Zainul Arham
Dosen Prodi Sistem Informasi Universitas Islam Negeri Syarif Hidayatullah Jakarta

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Development of Web-based Spatial Information System Tourism Industry Event Distribution (Case Study: DKI Jakarta) Muhammad Syaifullah Mahfudz; Zainul Arham; Eva Khudzaeva
Applied Information System and Management (AISM) Vol 3, No 2 (2020): Applied Information System and Management (AISM)
Publisher : Depart. of Information Systems, FST, UIN Syarif Hidayatullah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/aism.v3i2.17986

Abstract

In recent years, the number and scope of events in the Asia and Middle East / North Africa region has increased significantly. Events are one of the things that attracts the attention of foreign tourists to come to visit a country as a tourist destination. Refers toMinister of Tourism Regulation Number 2 Year 2017on Guidelines for Venues for Meetings, Incentive Trips, Conventions and Exhibitions, explains that criteria and indicators are needed to increase the competitiveness of venues for meetings, incentive trips, conventions and exhibitions at the regional and global levels. This is done to increase the number of visits, length of stay, and expenditures for domestic and foreign tourists. Therefore, visual indicators or data are needed that can present the location of the event and a list of events in DKI Jakarta. From these problems, this study aims to produce a web-based spatial information system for the distribution of tourism industry events to map event locations in DKI Jakarta. The methodology used in collecting this data is the method of observation, interviews, and literature studies. While the system development methodology uses PHP and MySQL with the Rapid Application Development (RAD) approach and uses the Unified Modeling Language (UML) which is a tool for system description and design, as well as the Google Maps API for digital maps. The results of this study are in the form of a spatial information system that can display a map of the distribution of event locations in DKI Jakarta based on event data and event categories at the DKI Jakarta Tourism and Creative Economy Department. While the system development methodology uses PHP and MySQL with the Rapid Application Development (RAD) approach and uses the Unified Modeling Language (UML) which is a tool for describing and designing systems, as well as the Google Maps API for digital maps. The results of this study are in the form of a spatial information system that can display a map of the distribution of event locations in DKI Jakarta based on event data and event categories at the DKI Jakarta Tourism and Creative Economy Department. While the system development methodology uses PHP and MySQL with the Rapid Application Development (RAD) approach and uses the Unified Modeling Language (UML) which is a tool for describing and designing systems, as well as the Google Maps API for digital maps. The results of this study are in the form of a spatial information system that can display a map of the distribution of event locations in DKI Jakarta based on event data and event categories in the DKI Jakarta Tourism and Creative Economy Department.
FAKTOR-FAKTOR MEMENGARUHI NIAT BERMAIN GAME AR BERBASIS LOKASI DENGAN TEORI USES & GRATIFICATIONS (STUDI KASUS: POKEMON GO) Arham, Zainul; Aini, Qurrotul; Pratama Arifin, Sergio
JURNAL PERANGKAT LUNAK Vol 7 No 2 (2025): Jurnal Perangkat Lunak
Publisher : Indragiri Islamic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/jupel.v7i2.4167

Abstract

Seiring dengan maraknya penggunaan smartphone, ranah video game berkembang pesat menjadi mobile game. Salah satu contoh fenomenal adalah Pokémon GO, yang pada tahun 2019 menghasilkan keuntungan yang sangat besar, yaitu sekitar $894 juta, berkat fitur terbarunya, yaitu PVP (Player Versus Player). Fitur ini menarik pemain baru dan lama, terutama di Indonesia, di mana pada tanggal 12 Januari 2020, Pokémon GO mengadakan turnamen pertama di Indonesia yang diikuti oleh 480 peserta. Penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi intensi bermain game Pokémon GO, dengan fokus pada faktor pemuas (gratification) dan faktor penghambat (inhibitors). Penelitian ini mengadopsi metode Teori Uses & Gratification yang dikembangkan oleh Hamari et al. dengan penambahan variabel moderator yang diusulkan oleh Rauscnabel et al. Metode penelitian yang digunakan adalah kuantitatif dengan analisis data menggunakan tools SmartPLS 3.2.9. Hasil penelitian menunjukkan bahwa sebagian besar variabel bebas terkait gratifikasi berpengaruh positif terhadap sikap pemain dalam bermain game, sementara variabel bebas terkait inhibitors tidak menunjukkan pengaruh yang signifikan terhadap sikap tersebut. Penelitian ini diharapkan dapat memberikan wawasan mengenai faktor-faktor yang memengaruhi intensi bermain Pokémon GO dan menjadi acuan untuk penelitian selanjutnya.