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Manajemen Risiko Proyek Perangkat Lunak Menggunakan Pendekatan Just In Time Pada Perusahaan Teknologi Informasi Prayogo, Johan Suryo; Setyohadi, Djoko Budiyanto
Jurnal Buana Informatika Vol 8, No 3 (2017): Jurnal Buana Informatika Volume 8 Nomor 3 Juli 2017
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (475.051 KB) | DOI: 10.24002/jbi.v8i3.1314

Abstract

Abstract. Software project will always have risks such as technical failure, increasing cost of the project, and overrun schedules. The risks that are not well managed will then transfom as a constraint on a software project and will affect the success rate of the software project. PT.Cerise Yogyakarta has not applied software project risk management that it still experienced constraints of technical failure and schedule overruns. The implementation on Kotabagus project in PT.Cerise Yogyakarta used Just In Time approach to determine the value of technical, cost, and schedule. Risk asessement analysis employs The Software Engineering Risk Model (SERIM) to measure the success, and make recommendations for risk reduction. Risk factors affect 50% constraints on the risk elements of technical, 48% constraints on risk elements of cost, and 48% constraints on risk elements of schedule. The software project success value is 0.51, then the risk is still going by 49%.Keywords: software project, risk management, just in time, SERIM        Abstrak.Proyek perangkat lunak selalu mempunyai risiko, seperti risiko yang menyebabkan kendala kegagalan teknis, biaya yang bertambah banyak, dan waktu pengerjaan yang semakin lama. Risiko yang tidak dikelola maka akan menjadi kendala pada proyek perangkat lunak dan mempengaruhi keberhasilan dari proyek. PT.Cerise Yogyakarta saat ini belum menerapkan manajemen risiko sehingga kendala ketidaksesuaian teknis dan bertambahnya waktu pengerjaan pada proyek sebelumnya masih terjadi. Penerapan manajemen risiko pada proyek Kotabagus yang dikerjakan PT.Cerise menggunakan pendekatan Just In Time untuk mengetahui nilai elemen risiko technical, cost, dan schedule. Analisis penilaian risiko menggunakan The Software Engineering Risk Model (SERIM) untuk mengukur nilai keberhasilan proyek Kotabagus, dan menyusun rekomendasi untuk pengurangan risiko. Faktor-faktor risiko mempengaruhi 50% kendala pada elemen technical, 48% kendala pada elemen cost, dan 48% kendala pada elemen schedule. Nilai risiko keberhasilan proyek Kotabagus di PT.Cerise adalah 0,51, berarti risiko masih terjadi sebesar 49% pada proyek.Kata Kunci: proyek perangkat lunak, manajemen risko, just in time, SERIM
The Analysis of Implementation Business Model Canvas At The E-Marketplace Dipeta Company Purnawati, Ni Wayan; Setyohadi, Djoko Budiyanto
Scientific Journal of Informatics Vol 4, No 2 (2017): November 2017
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v4i2.9945

Abstract

In the internet Era as now everything is easily accessible, obtaining good information, education, services even trade. E-Marketplace as a new innovation for interaction between buyer and seller can also encourage micro medium to promote his business. www.pesansaja.com released by dipeta in the field of E-Marketplace of local culinary, which still require a lot of innovation to be able to attract customers and keep them. Innovation is also needed to be able to compete with other competitors on the E-Marketplace that engaged in the same. Hence the need for the implementation of the business model in this business model Canvas to get new business models to suit the wishes of the customer and an evaluation based on the strong and weak points of this business. The results of the implementation are expected to make the company's E-Marketplace is getting big and compete at a national level as an E-Marketplace of successful culinary attract customers
Digital Newspaper : An Analysis of Technology Acceptance Model – Case Study : Student of Atma Jaya University Yogyakarta Lumbantobing, Mutiara; Setyohadi, Djoko Budiyanto; Santoso, Albertus Joko
Journal of Information Technology and Computer Science Vol. 4 No. 2: September 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3534.847 KB) | DOI: 10.25126/jitecs.20194257

Abstract

 Todays, the newspaper has been converging from print to digital. The advantages of the digital newspaper have made the digital newspaper a top choice especially for the student as a digital native group. The purpose of this study is to know and explain the acceptance of user (students) to the digital newspaper. This study proposed a theoretical framework that includes the core constructs in TAM: namely, Perceived Ease of Use (PEOU), Perceived Usefulness (PU), Attitude Toward Use (ATU), Behaviour Intention to Use (BIU) and Actual Use (AU). The statistical test method is statistical validity, reliability, normality, and test the influence of factors using Structural Equation Model (SEM). Data were obtained through questionnaires distributed to 100 UAJY students of Atma Jaya University Yogyakarta (UAJY) respondents from 5 faculties. The overall hypothesis proposed in this study is accepted, namely: Perceived Ease of Use (PEOU) has a positive effect on Perceived Usefulness (PU); Perceived Ease of Use (PEOU) has a positive effect on Attitudes Toward Use (ATU); Perceived Usefulness (PU) has a positive effect on Behavioral Intention to Use (BIU) Attitude (ATU) has a positive effect on Behavioral Intention to Use (BIU) ); Behavior Intention to use (BIU) has a positive effect on actual using (AU) digital newspaper.
Gamification Project-Based E-learning in Character Education: A Study in Senior High School Merliana, Ni Putu Eka; Widyantara, I Made Oka; Wirastuti, Ni Made Ary Esta Dewi; Saputra, Komang Oka; Setyohadi, Djoko Budiyanto
JOIV : International Journal on Informatics Visualization Vol 9, No 5 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.5.4033

Abstract

E-learning in education faces challenges in improving students' engagement, specifically regarding character education effectiveness. Gamification is among the strategies that can be applied to increase student engagement in the project-based learning process. Therefore, this study aimed to develop a Gamification Framework for Project-Based E-learning in Character Education (GaPolCE) as an innovative solution to improve engagement and character education at the senior high school level. A quantitative study was carried out using a quasi-experimental method, where data collection was carried out through a pre-post test and log data analysis to measure the effectiveness of gamification in achieving character education and student engagement. The results showed that the implementation of GaPolCE improved aspects of character education measured using the N-Gain score, where moral knowledge was in the high category (0.70) while moral feeling (0.49) and moral action (0.51) were in the moderate category. Student engagement increased significantly by 67%, 8%, and 25% for behavioral, emotional, and cognitive engagement. However, the effectiveness of in-depth character formation requires long-term evaluation. In addition, the assessment of the application of gamification in project learning for character education is still done manually, thus increasing teachers' workload. In this regard, further research is needed with a longitudinal approach to ensure the sustainability of its influence. In addition, it is necessary to develop an automatic assessment system based on artificial intelligence to increase the efficiency of character education evaluation. 
Measuring User Satisfaction in Website Usability by Considering Stress Level Raka, Surya Jaya; Setyohadi, Djoko Budiyanto
JOIV : International Journal on Informatics Visualization Vol 5, No 3 (2021)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.5.3.512

Abstract

Usability testing, part of the human-computer interaction problem, is a method commonly used to evaluate the performance of a website interface. Today's study of human-computer interaction is important. It is now developed into UI UX (User Interface / User Experience). The website interface can affect user satisfaction and is a principal factor in a website being liked by users and meeting user needs. When a website is first developed, it can be difficult for a developer to understand the need for a website interface that matches the user persona of that website. Therefore, this research is important as an evaluation material for websites that are developed in the context of a website interface to provide a satisfactory appearance according to user personas. This study evaluates a website by conducting a usability test using the ISO-9241 aspect and getting an average result of 50,967, which is categorized as a bad website is taken from all users in the experiment. This study can also prove the psychological factors of users that influence usability testing, namely differences in the perceptions of website ratings between users with normal and (mild, moderate, severe, too severe) psychological stress levels. Users with normal stress levels will have better usability test results than users with stress levels. This study shows better results than user ratings with a normal stress level of 73,750, so it is categorized as a reliable website.