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Clustering Fuzzy C-Means Pola Dispersi Asap Kebakaran Lahan Gambut di Kabupaten Bengkalis Hendrawan, Satya Arisena; Satria, Deki
BRITech, Jurnal Ilmiah Ilmu Komputer, Sains dan Teknologi Terapan Vol 1 No 1 (2019): Periode Juli
Publisher : Institute Teknologi dan Bisnis Bank Rakyat Indonesia

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Abstract

The case of peat fires has became a serious problem in Indonesia. It?s impact of peatland fires was felt to the public. One technique to prevent the impact of these problems is try to analyze the pattern of the movement direction so that the smoke peatland can be a form of early prevention solutions. HYSPLIT model is one of technique to analyze the pattern of trajectories based on the meteorological conditions in the region. Fuzzy C-Means clustering is used for providing better result than the cluster of other techniques such as k-means. Based on cluster processing using fuzzy c-means formed fom the value of partition entropy of 0.4554 and partition coefficient of 0.7057, from these factors produce 2 clusters. The results that produce 2 clusters which in the first cluster, smoke peatland fires is at an altitude of 15.89 m AGL and second cluster that the smoke from peatland fires is at an altitude of 135.81 m AGL. Than, the smoke haze has moved to Malaysia, of course the smoke haze is dangerous for societies
Knowledge Sharing Driver in Virtual Community : A Systematic Review Satria, Deki; Hendrawan, Satya Arisena
BRITech, Jurnal Ilmiah Ilmu Komputer, Sains dan Teknologi Terapan Vol 1 No 1 (2019): Periode Juli
Publisher : Institute Teknologi dan Bisnis Bank Rakyat Indonesia

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Abstract

Virtual community is one of the most used platforms to share knowledge. Virtualcommunity usually composed by people who shared vision or specialty in certain aspect. This paper is systematic literature review using PRISMA. The goals of this papers is to find what is the driving factor of the people to share their knowledge in this kind of community. The end result of this papers is driving factors which can be used to create knowledge sharing model in virtual community.
Whats drive someone to share their knowledge? Indonesia virtual community case Satria, Deki
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 7, No 2 (2021): July
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v7i2.2142

Abstract

A virtual community is one form of Community of Practices that resides on the internet. This community consists of people who share problems or interests in specific topics. A lot of knowledge comes from this kind of community where the members shared their knowledge voluntarily. Knowledge itself is a valuable resource that gives the owner have an advantage. This research tried to observe what are the driver of this behavior. Knowing these variables could help the organization in defining knowledge sharing system functionality. The variables collected using PRISMA Systematic Literature Review (SLR) protocols, and the hypotheses tested using Partial Least Squares Structural Equation Modeling (PLS-SEM). From this research, we observed that self-efficacy and supporting others significantly influence someone to share their knowledge.
Implementasi User Centered Requirements Engineering dalam Pencarian Kebutuhan Sistem eLearning Deki Satria
Journal of Information System Research (JOSH) Vol 3 No 4 (2022): Juli 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (487.576 KB) | DOI: 10.47065/josh.v3i4.1618

Abstract

Covid 19 pandemic force a lot of educational institution to shift their learning process from direct learning into indirect learning via eLearning. In fact, a lot of obstacle found when implementing effective eLearning system. This research use User Centered Requirement Engineering as methodology to find the system requirement based on the obstacle found. The main obstacles from this research are lack of interaction between the members of the eLearning, boredom and hard to fulfill the user expectations. The functional requirements to tackle this problem circle around the community functionality like comment and badge and the non-functional requirements mainly focused on the UI and UX of the systems.
E-LEARNING IMPLEMENTATION BARRIER IN INDONESIA: A CASE STUDY Deki Satria; Neneng Rachmalia Feta; Fitria Fitria
Jurnal Techno Nusa Mandiri Vol 19 No 2 (2022): Techno Nusa Mandiri : Journal of Computing and Information Technology Period of
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/techno.v19i2.3034

Abstract

Abstract—Pandemic forces many educational institutions to change their learning delivery. One of the solutions is using eLearning. But, eLearning implementation faces a lot of barriers. This study tried to find the main barrier in eLearning in Indonesia. Systematic Literature Review and Descriptive statistics were used to collect and analyze our findings. The results of this study are separated into four categories: human, technology, organizational, and financial factors. Human factors include lack of interaction, hard to assimilate material, boredom, exhaustion, lack of preparation, and harder to meet the need. Technological factors include lack of technical advice, device, the internet, and power problems. The organizational factor is a lack of technical support. From the financial factors are expensive internet and device. These obstacles need to be addressed separately because each barrier has a different approach to solve. Keywords: Barriers, Covid-19, eLearning, SLR, Statistic Descriptive Intisari— Pandemi covid-19 memaksa banyak sekali institusi Pendidikan untuk mengubah pola pengajaran yang dilakukan. Salah satu cara yang paling banyak diterapkan adalah pembelajaran dalam jaringan (daring). Namun dalam pengimplementasia pembelajaran daring ini, ditemukan banyak kendala atau penghalang. Penelitian ini berusaha untuk menemukan kendala implementasi pembelajaran daring di Indonesia. Untuk menemukan penghalang tersebut digunakan systematic literature review (SLR) dan deskriptif statistic. Dari hasil penelitian yang dilakukan didapatkan empat kategori penghambat yaitu Manusia, teknologi, organisasi dan keuangan. Dari hasil penelitian tersebut didapatkan hasil hambatan manusia yaitu kurangnya interaksi, sulitnya memahami materi, kebosanan, kelelahan, kurang persiapan dan sulitnya memenuhi keinginan siswa. Dari faktor teknologi ditemukan kendala yaitu kurangnya perangkat, sering kali adanya kendala teknis, internet dan mati lampu. Dari faktor organisasi adalah kurangnya dukungan teknis dari organisasi. Sedangkan dari faktor keuangan adalah mahalnya perangkat dan internet yang dibutuhkan. Masing-masing faktor ini harus diselesaikan secara individu dikarenakan setiap faktor memiliki penyelesain yang unik Kata Kunci: Covid-19, eLearning, Penghambat Implementasi, Statistik Deskriptif, SLR.
WHAT MADE IMPLEMENTING EFFECTIVE ELEARNING HARD?: A SYSTEMATIC LITERATURE REVIEW Satria, Deki
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol 7 No 2 (2022): JITK Issue February 2022
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1134.112 KB) | DOI: 10.33480/jitk.v7i2.2782

Abstract

Covid-19 pandemic change a lot of industries in the world, including education. Education industries have become the third most affected by the pandemic and force educational institutions to change how they deliver their education services. eLearning became one of the solutions to these problems. But the implementation of eLearning proved to be hard and faced many obstacles or barriers. This paper is a Systematic Literature Review paper using Kitchenham. The systematic review results show that there were four categories of barriers in elearning: human factors, technological factors, financial factors, and organizational factors. To tackle this problem, educational institutions need to change the way they deliver the material; one way to change it is by gamification. The organization also has a vital contribution to tackle these barriers as the policymakers and supporters, both financially and as training providers.
eLearning Gamification Prototype Development using User Centered Design Approach Deki Satria
Jurnal Komtika (Komputasi dan Informatika) Vol 7 No 1 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v7i1.8958

Abstract

Abstract eLearning is one of the tools used by the educational institution. Unfortunately, many eLearning systems were not fully utilized by the user. These problems occur because of a lack of interaction in the eLearning system, dulling the learning process. Another problem is the lack of preparation from the user. This research tried to tackle these problems using gamification. The gamification adopted in this prototype is Medals, Ratings, and Discussion. The development prototype development using User Centred Design to gather the requirements and system flows. The use of these elements is hoped to be able to elevate the eLearning adoptions. The results of this research are the prototype of the gamification features and the business process of discussion in the eLearning system
Inserting Message Secret on File Data Bank using Steganography Engineering with EoF (End of File) Method Michael Sitorus; Deki Satria
Jurnal Riset Informatika Vol. 2 No. 4 (2020): Period September 2020
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1245.254 KB) | DOI: 10.34288/jri.v2i4.121

Abstract

Exchanging information does not realize that is important information. Circulates often important information insignificant but such as account bank customer information. The threat of security to information such as interruption, interception, modification, and fabrication. Thefts of information data by irresponsible parties. This research aims to secure information data in the form file digital image to be inserted with a secret message on building application for a secret message security system in the Bank with applying steganography using the End Of File (EOF) method. Steganography application capable of inserting secret messages in digital image data files. The results of the research can keep the existence of the message hidden. When other people receive image files, they can only see the images with the naked eye. So all messages are invisible and will not be read for hackers or other people before knowing the security side and open of password or reading the secret message.
Measuring the Quality of Higher Education Website using Webqual Method and Importance-Performance Analysis Qilbaaini Effendi Muftikhali; Deki Satria; Eva Nurul Jamilah
Sistemasi: Jurnal Sistem Informasi Vol 13, No 3 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i3.3666

Abstract

Website is one of the necessities needed by organizations, including educational organizations. Telkom University Jakarta Campus (TUJC) is an educational organization that needs it. Analysis methods needed to be conducted to find what needed to be improved. WebQual is utilized to gain this insight. Web Quality Index and Importance Performance analysis are performed to calculate the results. The results of the Web Quality index show that users' perspective is 60% on average and got a negative gap analysis. Therefore, the website needs improvements to satisfy the user. Importance Performance Analysis is used to find the indicator that needs improvement. The Importance Performance Analysis shows that timely website information and security are the main priority for improvement.
PROCUREMENT BUSINESS PROCESS REENGINEERING IN MANUFACTURING COMPANIES USING BUSINESS PROCESS ANALYSIS METHODS Fitria, Fitria; Feta, Neneng Rachmalia; Satria, Deki
Jurnal Pilar Nusa Mandiri Vol 18 No 2 (2022): Pilar Nusa Mandiri : Journal of Computing and Information System Publishing Peri
Publisher : LPPM Universitas Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/pilar.v18i2.3481

Abstract

The high Increas business competition makes many organizations in any field to be able to run their business more quickly and effectively to achieve business goals. Business processes are a series of activities carried out by organizations to achieve organizational goals, in manufacturing companies the procurement business process is one of the main business processes of the organization. Therefore, in this study, an analysis of the procurement business process was carried out and then designed a more optimal targeting business process engineering for the organization. Business process engineering is carried out by analyzing business processes using the valued added analysis, flow analysis and simulation methods. The results of business process engineering show that targeting business processes that are prepared are better in terms of time and costs compared to existing business processes.