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Journal : Indonesian Journal of Computer Science and Engineering

Mekanisme MVC-Pemrograman Web Pada CMS Yang Memiliki Basis AI Sirait, Migel; Qavidhufahmi, Akhmat; Montaghib, M. Ihtifanul; Setiawan, Yudi; Erlanshari, Aan; Panca, Yusran Putra; Wijanarko, Andang
Indonesian Journal of Computer Science and Engineering Vol. 2 No. 01 (2025): IJCSE Volume 02 Nomor 01, Mei 2025
Publisher : CV. Cendekiawan Muda Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70656/ijcse.v2i01.311

Abstract

Artikel ini membahas penerapan arsitektur Model-View-Controller (MVC) dalam pengembangan Content Management System (CMS) modern yang mengintegrasikan teknologi kecerdasan buatan (AI). Dengan struktur modularnya, arsitektur MVC memberikan kemudahan dalam memisahkan logika, antarmuka, dan kontrol aplikasi. Integrasi AI dalam CMS meningkatkan kemampuan otomatisasi, analisis perilaku pengguna, dan interaksi berbasis konteks. Tulisan ini menyajikan hasil studi pustaka yang mencakup penerapan MVC dan AI dalam pengembangan CMS dengan studi kasus dari framework Laravel dan implementasi di Indonesia.
Implementing an Extention to The Technology Acceptance Model (TAM) to Evaluate User Acceptance of Identitas Kependudukan Digital (IKD) Wijanarko, Andang; Siregar, Michael Exaudi; Andreswari, Desi
Indonesian Journal of Computer Science and Engineering Vol. 1 No. 01 (2024): IJCSE Volume 01 Nomor 01, Juni 2024
Publisher : CV. Cendekiawan Muda Sriwijaya

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Abstract

The objective of this study is to assess user acceptance and the factors that impact the adoption and usage of the Identitas Kependudukan Digital (IKD) application. Several significant technological obstacles arose during the implementation of IKD. Additional investigation is required to ascertain user satisfaction with applications that employ the technology acceptance model (TAM) technique. This technique combines an important aspect, specifically security. The research sample consisted of 100 participants from Bengkulu City who had used the IKD application. The data was analyzed using the Structural Equation Modeling-Partial Least Squares (SEM-PLS) methodology. The study's findings indicate that the acceptance status of IKD application users in Bengkulu city is 4.42, which corresponds to the level of agree. This suggests that the citizens of Bengkulu city have effectively adopted the IKD application. The SEM-PLS approach produced analytical data that demonstrate five factors that influence users' use of the IKD application: perceived usefulness, perceived ease of use, security, attitude towards usage, and behavioral intention to use.
Analisis Faktor-Faktor Yang Mempengaruhi Intensi Pengguna E-learning Menggunakan Metode UTAUT2 ( Studi kasus : E-learning Universitas Bengkulu) Wijanarko, Andang; Erlanshari, Aan; Juliani, Keken
Indonesian Journal of Computer Science and Engineering Vol. 1 No. 01 (2024): IJCSE Volume 01 Nomor 01, Juni 2024
Publisher : CV. Cendekiawan Muda Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Banyaknya Sumber Daya Manusia (SDM) di Universitas Bengkulu belum siap dengan adanya e-learning, terlihat dari belum semua dosen atau pengajar menggunakan e- learning dalam memudahkan proses pembelajaran di perkuliahan. Idealnya seluruh dosen atau pengajar Universitas Bengkulu menggunakan e-learning dalam proses pembelajaran. Dari permasalahan yang dihadapi oleh e-learning Universitas Bengkulu tersebut salah satu cara mengatasinya yaitu dengan cara mengetahui seberapa besar intensi pengguna yang ada di Universitas Bengkulu untuk menjadi bahan evaluasi bagi pihak Lembaga Pengembangan Teknologi Informasi dan Komunikasi (LPTIK) Universitas Bengkulu. Penelitian ini bertujuan untuk menguji apakah variabel UTAUT2 (performance expectancy, effort expectancy, social influence, facilitating condition, hedonic motivation, price value, dan habit) berpengaruh terhdap intensi penggunaan e-learning di Universitas Bengkulu dengan tujuan untuk mengetahui faktor apa saja yang mempengaruhi intensi penggunaan e-learning di Universitas Bengkulu berdasarkan model UTAUT2 serta melihat seberapa besar intensi penggunaan e-learning di Universitas Bengkulu. Metode Kuantitatif diterapkan pada penelitian ini dengan cara penyebaran kuesioner kepada 88 responden. Model yang digunakan adalah Unified Theory of Acceptance and Use of Technology-2 (UTAUT-2). Analisis data yang dilakukan menggunakan software SmartPLS 4. Hasil penelitian ini menunjukan bahwa Behavioral Intentions, dan Habit mempengaruhi perilaku penggunaan e-learning di Universitas Bengkulu. Behavioral Intentions memiliki pengaruh yang paling kuat dengan nilai path coefficient 0.559 yang berarti bahwa niat pengguna dapat mempengaruhi perilaku penggunaan e-learning di Universitas Bengkulu.
Employing the Technology Readiness Index (TRI) to Evaluate Customer Readiness for Future Adoption of The Metaverse in Virtual Branch Digital Banking Services Wijanarko, Andang; Syafitri, Arinda; Andreswari, Desi
Indonesian Journal of Computer Science and Engineering Vol. 1 No. 02 (2024): IJCSE Volume 01, Nomor 02, November 2024
Publisher : CV. Cendekiawan Muda Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70656/ijcse.v1i02.109

Abstract

Metaverse banking integrates traditional financial services within a virtual environment, enabling alternative transaction channels through augmented reality (AR) and virtual reality (VR). By 2030, it is projected that nearly all bank clients will utilize these technologies for banking transactions. Although existing studies have explored metaverse adoption, there remains a significant research gap regarding client readiness for this transition. This study addresses this gap by examining customer readiness for metaverse banking using a quantitative approach. Data were collected through questionnaires distributed to 100 respondents in Bengkulu, Indonesia, and analyzed using the Technology Readiness Index (TRI) and SmartPLS 4 software. The findings indicate that customers in Bengkulu exhibit a readiness for virtual digital banking services in the metaverse, with a TRI score of 2.37 among respondents in the low technology readiness category. This score reflects a generally optimistic and innovative attitude toward metaverse banking, although accompanied by concerns about technological security. The "Innovative" component within the TRI showed a significant impact on potential metaverse technology adoption, suggesting that users are willing to independently explore and adopt this technology. This study contributes to the understanding of client preparedness and potential adoption of metaverse banking, highlighting both the enthusiasm and reservations held by prospective users.
Gamification on Cybersecurity Awareness Training for Adolescents: A Systematic Literature Review Wijanarko, Andang; Erlansari, Aan
Indonesian Journal of Computer Science and Engineering Vol. 2 No. 02 (2025): IJCSE Volume 02 Number 02, November 2025
Publisher : CV. Cendekiawan Muda Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70656/ijcse.v2i01.490

Abstract

This systematic literature review aims to synthesize empirical evidence on the effectiveness, gamification elements, and implementation challenges of gamification in cybersecurity awareness training for adolescents. This study follows the PRISMA guidelines with a literature search on the Scopus academic database. Of the 124 studies identified, 14 studies met the inclusion criteria for further analysis. The synthesis results show that gamification significantly increases engagement, intrinsic motivation, and knowledge retention among adolescents on the topic of cybersecurity. The most effective gamification elements are points, badges, and leaderboards (PBL). However, key challenges such as framework usage, ensuring long-term engagement, and integration between game mechanics and learning outcomes must be considered for future research.