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Harnessing E-Collaboration for Rural Tourism Recovery after COVID-19: Dual Analysis using SWOT and Porter’s Diamond Model Mardiana Purwaningsih; Betty Purwandari; Fathia Prinastiti Sunarso; Farisya Setiadi
Emerging Science Journal Vol 5, No 4 (2021): August
Publisher : Ital Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28991/esj-2021-01297

Abstract

IT for rural tourism was in place before the COVID-19 pandemic emerged; however, the initiatives were intermittent and isolated. The effects of the pandemic encourage e-collaboration to accelerate the recovery of tourism. This study explores the opportunities, strategies and barriers to e-collaboration in tourism business activities. Systematic literature studies were carried out by the PRISMA approach and analyzed with the fuzzy Delphi method (FDM). Meta-analysis results are mapped in a matrix combination of SWOT and Porter’s Diamond Model. This matrix was discussed with experts selected based on their experience in IT-based collaborative activities through FDG. This study’s driving factors are management commitment, culture, trust, citizens, and local community involvement. Inhibiting factors are a lack of IT, the risk of conflict, and particular parties’ domination. Several strategies to increase e-collaboration opportunities are empowering local entrepreneurship, encouraging continuous innovation, and sharing knowledge. Conflict management and increasing trust between members need to be considered to overcome barriers to e-collaboration. This study provides a novel overview of the main issues discussed in previous tourism research regarding the importance of IT to accelerate economic recovery in the face of disruption, such as a pandemic. The study examines the case of Indonesia and hopes to become a reference for optimizing IT for the recovery of rural tourism in developing countries with similar characteristics. Doi: 10.28991/esj-2021-01297 Full Text: PDF
Factors Affecting Switching Intention from Cash on Delivery to E-Payment Services in C2C E-Commerce Transactions: COVID-19, Transaction, and Technology Perspectives Betty Purwandari; Syahrul Alam Suriazdin; Achmad Nizar Hidayanto; Suryana Setiawan; Kongkiti Phusavat; Mutia Maulida
Emerging Science Journal Vol 6 (2022): Special Issue "COVID-19: Emerging Research"
Publisher : Ital Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28991/esj-2022-SPER-010

Abstract

During the COVID-19 pandemic, the application of e-payment has rapidly increased. However, e-payment has not been able to achieve a trustworthy level in e-commerce transactions. Thus, cash payment methods with Cash On Delivery (COD) services still dominate C2C e-commerce payment transactions in Indonesia. This study aims to investigate factors that affect users' switching intentions from COD to e-payment services. The research model was adopted by using the Push-Pull-Mooring framework, integrating perceived COVID-19 risk, technology acceptance, and transaction effort. Empirical research was conducted using data from 546 COD and e-payment users in Indonesia, with Structural Equation Modelling (SEM) being used to validate the model and analyze the hypotheses. The results indicate that switching intention from COD to e-payment is significantly influenced by pull factors in e-payment, which are economic benefits, performance expectancy, effort expectancy, and critical mass. There are also two mooring factors that significantly influence the switching intention from COD to e-payment, which are trust and perceived security and privacy. This study makes a significant contribution to the literature in terms of validating a theoretical framework that emphasizes factors that influence user switching intentions from COD to e-payment in the context of the COVID-19 pandemic. This research can be a reference for Indonesian payment system regulators and e-payment service providers in formulating regulations and strategies to accelerate the spread of digital transactions in Indonesia. Doi: 10.28991/esj-2022-SPER-010 Full Text: PDF
Faktor Pendorong Keputusan Pembelian Virtual Item Pada Mobile Commerce (Studi Kasus: Game Mobile Legends) Elkaf Fahrezi Soebianto Putra; Betty Purwandari; Imairi Eitiveni; Mardiana Purwaningsih
RESEARCH : Journal of Computer, Information System & Technology Management Vol 5, No 1 (2022)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/research.v5i1.12396

Abstract

MOBA atau Multiplayer Online Battle Arena atau biasa disebut action real-time strategy (ARTS) merupakan bagian dari real-time strategy (RTS). Salah satu jenis game aksi Multiplayer Online Battle Arena (MOBA) pada perangkat seluler adalah Mobile Legend. Game tersebut dibuat dan dikembangkan oleh perusahaan pengembang game dari Shanghai, China yang bernama Moonton. Game ini telah memiliki jutaan pemain di dunia. Terbukti dari sebuah market aplikasi play store dengan jumlah unduhan pada bulan April 2021 mencapai lebih dari 100 juta. Dapat disimpulkan 100 juta lebih perangkat smartphone telah menginstal game ini sejak peluncuran global untuk platform android pada 11 Juli 2016. Di Indonesia sendiri pengguna aktif bulanan dari jumlahnya mencapai 50 juta lebih, kondisi tersebut merupakan pencapaian terbesar dibandingkan dengan negara-negara lain. Adanya perkembangan sedemikian cepatnya dalam industri game, khususnya Mobile Legends, maka perlu adanya strategi bersaing secara efektif yang berfokus pada pelanggan. Penelitian ini berusaha untuk mengetahui faktor pendorong pembelian skin pada game Mobile Legends. Penelitian ini mengadopsi Theory of Consumption Value (TCV) dan juga Stimulus Organism Response sebagai dasar pembangunan model konseptual. Berdasarkan 100 data yang valid, keseluruhan hipotesis diterima. Seluruh variabel memiliki hubungan positif dan juga signifikan.
Analisis Tingkat Kesadaran Keamanan Informasi: Studi Kasus Pengguna Aplikasi Perbankan Digital di Indonesia Guna Mencegah Social Engineering Taufiq Ramadhan; Betty Purwandari
Syntax Idea 86-98
Publisher : Ridwan Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/syntax-idea.v5i1.2113

Abstract

Digital adoption, especially in the digital banking sector in Indonesia, is the fastest in Asia. The increase in the number of digital banking service utilization is faced with digital security threats. The government and banking service providers have tried various information security awareness programs, but many users are still subject to social engineering which results in loss of access to applications and material losses. The problem found is that there is no reference to the level of information security awareness among users of digital banking applications. In order for an information security awareness raising program to be effective and in line with user needs, information on the level of information security awareness is needed. This research was conducted to measure the level of information security awareness of users of digital banking applications to prevent cases of social engineering. This study uses the Knowledge-Attitude-Behaviour (KAB) model which is applied to the Human Aspects of Information Security Questionnaire (HAIS-Q) and the taxonomy of security awareness of cellular users. Research data was collected using a questionnaire and got 299 valid respondents. The results of this study indicate that the level of information security awareness of users of banking service applications in Indonesia is at a good level with a value of 81.30%. The value of each dimension of information security awareness is the knowledge dimension of 84.45% (good), the attitude dimension is 84.68% (good) and the behavioral dimension is 78.06% (average). Based on these results, there are several recommendations regarding maintaining information security awareness, namely on regulation on illegal application installation and information security awareness improvement materials to reduce the risk of social engineering.
Factors Affecting Adoption of Telemedicine for Virtual Healthcare Services in Indonesia Rima Alviani; Betty Purwandari; Imairi Eitiveni; Mardiana Purwaningsih
Journal of Information Systems Engineering and Business Intelligence Vol. 9 No. 1 (2023): April
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/jisebi.9.1.47-69

Abstract

Background: The utilization of virtual healthcare services, particularly telemedicine, has been accelerated by the COVID-19 pandemic. Although the pandemic is no longer the primary concern, telemedicine still holds potential for long-term adoption. However, implementing telemedicine in Indonesia as an online platform for remote healthcare delivery still faces issues, despite its potential. Further investigation is required to identify the factors that affect its adoption and develop strategies to surmount implementation challenges. Objective: This study aims to examine and enrich knowledge about the adoption of telemedicine in Indonesia. Methods: A cross-sectional survey was conducted through an online questionnaire to collect data. Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) was employed by integrating with several factors, such as eHealth Literacy, Privacy Concerns, and Trust. Gender and age were considered as moderating variables. Data samples were analyzed using Partial Least Square – Structural Equation Modeling (PLS–SEM). Results: The findings suggest that performance expectancy, effort expectancy, social influence, eHealth literacy, and trust have a significant impact on adults’ behavioral intention to use telemedicine. However, facilitating condition, price value, and privacy concern do not show any significant effects on adults’ Behavioral Intention to Use Telemedicine.   Conclusion: This study highlights the importance of understanding adoption factors to develop effective strategies. Results show performance expectancy, effort expectancy, social influence, eHealth literacy, and trust are significant factors, while facilitating condition, price value, and privacy concern are not. The UTAUT2 model is a good predictive tool for healthcare adoption. To increase usage intention, several aspects must be considered in the implementation of telemedicine.   Keywords: Adoption, Behavioral Intention to Use, Telemedicine, UTAUT2, Virtual Healthcare.
Analysis of Factors influencing the successful use of Massive Open Online Courses (MOOCs) to prepare Digital Talent Muh Syaiful Romadhon; Betty Purwandari; Imairi Eitiveni; Mardiana Purwaningsih
Journal of Educational Science and Technology (EST) Volume 9 Number 2 August 2023
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v9i1.44936

Abstract

One type of e-learning category is Massive Open Online Courses (MOOCs). MOOCs or MOOC promote the "democratization of education" that allows education to be accessed by everyone from anywhere and anytime. The use of MOOCs gives students access to a wide variety of resources. MOOs enable students to have the sufficient storage capacity to store their materials. MOOCs have the potential to improve digital capabilities in the face of digital transformation. The intention to use MOOC is relatively high, however, in terms of class completion rate and motivation to pass on MOOC is relatively low. These conditions need to be examined to increase the success rate of MOOCs usage. This research develops a model and identifies factors that influence the successful use of MOOCs to prepare digital talent. The approach is a mixed method that collects quantitative data using an online questionnaire and qualitative data via interviews. The researcher took data from 91 samples and eight informants for interviews. In the study results, 6 out of 12 hypotheses are accepted in this study. The factors that influence a person in completing MOOC either directly or indirectly include Performance expectancy, willingness to earn certificates, MOOC quality, and Intrinsic motivation. This research also produces recommendations that can be used as consideration for parties related to MOOC.
Investigating challenges in Agile software development: a cross-country comparative analysis Fissalma, Hanifa; Ferdinansyah, Alex; Purwandari, Betty
International Journal of Electrical and Computer Engineering (IJECE) Vol 15, No 1: February 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v15i1.pp855-869

Abstract

Agile software development has been a significant methodology in software engineering for over two decades, offering enhanced adaptability to software requirement changes, improved delivery, and better quality. However, prevalent misunderstandings in Agile implementation have limited its benefits. Hence, this study investigates the challenges faced during Agile implementation. Initial analysis was carried out from cases in Indonesia, a leading country in the software industry within the Asia-Pacific region. Using Kitchenham’s systematic literature review (SLR) methodology, fourteen distinct obstacles were identified from a database of research reports on Agile software development in Indonesia. Subsequent interviews with Agile experts in the country were conducted to validate the SLR findings. The results emphasize the critical need for a top-down strategic approach, the active participation of senior management, and the essential roles of competent scrum masters or Agile coaches. A comparative analysis with reports from other developing countries Saudi Arabia, India, Malaysia, Brazil and developed countries the UK, Belgium, Singapore, and the USA reveals common challenges. They highlight the imperative for proactive upper management leadership to steer successful Agile adoptions, particularly in organizations with entrenched top-down practices and complex hierarchical systems.
Evaluasi dan Rekomendasi Implementasi Kanban Menggunakan Scaling Agile Berdasarkan CMMI 2: Studi Kasus PT XYZ Muhammad Hezby Al Haq; Purwandari, Betty; Ferdinansyah, Alex
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4602

Abstract

PT XYZ is financial technology company and operates in Southeast Asia. PT XYZ uses Kanban with more than 300 product and engineering employees with more than 20 teams. There are problems in software development, such as non standards in large scale Kanban practices used, communication between teams and dependencies between teams. Scaling Agile based on CMMI is a method that can be used to help identify problems in large-scale software companies where team-level Agile alone is not enough. The study discusses the evaluation of Kanban implementation at PT XYZ and recommendations for improving the software development process using Scaling Agile based on CMMI 2. The research uses qualitative data where interviews were conducted with Product Owners, Engineering Managers and Software Engineers. The results of the interviews were processed using the Key Process Area (KPA) rating. Finally, investigation produced 10 recommendations for the implementation of Kanban at PT XYZ.
Analisis Masalah Dan Solusi Live Streaming Shopping: Tinjauan Literatur Sistematis Nandhita Zefania Maharani; Purwandari, Betty; Eitiveni, Imairi; Hakiki Purwaningsih , Erisva
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 11 No 6: Desember 2024
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2024118613

Abstract

Live streaming shopping menjadi bentuk kegiatan jual beli secara online yang berkembang pesat bersamaan dengan meningkatnya pengguna e-commerce. Penelitian sebelumnya cenderung fokus pada faktor-faktor yang mempengaruhi niat pengguna untuk melakukan pembelian dalam konteks live streaming shopping. Namun, untuk memahami lebih baik tantangan dan solusi yang terkait dengan live streaming shopping, diperlukan tinjauan literatur yang komprehensif berdasarkan penelitian terdahulu. Penelitian ini bertujuan untuk mengidentifikasi masalah yang terkait dengan live streaming shopping dan mengusulkan solusi teknis dan non-teknis untuk mengatasi masalah tersebut. Data penelitian diperoleh dari 5 database, yaitu ACM, AIS eLibrary, IEEE, ProQuest, dan Scopus, yang mencakup periode publikasi dari tahun 2018 hingga 2023. Analisis data dilakukan dengan menggunakan pendekatan Kitchenham Systematic Literature Review. Hasil penelitian ini akan menampilkan tabel yang merangkum teori yang digunakan, dampak yang menjadi fokus penelitian, serta masalah dan solusi yang terkait dengan lima proses utama dalam live streaming shopping, yaitu product promotion, merchant’s proposition, platform features, purchase decision, dan policy development. Selain itu, penelitian ini juga akan mengusulkan strategi pemasaran yang dapat diadopsi oleh penjual berdasarkan temuan dari penelitian sebelumnya. Penelitian ini diharapkan dapat memberikan wawasan kepada peneliti dan praktisi di bidang e-commerce terkait dengan fenomena live streaming shopping sebagai pertimbangan untuk penelitian berikutnya.
Analisis Faktor-Faktor yang Mempengaruhi Adiksi Pada MMORPG (Studi Kasus: Final Fantasy XIV) Reihan Putra; Betty Purwandari; Riri Satria
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 4 No 4 (2023)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.4.4.195

Abstract

The number of video game players worldwide escalates yearly. The easy access to games has undeniably led many individuals to experience addiction. In 2019, the World Health Organization (WHO) officially classified game addiction as a disease. Among the various genres, the Massive Multiplayer Online Role-Playing Game (MMORPG) genre stands out as one of the most addictive. The MMORPG game dominating the market is Final Fantasy XIV, boasting an impressive player base of 27 million. This study aims to identify factors driving addiction to Final Fantasy XIV. The research adopts the MMORPG Affordance theory and Motivation Factors as the underlying research model. Out of 132 valid questionnaire responses, three hypotheses emerge as statistically significant in influencing addiction. The findings of this study offer valuable insights for policymakers and decision-makers, enabling them to devise strategies to prevent MMORPG addiction and foster a healthy virtual environment conducive to productivity