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All Journal Jurnal Paradigma Ekonomika TEKMAPRO Journal of Industrial Engineering and Management SITEKIN: Jurnal Sains, Teknologi dan Industri Sistemasi: Jurnal Sistem Informasi Policy & Governance Review Educatio INTECOMS: Journal of Information Technology and Computer Science Journal of Entrepreneurship, Management and Industry (JEMI) JURNAL TEKNOLOGI DAN OPEN SOURCE Almana : Jurnal Manajemen dan Bisnis JUSIM (Jurnal Sistem Informasi Musirawas) JURNAL TEKNOLOGI INFORMASI Jurnal Ilmiah Akuntansi Manajemen Jurnal Teknologi Informasi dan Multimedia Journal of Information Systems and Informatics Jurnal Ilmiah Betrik : Besemah Teknologi Informasi dan Komputer International Journal of Economics Development Research (IJEDR) Prosiding National Conference for Community Service Project Jurnal Industri Kreatif dan Kewirausahaan Jurnal E-Komtek Jurnal Manajemen Bisnis Eka Prasetya Economics and Digital Business Review Teknika Jurnal Akuntansi, Manajemen dan Ilmu Ekonomi (JASMIEN) Journal La Bisecoman International Journal of Global Accounting, Management, Education, and Entrepreneurship (IJGAME2) JEBDEKER: Jurnal Ekonomi, Manajemen, Akuntansi, Bisnis Digital, Ekonomi Kreatif, Entrepreneur Journal of Information System and Technology (JOINT) Jurnal Info Sains : Informatika dan Sains International Journal Software Engineering and Computer Science (IJSECS) Conference on Management, Business, Innovation, Education and Social Sciences (CoMBInES) Conference on Business, Social Sciences and Technology (CoNeScINTech) Social Engagement: Jurnal Pengabdian Kepada Masyarakat Madani: Jurnal Pengabdian Masyarakat dan Kewirausahaan Jurnal Ilmiah Betrik : Besemah Teknologi Informasi dan Komputer
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Pengembangan RecycleAid untuk Mendukung Keberlanjutan Lingkungan dengan Menggunakan Design Thinking Kelvianto; Heru Wijayanto Aripradono
Jurnal Ilmiah Akuntansi Manajemen Vol. 8 No. 1 (2025): April
Publisher : Fakultas Ekonomi, Universitas Muhammadiyah Buton

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35326/jiam.v8i1.6955

Abstract

Peningkatan kesadaran masyarakat tentang pentingnya pengelolaan sampah yang tepat merupakan tantangan besar di era modern. Penelitian ini mengembangkan prototipe RecycleAid, sebuah tempat sampah pintar yang bertujuan untuk meningkatkan partisipasi masyarakat dalam pengelolaan sampah dan menjaga kebersihan lingkungan. Pemilihan topik ini dilatarbelakangi oleh tingginya volume sampah plastik yang sulit dikelola, serta rendahnya kesadaran masyarakat untuk membuang sampah pada tempatnya. Untuk menyelesaikan masalah ini, metode design thinking digunakan sebagai pendekatan inovatif, yang terdiri dari lima tahapan: empati, definisi masalah, ideasi, prototyping, dan pengujian. RecycleAid dirancang dengan fitur pemilahan sampah otomatis berbasis teknologi, yang memudahkan pengguna dalam membuang sampah sesuai kategori. Hasil penelitian menunjukkan bahwa RecycleAid dapat meningkatkan kesadaran dan partisipasi masyarakat dalam pengelolaan sampah secara signifikan. Inovasi ini berpotensi menjadi solusi praktis dalam mengurangi masalah sampah plastik dan memperbaiki kualitas lingkungan. RecycleAid menawarkan kontribusi yang positif dalam menciptakan perilaku ramah lingkungan melalui teknologi yang mudah diakses dan digunakan oleh masyarakat luas.
Impulsive Buying of Fashion Goods on Digital Marketplace among Z-Generation in Batam City: a Multi Method Analysis Approach Aripradono, Heru Wijayanto; Silvina, Silvina
SITEKIN: Jurnal Sains, Teknologi dan Industri Vol 20, No 2 (2023): June 2023
Publisher : Fakultas Sains dan Teknologi Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/sitekin.v20i2.21859

Abstract

This study aims to determine factors such as ideal self-congruence, fashion consciousness, positive emotion, materialism, product attributes, online platform quality, and online sales promotion that affect impulsive buying behavior among Z-Generation in Batam. This study uses quantitative and qualitative method. Sampling method used is convenience sampling for quantitative and disproportionate stratified sampling for qualitative data. A total of 400 questionnaire respondents and 20 interviews which target specifically had an experience of buying fashion products through online platforms, generation Z, and live in Batam. Data analysis using regression analysis by SPSS Statistics 26. The result shows that fashion consciousness, materialism, product attributes, and online sales promotion have a significant effect on impulsive buying. This study provides a different demography compared to previous research, as people from different ages, places, and culture may behave in a different way considering their lifestyle. These can provide insight into what should attract impulsive buying behavior towards Z-Generation consumers in Batam.
Pengembangan Metode Permainan Teka Teki Untuk Meningkatkan Minat Siswa Dalam Belajar Bahasa Mandarin Dengan Menggunakan Pendekatan Design Thinking Sofyanti, Sofyanti; Aripradono, Heru Wijayanto
Educatio Vol 18 No 2 (2023): Educatio: Jurnal Ilmu Kependidikan
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edc.v18i2.24091

Abstract

The introduction of Mandarin as a foreign language is increasingly important in the era of globalization and increasingly close international relations between countries. In many countries, including Indonesia, the ability to speak Mandarin is considered a competitive advantage in various fields. Despite its importance, interest in learning Mandarin is still low. The purpose of this study is to identify and analyze the effect of the puzzle game method in increasing students' interest in learning Chinese. This study used qualitative research methods. Data collection techniques were carried out by observation and literature study. The data that has been collected is then analyzed thematically. The results showed that efforts to increase students' interest in learning Chinese, namely by playing charades implemented through power point media at Zoom meetings, proved to be able to increase students' interest in learning Chinese because it was considered interesting and fun by students. In addition, in this game there are also prizes for students who have the highest points. Points are obtained by answering questions correctly, this makes students eager to collect points and indirectly increases students' interest in learning.
Pengembangan Proses Bisnis Inovatif Batam Animal Lovers Community dengan Metode Design Thingking Aripradono, Heru Wijayanto; Lau, Vionny
Tekmapro Vol. 19 No. 1 (2024): TEKMAPRO
Publisher : Program Studi Teknik Industri Universitas Pembangunan Nasional Veteran Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/tekmapro.v19i1.380

Abstract

Artikel ini membahas penggunaan metodologi Design Thinking dalam pengembangan proses bisnis inovatif Batam Animal Lovers Community (BALC), sebuah organisasi nirlaba, untuk mengatasi masalah kesejahteraan hewan terlantar di Kota Batam. Organisasi ini menggunakan strategi komprehensif yang mencakup inisiatif pemberian makanan kepada hewan jalanan dan kampanye edukasi terkait kegiatan pemberian makanan kepada hewan jalanan serta kesejahteraan hewan. Saat ini, BALC beroperasi secara independen tanpa kolaborasi dengan lembaga pemerintah atau organisasi kesejahteraan hewan lainnya. Penelitian ini menguraikan tujuan dari inisiatif BALC, metodologi yang digunakan, dan temuan-temuan umum dari pelaksanaan program pemberian makan di jalanan dan kampanye kesadaran kesejahteraan hewan. Meskipun BALC beroperasi secara independen, temuan penelitian ini menunjukkan efektivitas inisiatif yang digerakkan oleh masyarakat dalam meningkatkan kesejahteraan hewan terlantar di Batam.
Implementasi Red Hat Web Console dalam Proses Pemantauan Sumber Daya Sistem Leonardo, Kevin; Haeruddin, Haeruddin; Aripradono, Heru Wijayanto
Madani: Jurnal Pengabdian Masyarakat dan Kewirausahaan Vol. 4 No. 1 (2025): Oktober 2025
Publisher : LPPM Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/madani.v4i1.11364

Abstract

Program pengabdian ini mengimplementasikan Red Hat Web Console (Cockpit) dalam memantau dan mengelola sistem berbasis Linux di PT Kinema Systrans Multimedia. Tujuan utama dari proyek ini adalah menciptakan solusi pemantauan yang efisien dan mudah diakses melalui antarmuka web. Metodologi yang digunakan meliputi instalasi RHEL, aktivasi Cockpit, serta pengujian fitur-fitur seperti pemantauan sistem, log, firewall, dan jaringan. Hasil implementasi menunjukkan kemudahan penggunaan, kemampuan pemantauan secara real-time, dan fleksibilitas akses jarak jauh yang dapat digunakan oleh mitra. Sehingga, Red Hat Web Console dapat menjadi solusi modern yang efektif untuk meningkatkan efisiensi administrasi server dalam lingkungan teknologi informasi.
Perbandingan Support Vector Machine, Random Forest Classifier, dan K-Nearest Neighbour dalam Pendeteksian Anomali pada Jaringan DDos Haeruddin Haeruddin; Erick Erick; Heru Wijayanto Aripradono
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 1 (2025): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i1.628

Abstract

A Distributed Denial of Service (DDoS) attack poses a serious threat to network security and can disrupt online services by overwhelming the target server with excessive traffic. Effective detection of DDoS attacks requires a system capable of identifying anomalies in network traffic. In this context, Machine Learning (ML) offers an effective approach for classification and anomaly detection. However, different ML algorithms have varying strengths and weaknesses when processing large and complex network data. Therefore, this study aims to evaluate the performance of three ML algorithms: Support Vector Machine (SVM), Random Forest Classifier (RFC), and K-Nearest Neighbors (KNN) in detecting DDoS anomalies. The dataset used consists of 225,745 data points with 85 attributes that describe various characteristics of network traffic, such as destination port, flow duration, packet count, and packet size. This dataset is classified into two classes, BENIGN and DDoS, representing normal traffic and DDoS attacks, respectively. Evaluation is performed using several performance metrics, including accuracy, precision, recall, MCC (Matthews Correlation Coefficient), F-Measure, ROC Area, PRC Area, True Positive Rate (TPR), and False Positive Rate (FPR). The results show that the Random Forest Classifier (RFC) delivers the best performance with an accuracy of 99.99%, precision of 99.98%, recall of 100%, and a very low FPR of 0.02%. This is followed by the Support Vector Machine (SVM) with an accuracy of 99.91%, and the K-Nearest Neighbor (KNN) with an accuracy of 99.98%. All three algorithms demonstrate strong performance in detecting DDoS anomalies, with RFC slightly outperforming others in terms of consistency and higher classification capability. The findings of this study provide valuable insights for selecting the best algorithm to detect DDoS attacks in networks.
Student Satisfaction and Continuance Intention of E-learning System: University Student Perspective Heru Wijayanto Aripradono; Surya Tjahyadi; Winson Kennedy
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 8 No. 1 (2025): Jurnal Teknologi dan Open Source, June 2025
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v8i1.3954

Abstract

The development of technology has also had an impact on changes in the digitalization of the world of education, which we know as online learning. Therefore, this study aims to examine the factors that influence student satisfaction and continuance intention in using the LMS-type e-learning system. This research uses ECM as model and quantitative approach by collecting questionnaires from 443 students in Batam City who come from different universities. After the questionnaire was collected, the research hypothesis variables were tested using SEM-PLS. The results of this study found that various indicators of interactivity, course content, and design quality positively significantly affect perceived usefulness, confirmation, and satisfaction, which then affects students continuance intention to continue to use the e-learning system to support the learning process. This research shows that students in Batam are satisfied and want to continue using the e-learning system as their learning support with interactivity and adequate course content and design quality. Even so, the development of e-learning systems must still be carried out in line with technological developments, and students need to maximize the results, satisfaction, and continuance of their intention towards the use of e-learning systems.
Analysis of Consumer Perceptions of Healthy Snacks Vivian, Vivian; Aripradono, Heru Wijayanto
Almana : Jurnal Manajemen dan Bisnis Vol. 9 No. 3 (2025): December
Publisher : Bandung: Prodi Manajemen FE Universitas Langlangbuana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36555/almana.v9i3.2948

Abstract

Healthy snacks are often one of the forgotten options for some people, with the mindset “Healthy snacks are not tasty, healthy snacks are tasteless.” However, not all healthy snacks are bland, it's more about the food we eat with the original or natural flavour of the food itself and no MSG added to the food. As awareness about the importance of healthy eating increases, there is a need to change consumer perceptions that healthy snacks are also delicious. Besides, there are some consumers who are confused to find healthy yet tasty snacks. In this case, an analysis of consumer perception for healthy snacks in Batam city will be conducted. This research will use qualitative methods in the form of interview, observation and the design thinking approach. The design thinking approach includes the stages of empathize, define, ideate, prototype and test to understand consumer needs and formulate problems. With this method, it is expected to create solutions to consumer perception for healthy snacks and provide one example of a healthy snack product idea.