses pembentukan abreviasi dalam bahasa game online. Metode yang digunakan dalam penelitian ini adalah metode deskriptif kualitatif dengan pendekatan morfologi, teori yang melandasi penelitian ini meliputi abreviasi, serta data penelitian ini menggunakan data katas yang diperoleh melalui game mobile legend berupa kosakata yang muncul di game tersebut. Hasil penelitian ini dapat mengungkap fenomena abreviasi serta proses terbentuknya abreviasi, fenomena abreviasi ini terbagi menjadi lima proses yaitu, Proses singkatan, akronim, penggalan, kontraksi, lambang huruf. Sedangkan proses abreviasi yaitu, Pengekalan huruf tiap komponen, Pengekalan huruf pertama disertai konjugsi, Pengekalan tiga huruf pertama dari suatu kata, Pengekalan suku kata pertama pada tiap kata, Pengekalan empat huruf pertama dari suku kata, Pengekalan huruf yang tidak beraturan, Lambang huruf.
Adi Iwan Hermawan Nouval Rumaf Teguh Yuliandri Putra
225831219
IMPLEMENTATION OF MADM SELECTION OF SQUAD E SPORT MOBILE LEGEND MEMBERS USING MULTI STAGE AHP
E Sports is an electronic based sport that provided with internet or online networks, it takes more than one person to played. Mobile Legend is an online game that is often competed in E Sport. Many competitions makes the player of Mobile Legend want to join. In a Mobile Legend, 5 players are required to join a group to play in the game. In this case, Nyanyah Squad only looked for 3 members to join the group. Many players want to join this group make the group leader confused, so a system is needed to help determine group members. In this study using the MADM (Multi Atribute Decission Making) multi stage AHP (Analytic Hierarchy Process) with the criteria of skills, winrates, statistics, roles and ranks, each of which has 3 sub criteria. The AHP (Analytic Hierarchy Process) method was chosen because it uses qualitative data collected from the results based on experience and intuition, in addition to quantitative data on complex problems can be solve according to the priorities needed. The final result of this study is ranking score alternative players and the players who can join the Nyanyah Squad. Keywords: efficiency, AHP, E Sport members selection.
Erika Dewi Anggraini Wiwien Hadikurniawati
225921266
Makna dan fungsi tuturan register dalam games online "mobile legend" serta pengaruhnya bagi gamers
Mobile Legend is a type of online games that uses communication between players. The purpose of this study was to determine the form, meaning and function of register speech that gamers made when playing Mobile Legend games, and to determine the positive and negative impacts for gamers. This type of research is descriptive qualitative, which describes the data obtained. This research data is the form of speech used by gamers in Mobile Legend. Data obtained from listening, taking notes, and documentation. Data analysis in this research was done by collecting data, reducing data, classifying data, presenting data, and concluding data. Based on the results obtained that there are various types of register speeches, each of which contains a special meaning that has been agreed upon and understood by both parties between Games Mobile Legend players so that communication is effective. The speech function delivered is nothing but to establish communication so that the match runs smoothly. Based on its function, it can be classified based on its speech function, which is divided into 7 categories, namely speech that serves to warn the team because it is being attacked, invite to play Mobile Legend games, order the team to attack or retreat, praise the team or other players, criticize other teams or players declare the team's victory, and declare the team's defeat. The good and bad effects of this game on players in terms of language, action, thinking, and social to the surrounding environment.
Elen Inderasari Kalpika Cahya Buana Riza Mar'atus Sholikhaha
194278546
Hubungan Kecanduan Bermain Game Jenis MOBA (Multiplayer Online Battle Arena) "Mobile Legend" dengan Perilaku Agresif Pada Mahasiswa Universitas Kristen Satya Wacana
Swastirena Merari Shabati
225838819
Outcome Prediction Using Naive Bayes Algorithm in The Selection of Role Hero Mobile Legend
A S Chan Ferry Fachrizal Arif Ridho Lubis
228979005
The impact of the Mobile Legend game in creating virtual reality
Online games have been very popular nowadays, more than games played by children and teenagers 30 years ago. This study aims to explore technological developments that people are interested in, namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has succeeded in making Indonesians interested because of its avatar, message feature, and buying and selling of online characters in one application. The evolution of online games from PC to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently, they can spend up to 6 hours a day looking for internet network access. Researchers use determinism theory to answer this phenomenon. The method in this study uses a qualitative type with a virtual ethnographic method. In addition, this research collects data on using virtual tracing to record and documenting virtual activities, and interviews with seven informants of Mobile Legends' players. This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him. Technology like Mobile Legend has eroded the sociocultural side and communication sensitivity of an individual in society. All users also become more active and narcissistic in creating multiple identities that exist in the virtual world. So this research shows that online games in creating virtual reality have both positive and negative impacts on the players.
Khefti Al Mawalia