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Analysis Of The Differences In Payment Methods By Using Qris And Cash Between Generations Y And Z Simanjuntak, Fredian; Fendy, Fendy
Innovative: Journal Of Social Science Research Vol. 3 No. 5 (2023): Innovative: Journal of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

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Abstract

Pembayaran menggunakan qr menjadi sesuatu yang penting di Masyarakat kita. Di penilitian ini, peniliti bertujuan untuk menemukan alasan di balik penggunaan metode pembayaran antara Generasi Y dan Generasi Z. Serta bertujuan untuk menemukan alasan melalui penilitan kuantitatif menggunakan kuesioner. Penilitan menemukan factor-faktor yang mempengaruhi seperti Kebergunaan Ponsel, Kemudahan Penggunaan Ponsel, Persepsi Kemudahan Transaksi, Persepsi Kecepatan Transaksi, Optimisme, Inovasi Personal, dan Niat Perilaku berkontribusi pada adopsi pembayaran menggunakan kode QR. Hasil penilitian ini diharapakan dapat memberikan wawasan kepada masyarakat antara Generasi Y dan Generasi Z untuk beradaptasi terhadap teknologi di masa depan.
In-Game Purchase and Video Game Longevity: Case Study of CS2 Franco, Jack; Simanjuntak, Fredian
Innovative: Journal Of Social Science Research Vol. 3 No. 5 (2023): Innovative: Journal of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

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Abstract

Penelitian ini menyelidiki dampak Real Money Trading (RMT) terhadap berkelangsungan Video Game, menggunakan game Counter-Strike 2 sebagai studi kasus. Waralaba video game yang memiliki 1 juta pemain setiap hari di Steam dengan versi terbarunya Counter-Strike 2. Model Game Longevity yang dimodifikasi, menggabungkan Real Money Trade (RMT), Purchasing Decision (PD), Customer Satisfaction (CS), dan Game Longevity (GL) digunakan. Metode campuran analisis kuantitatif dan kualitatif dilakukan terhadap 410 responden dan 30 orang yang diwawancarai dari seluruh dunia. Hasil menunjukkan bahwa Perdagangan Uang Riil, Keputusan Pembelian, dan Umur Panjang Game saling terkait, sementara Kepuasan Pelanggan memberikan hasil yang negatif. Kemanjuran model ini bergantung pada pengurangan peran Kepuasan Pelanggan. Temuan ini menegaskan bahwa pembelian dalam game meningkatkan Umur Panjangnya Game.
Enhancing Computational Thinking through a 2D Block-Coding Game: A Comparative GDLT–TAM Study in Elementary Education Wibowo, Tony; Wilson, Wilson; Gernaldi, Kevin; Simanjuntak, Fredian
International Journal of Informatics, Information System and Computer Engineering (INJIISCOM) Vol. 7 No. 2 (2026): INJIISCOM: VOLUME 7, ISSUE 2, DECEMBER 2026 (Online First)
Publisher : Universitas Komputer Indonesia

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Abstract

The aims of this study was to develop and evaluate a 2D block- coding educational game designed to introduce computational thinking concepts to elementary school students. The game was developed using the Game Development Life Cycle Theory (GDLT), while its acceptance was evaluated using the Technology Acceptance Model (TAM), focusing on perceived usefulness, ease of use, attitude, and behavioral intention. The study involved 122 students from grades 3 and 6, divided into two groups: Group A received instructional guidance before gameplay, while Group B played the game without guidance. Data were collected through classroom observations and semi-structured interviews and analyzed using deductive thematic analysis based on the TAM framework. The results showed clear differences between the two groups. Group A demonstrated faster understanding of block- coding concepts, required fewer attempts to complete levels, and exhibited more consistent learning progress. In contrast, Group B experienced a longer adjustment period and relied more on trial- and-error learning. Group A also perceived the game as more useful and easier to use, and showed a stronger intention to continue using it. Overall, the findings indicate that the proposed game is an effective tool for introducing computational thinking in elementary education and highlight the importance of combining instructional guidance with game-based coding to enhance learning effectiveness and user acceptance.
Stop-Motion Sinematik: Desain Visual dan Efek Emosi Pratama, Jimmy; Sherina, Sherina; Simanjuntak, Fredian
Jurnal Bahasa Rupa Vol. 9 No. 1 (2025): Jurnal Bahasa Rupa Desember 2025
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v9i1.2002

Abstract

Penelitian ini membahas keterlibatan emosional audiens terhadap animasi stop motion melalui integrasi antara desain visual tekstural dan desain suara sinematik. Pendekatan kualitatif digunakan dengan melibatkan 20 mahasiswa di Kota Batam sebagai responden. Data dikumpulkan melalui observasi, analisis storyboard, serta wawancara mendalam yang dilakukan tanpa daftar pertanyaan baku untuk mendorong respon yang lebih spontan, reflektif, dan autentik sesuai pengalaman emosional partisipan. Hasil penelitian menunjukkan bahwa perpaduan visualitas haptik dengan desain suara bertempo lambat dan berkarakter minor mampu menimbulkan perasaan sedih, empati, dan keikhlasan. Tekstur material nyata, pencahayaan lembut, dan ritme gerak lambat memperkuat resonansi emosional antara audiens dan karakter. Temuan ini menegaskan bahwa kekuatan emosional suara setara dengan visual, dan sinergi keduanya menciptakan pengalaman sinestetik yang mendalam. Penelitian ini memberikan kontribusi baru terhadap kajian animasi stop motion melalui pendekatan interdisipliner antara psikologi emosi, teori musik, dan desain visual sinematik.
IMPLEMENTATION OF A SMART CONTRACT-BASED E-VOTING SYSTEM FOR COMPETITIONS Tan, Tony; Valentino, Eric; Simanjuntak, Fredian
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 11 No. 3 (2026): JITK Issue February 2026
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v11i3.7622

Abstract

Traditional voting methods in competitions often face challenges related to transparency and fraud, undermining fairness. This research presents the design and implementation of a hybrid e-voting system built on Ethereum blockchain technology to mitigate these issues. Specifically, this research integrates an off-chain HMAC-SHA256 privacy mechanism with Ethereum’s Proof-of-Stake (PoS) consensus to ensure that voting records remain immutable and publicly auditable, while preserving voter anonymity. A prototype was developed using a decentralized architecture, leveraging smart contracts to automate the entire electoral process from registration to tallying. An evaluation involving 153 participants based on the Technology Acceptance Model (TAM) demonstrated high user acceptance, with scores of 76.6% for Perceived Usefulness, 73.4% for Perceived Ease of Use, and 72.8% for Acceptance of Technology. Although the system demonstrates effectiveness in competitive settings, current testing is limited to small- to medium-scale implementations. This research concludes that the proposed framework provides a secure, transparent, and efficient alternative for competitions, significantly enhancing trust in the election outcomes.