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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 companys E-Marketplace is getting big and compete at a national level as an E-Marketplace of successful culinary attract customers
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
ANALISIS PENERIMAAN PENGGUNA TERHADAP MANAGEMENT LEARNING SYSTEM VILEP BERBASIS M-LEARNING PADA MAHASISWA JURUSAN GIZI DI POLITEKNIK KESEHATAN PALANGKA RAYA Juni Ramadhani; Ni Wayan Purnawati
Jurnal Kesehatan Tambusai Vol. 2 No. 2 (2021): JUNI 2021
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jkt.v2i2.1786

Abstract

Absract – M-Learning (Mobile Learning) can be defined as mobile learning media using mobile devices in universities. The Indonesian Ministry of Health in the field of Center for Health Human Resources Education provides a Learning Management System (LMS), a new learning system using technology for students in the health sector. Likewise, in the Department of Nutrition, Health Polytechnic of Ministry of Health, Palangkaraya, also implements the Virtual Learning Program (VILEP) for teachers and students. This study examined the significance of the effect of student admission from Health Polytechnic of Ministry of Health Palangkaraya by of mobile-based VILEP. This study used a research model to describe the relationship between several variables that affect the acceptance of mobile learning as a new innovation at the Palangkaraya Health Polytechnic. For this reason, this study adopted and modified the model of The Unified Theory of Acceptance and Use of Technology (UTAUT) from Mahande and Malago (2016) and acceptance M-Learning as an extended UTAUT variable to determine the influenced factors of M-Learning VILEP acceptance of M-Learning VILEP as a new innovation at the Health Polytechnic of Ministry of Health Palangkaraya. Based on the evaluation results of VILEP M-Learning acceptance model, Effort Expectancy (EF), and Facilitating Condition (FC) have a significant effect on Behavioral Intention (BI), while Behavioral Intention (BI) and Facilitating Condition (FC) have a significant effect on acceptance. M-Learning (MA) VILEP. Students have easy access to VILEP system, supported by the infrastructure of the institution. The main intention and infrastructure encourage students to use VILEP as a learning tool. Keywords: M-Learning (Mobile Learning), Virtual Learning Program (VILEP), The Unified Theory of Acceptance and Use of Technology (UTAUT) model.
Analysis of the implementation of Restful (Representational State Transfer) web services for data integration between information systems I Nyoman Alit Arsana; I Made Pustikayasa; Ni Wayan Purnawati
Jurnal Mantik Vol. 7 No. 2 (2023): Agustus: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.v7i2.4016

Abstract

The Library Information System and the SAT-IKA Information System (Sistem Infomasi Pangkalan Data Terintegrasi IAHNTP), which have their respective databases or are not integrated with each other, cannot be used together and can cause duplication and data inconsistency.Application of Web service technology enables interaction between heterogeneous software and can support data integration between information systems. The approach used is REST (Representational State Transfer) Web Service technology with JSON (Java Script Object Notation) format. Slim Micro Framework is used to code web applications and APIs (application programming interfaces) quickly and easily. The result of this research is data integration in each information system using a REST Web service with JSON data format so that data consistency is maintained and data redundancy is avoided
Investigation of E-Health Acceptance Factor Ni Wayan Purnawati; Djoko Budiyanto Setyohadi; Suyoto Suyoto
JURNAL INFOTEL Vol 10 No 2 (2018): May 2018
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v10i2.360

Abstract

The E-Health is used to support information technology to maximize the tasks and medical services in the hospital. However, the hospital’s management still have some issues due to E-Health implementation, particularly in the interaction with the system. This study identifies significant factors affecting the implementation of E-Health. Testing a model has been done, to identify factors affecting E-Health acceptance. Quantitative Research methods has been done is implemented in this research, by conducting a survey of 150 respondents on health practitioners in the District Hospital of Gunung Mas Province of Central Kalimantan. Random Sampling Method has been done is performed by doctors, nurses, medical record officers, and midwives. Meanwhile, model testing has been done with Structural Equation Model (SEM) analysis technique. The results of this study show that computer self-efficacy factor is the most powerful factor influencing user's opinion about perceived ease of use and perceived the usefulness of E-Health (significant p <0.05), followed by compatibility, top management support, information quality, system quality, facilitating condition, service quality, complexity, and adaptability. Hospital management needs to work together as a team effort to medical practitioners to apply E-Health in hospitals. Supports and awareness from various parties, such as government, IT support, and resources are expected to help implement E-Health in rural areas. The result of this study could be a decision in taking steps to implement E-Health in the future, in order to improve services of people in rural areas.
Evaluasi Heuristik E-Learning Institut Agama Hindu Negeri Tampung Penyang Palangka Raya Purnawati, Ni Wayan; Alit Arsana, I Nyoman; Janardana Febrian Agus, I Putu
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 14 No 2 (2024): September 2024
Publisher : STMIK Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v14i2.648

Abstract

Institute of Hindu Religion (IAHN) Tampung Penyang Palangka Raya has e-learning in an e-campus with complex features. Many e-learning features become ineffective, and make users unable to maximize their use. Therefore, a heuristic evaluation approach from Nielsen's is needed to find out the extent of usability in the e-learning. The heuristic evaluation method is a method used to find usability problems of a product using 10 heuristic evaluation principles. In this research, the assessment was carried out by 4 expert usability evaluators. The calculation of usability heuristic evaluation using severity ratings scale has been done. The results of the assessment based on heuristic evaluation on the IAHN-TP Palangka Raya e-campus application resulted in 24 problem findings. The highest value of the average severity rating (SR) is on the principle of error prevention and as much as 92% of the largest percentage is on the principle of visibility of system status. This research also provides recommendations for design improvements ranging from adding functions, changing appearance, and layout according to the results of the heuristic evaluation. These recommendations can be used as a consideration for the IAHN-TP campus management in improving the application.
PERAN TEKNOLOGI INFORMASI DAN KOMUNIKASI DALAM MENINGKATKAN KREATIVITAS BELAJAR SISWA DI SMAN 2 KAHAYAN TENGAH KABUPATEN PULANG PISAU I Made Pustikayasa; I Wayan Sindia Griya Danika; I Nyoman Alit Arsana; Ni Wayan Purnawati
Jurnal Teknologi Informasi dan Komputer Vol. 10 No. 3 (2024): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36002/jutik.v10i3.3444

Abstract

Proses pembelajaran memerlukan sebuah keterampilan belajar dan berinovasi. Keterampilantersebut berfokus pada kemampuan siswa untuk berpikir kritis, berkomunikasi, dan kolaborasidalam pemecahan masalah, serta kreatif dan berinovasi. Penggunaan atau penerapan TIK menjadipenting untuk diadopsi guna mencapai hal tersebut. Terlebih lagi siswa sekolah saat ini terlahirsebagai generasi Z yang hidup di dunia serba digital. Peran TIK (Microsoft PowerPoint) dalammeningkatkan kreativitas belajar siswa. Penelitian ini akan berfokus pada kreativitas siswa dalammenjadikan TIK sebagai sumber belajar salah satunya adalah sumber belajar agama Hindu.Metode penelitian ini menggunakan pendekatan kuantitatif quasi eksperimen. Teknik analisis datamengunakan Uji N-Gain atau Normalized gain. Menghitung dengan N-Gain yaitu selisih antaranilai Pre Test dan Post Test, agar diketahui efetivitas penerapan suatu metode pebelajaran agamaHindu berbasi TIK. Hasil penelitian penerapan TIK (Microsoft PowerPoint) dapat meningkatkankreativitas belajar siswa pada mata pelajaran Agama Hindu. Peningkatan kreativitas siswa dapatdilihat pada nilai rata-rata N-Gain tes kreativitas. Perolehan N-Gain Score pada kelas kontrol yaitu0,34 dimana termasuk dalam kategori sedang dengan tingkat presentase tidak efektif yaitu 34%.Selanjutnya, perolehan N-Gain Score pada kelas eksperimen adalah 0,56 (0.3 ≤ G < 0.7) dantermasuk dalam kriteria sedang. Sedangkan presentase N-Gain Score ada pada rentang presentase56 – 75 yakni masuk dalam kriteria cukup efektif.
Gamifikasi dan Teknologi Komunikasi : Meningkatkan Keterlibatan dan Interaksi Berkomunikasi dalam Pendidikan Arsana, I Nyoman Alit; Merliana, Ni Putu Eka; Purnawati, Ni Wayan
Dharma Duta Vol 22 No 02 (2024): Dharma Duta : Jurnal Penerangan Agama Hindu
Publisher : Fakultas Dharma Duta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33363/dd.v22i02.1395

Abstract

Communication technology with gamification is an innovative strategy that can change behavior in the learning process, especially in student engagement and interaction. In the context of learning, communication technology, such as e-learning, is used to connect students and teachers through digital platforms that provide learning content, discussion forums, and assignments. Communication technology with gamification provides opportunities for students to interact widely in the learning process. This study aims to explore the strategies used in the utilization of communication technology with game elements in gamification so as to produce positive behavior in communication engagement and interaction between students, students, teachers, and students with content. The method used was a literature review with the research spanning from 2014 to 2024. The results of this study show a conceptual model that can be used to develop learning strategies for gamification. The results will provide practical insights into developing an engaging and fun communication technology-based learning model to increase communication engagement and interaction.
SIKAP MODERASI BERAGAMA DALAM MENGGUNAKAN MEDIA SOSIAL Arsana, I Nyoman Alit; Purnawati, Ni Wayan; Handoko, Handoko; Evriani, Yulis
Widya Katambung Vol 14 No 2 (2023): Jurnal Widya Katambung: Filsafat Agama Hindu
Publisher : Fakultas Dharma Duta dan Brahma Widya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33363/wk.v14i2.1124

Abstract

Internet kini telah menjadi bagian tak terpisahkan dari masyarakat Indonesia. Selama ini Internet hanya digunakan untuk bertukar informasi melalui email dan chatting, serta untuk mencari informasi menggunakan mesin pencari Google. Salah satu bentuk perkembangan teknologi dan informasi saat ini dapat dirasakan dengan hadirnya berbagai media sosial seperti Instagram, Twitter, Facebook, WhatsApp, dan Telegram. Kehadiran media sosial saat ini memberikan dampak dan manfaat tidak langsung bagi masyarakat baik dari sudut pandang positif maupun negatif. Dampak negatif media sosial antara lain penyebaran berita bohong dan ujaran kebencian. Tujuan penyebaran berita palsu bermacam-macam, namun umumnya berita palsu disebarkan di media sosial sebagai lelucon atau sekedar iseng untuk meremehkan pesaing (black campaign). Mulai dari periklanan melalui penipuan, provokasi, propaganda, atau pembentukan opini publik, hingga upaya yang ditargetkan untuk menutupi kesalahan tertentu. Dengan bersikap waspada, mengaitkannya dengan kehidupan sosial diantara kita, serta mengkategorikan dan memilih konten media sosial yang dapat diterima dan konten media sosial yang sebaiknya ditolak, kita akan dapat memfilter konten media sosial. Dan dengan penguatan kepemimpinan keagamaan melalui Kementerian Agama, kita dapat memperkuat moderasi beragama.
KESADARAN BERBUDI LUHUR DALAM BERMEDIA SOSIAL UNTUK MENGHINDARI TINDAKAN UJARAN KEBENCIAN MENURUT AGAMA HINDU Arsana, I Nyoman Alit; Purnawati, Ni Wayan; Ningsih, Cryshna Selistya
Widya Katambung Vol 15 No 1 (2024): Jurnal Widya Katambung: Filsafat Agama Hindu
Publisher : Fakultas Dharma Duta dan Brahma Widya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33363/wk.v15i1.1233

Abstract

Social Media has become an important part of people's lives amidst the development of information technology. The development of information technology, especially social media, has had many positive and negative impacts. The negative impact is hate speech. Technological advances give perpetrators influence in carrying out hate speech because of the availability of tools and facilities that are easy to obtain. These facilities include ease of obtaining a smartphone, multiple facilities or features, profile cloning. This convenience should be accompanied by legal awareness, especially the Information and Electronic Transactions (ITE) Law and having noble character. Hindu religious teachings which teach the creation of noble character and essentially everything is oriented towards fostering ethics and noble character.