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Analisis Faktor-Faktor Penerimaan E-Museum Menggunakan Technology Acceptance Model (TAM) : Studi Kasus: www.museumindonesia.org Saktian Purborini; Tri Lathif Mardi Suryanto; Anita Wulansari
Jurnal ilmiah Sistem Informasi dan Ilmu Komputer Vol. 5 No. 2 (2025): Juli : Jurnal ilmiah Sistem Informasi dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juisik.v5i2.1172

Abstract

The low level of visits to museums compared to other tourist destinations is largely due to the lack of interactive activities and the need for direct guidance in accessing collection information. Although an e-museum platform based on virtual reality technology has been available through museumindonesia.org as a solution to physical limitations and an effort to attract the interest of the younger generation, the extent to which the public accepts this innovation is still unknown. The lack of understanding of the perception of ease and usefulness in using services is an important reason to conduct an evaluation using the TAM approach. This study aims to identify and analyze factors that influence the intention and behavior of using e-museum services, in order to provide a strategic foundation for the development of web-based museum service management. The total respondents used in this study were 120 people. The analysis method used was the Path Analysis method. The results showed that most of the constructs in the model had a significant relationship. Facilitating Conditions were proven to have an influence on Perceived Ease of Use and Perceived Usefulness. Furthermore, Perceived Ease of Use contributes to forming Perceived Usefulness and attitudes towards use (Attitude Toward Using). Among all variables, Perceived Usefulness has the strongest influence on Behavioral Intention, with the highest coefficient value of 0.72. In addition, attitudes toward use also play a role in forming behavioral intentions, which in turn affect actual usage behavior. The results of the analysis show that perceptions of ease of use are a key element in forming perceptions of system usefulness. Overall, the five main variables of Facilitating Condition, Perceived Ease of Use, Perceived Usefulness, Attitude Toward Using, and Behavioral Intention have a significant contribution to the acceptance of e-Museum technology.
Perancangan SOP Pengembangan Sistem Informasi Manajemen Menggunakan Framework COBIT 5 dan ITIL V3: (Studi Kasus: Dinas Perpustakaan dan Kearsipan Kota Surabaya) Ajeng Laras Wangi; Siti Mukaromah; Anita Wulansari
Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi Vol. 3 No. 2 (2025): Mei : Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi
Publisher : Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/bridge.v2i3.143

Abstract

Dinas Perpustakaan dan Kearsipan Kota Surabaya (DISPUSIP) is one of the Surabaya city government institutions whose role is to provide and manage public service facilities in the library and archives sector in the City of Surabaya. DISPUSIP has an IT Team that manages information technology including the development of Management Information Systems (MIS). In working on MIS development, the DISPUSIP IT Team experienced problems related to the division of job desks between members and the MIS work flow was unclear and undocumented because there were no procedures and documentation for MIS development activities. Therefore, MIS development governance is needed in the form of a Standard Operating Procedure (SOP) to manage MIS development activities. The preparation of SOPs in this thesis uses the gap analysis method to determine the gap between current conditions and ideal conditions. Current conditions were obtained from interviews and observations, while ideal conditions were obtained from activities in the System Development Life Cycle (SDLC), the COBIT 5 domain BAI03 framework, and ITIL v3 change management. The output produced from this thesis is a MIS development SOP document which consists of 5 procedures, namely: New MIS Planning SOP, New MIS Analysis SOP, New MIS Design SOP, New MIS Implementation SOP, and MIS Module Addition SOP verified using the interview method and validated with SOP test simulations to find out whether the SOP is appropriate.
Systematic Literature Review: Tren Gamifikasi dalam Mobile-Assisted Language Learning Muhammad Rakha Naufal; Arista Pratama; Anita Wulansari
MDP Student Conference Vol 5 No 2 (2026): The 5th MDP Student Conference 2026
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/mdp-sc.v5i2.15428

Abstract

This study investigates the impact of gamification trends in Mobile-Assisted Language Learning (MALL) through a Systematic Literature Review (SLR). The study aims to identify dominant gamification elements and examine their contribution to language learning effectiveness. The review was conducted using the PRISMA protocol, supported by clear inclusion–exclusion criteria and quality assessment to ensure methodological rigor. Fifteen journal articles published between 2022 and 2026 were analyzed. The findings indicate that points/XP, feedback, and leaderboards are the most frequently applied gamification elements in MALL. Overall, gamification demonstrates a positive impact on language learning by enhancing learners’ motivation, engagement, learning consistency, and vocabulary retention. These results confirm that gamification serves as an effective pedagogical strategy in supporting mobile-based language learning when implemented with appropriate instructional design.
Adopsi AIGC oleh Mahasiswa Desain: Efisiensi, Etika, dan Kreativitas Freya Enggrayni; Anita Wulansari; Tri Puspa Rinjeni
MDP Student Conference Vol 5 No 2 (2026): The 5th MDP Student Conference 2026
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/mdp-sc.v5i2.15498

Abstract

This study aims to understand how Artificial Intelligence Generated Content (AIGC) is adopted by design students by examining the theoretical framework used and the factors that influence the intention and behavior of its use. The study was conducted through a systematic literature review by searching scientific databases and relevant references. The results of the analysis show that models such as the Technology Acceptance Model (TAM) and the Unified Theory of Acceptance and Use of Technology (UTAUT) are most frequently used, with a focus on perceived usefulness, ease of use, and performance expectations. However, in the context of design, the adoption of AIGC is also influenced by psychological factors, such as perceptions of risk and anxiety about AI, as well as ethical issues related to originality and creative integrity. These findings indicate that the acceptance of AIGC is not only a technical issue but also involves psychological considerations and creative values in the design learning process.
ANALISIS FAKTOR TINGKAT KEPERCAYAAN PENGGUNAAN QRIS PADA UMKM DI SURABAYA MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL (TAM) Ahmad Galih Nur Jati; Ferdi Puguh Margono; Taufiq Arinta Ardiyono; Anita Wulansari
Djtechno: Jurnal Teknologi Informasi Vol 4, No 1 (2023): Juli
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v4i1.3319

Abstract

Pertumbuhan teknologi telah mengalami kemajuan pesat di berbagai sektor, termasuk di Usaha Mikro, Kecil, dan Menengah (UMKM). Salah satu aspek penting dalam mendukung UMKM adalah penggunaan metode pembayaran QRIS (Quick Response Code Indonesian Standard), yang merupakan bentuk pembayaran elektronik yang semakin populer di Indonesia, terutama di kalangan pelaku UMKM. Meskipun demikian, tidak semua UMKM mengadopsi teknologi QRIS ini dikarenakan kurangnya kepercayaan dan pengetahuan yang dimiliki oleh pemilik UMKM. Oleh karena itu, tujuan dari penelitian ini adalah untuk menganalisis faktor-faktor yang mempengaruhi tingkat kepercayaan penggunaan QRIS pada UMKM dengan menggunakan Technology Acceptance Model (TAM). Penelitian ini akan menggunakan sampel data sebanyak 100 responden yang merupakan pemilik atau pekerja UMKM yang menerapkan pembayaran QRIS di daerah Surabaya. Faktor-faktor yang akan diteliti meliputi kemampuan menggunakan komputer (CSE), persepsi kegunaan/manfaat (POU), persepsi kemudahan penggunaan (PEU), sikap pengguna (ATU), minat perilaku (BEI), dan penggunaan sesungguhnya (ACU). Dengan menganalisis faktor-faktor ini, diharapkan penelitian ini dapat memberikan pemahaman yang lebih mendalam tentang tingkat kepercayaan penggunaan QRIS oleh UMKM di Surabaya.
EVALUASI KEBERHASILAN IMPLEMENTASI LEARNING MANAGEMENT SYSTEM SEKOLAH MENGGUNAKAN MODEL DELONE DAN MCLEAN Widya Pratiwi; Arista Pratama; Anita Wulansari
JOISIE (Journal Of Information Systems And Informatics Engineering) Vol. 9 No. 1 (2025)
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35145/joisie.v9i1.5055

Abstract

Perkembangan pada teknologi yang menghubungan antara satu dengan lainnya telah memberikan berbagai manfaat kepada masyarakat. Bidang pendidikan memanfaatkan teknologi dengan meluncurkan invosi untuk membantu kegiatan belajar mengajar dalam bentuk e-learning. Hal tersebut telah diimplementasikan oleh SMAN 14 Surabaya dengan menghadurkan Learning Management System (LMS) menggunakan framework moodle. Namun dalam penerapnnya masih ditemukan berbagai kendala, salah satunya adalah kegagalan ketika siswa mengumpulkan tugas. Dengan demikian perlu dilakukan evaluasi dalam penerapan LMS di SMAN 14 Surabaya dengan tujuan untuk mengetahui faktor yang mempengaruhi dalam kesuksesan implementasi tersebut. Responden dalam penelitian ini meliputi 932 siswa-siswi tahun 2024/2025 dimana sampel ditentukan menggunakan metode proportionate stratified random sampling. Berdasarkan hasil analisis SEM-PLS ditemukan dari 9 hipotesis yang diajukan hanya 8 hipotesis diterima dan 1 hipotesis yang ditolak. Hasil pengujian hipotesis menunjukkan bahwa system quality berpengaruh positif-signifikan terhadap user satisfaction, information quality dan service quality berpnegaruh positif-signifikan terhadap use dan user satisfaction, use berpengaruh positif-signifikan terhadap user satisfaction dan net benefits, dan user satisfaction berpnegaruh positif-signifikan terhadap net benefits.