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Analysis of Factors Influencing Viu Application User Satisfaction using the End User Computing Satisfaction (EUCS) and DeLone & McLean Sabrina, Dea Fitri; Indah, Dwi Rosa; Firdaus, Mgs Afriyan; Gumay, Naretha Kawadha Pasema
Sistemasi: Jurnal Sistem Informasi Vol 13, No 6 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i6.4765

Abstract

One area of telecommunications technology that is also undergoing development in the context of entertainment is that of video streaming. Viu is a video streaming service that provides a range of premium content free of charge. Nevertheless, the Viu application continues to elicit a range of grievances, with the application’s rating remaining relatively low. It is of great importance to consider user satisfaction with an application. This research employs two methods, namely End User Computing Satisfaction (EUCS) and Delone & McLean, to ascertain the factors influencing user satisfaction with the Viu application. A sample of 244 respondents was obtained for the purposes of this research. The data obtained was analysed using the PLS-SEM technique with the Smart-PLS 4 tool. The final results obtained were that the variables of content, ease of use, timeliness, system quality, and finally information quality have a significant effect on user satisfaction.
Comparison of Naive Bayes and SVM Algorithms for Sentiment Analysis of PUBG Mobile on Google Play Store Sari, Putri Ratna; Indah, Dwi Rosa; Rasywir, Errissya; firdaus, Mgs Afriyan; Athalina, Ghita
Sistemasi: Jurnal Sistem Informasi Vol 13, No 6 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i6.4814

Abstract

PlayerUnknown's Battlegrounds (PUBG) Mobile is one of the most popular mobile games in Indonesia, according to data from the Google Play Store. According to the Google Play Store, the game has a rating of 3.8 with 49.5 million reviews. While a considerable number of users express satisfaction, a significant proportion of reviews also contain criticism regarding the gameplay and features. However, a cursory examination of reviews may not fully capture the nuances of user sentiment, necessitating a more comprehensive sentiment analysis. This research will employ a positive and negative sentiment analysis of Indonesian PUBG Mobile reviews on the Google Play Store, utilizing a comparative approach to evaluate the performance of two algorithms: Naïve Bayes and Support Vector Machine (SVM). The data set comprised 2,000 user reviews, which were collected using a scraping technique. Following this, a labeling process was conducted based on the rating, data were preprocessed, TF-IDF weighting was applied, and both algorithms were implemented. The findings indicated that users expressed satisfaction with the game's visuals and gameplay. However, there were also technical concerns that required attention, including bugs, server instability, lag, and performance issues. The SVM algorithm demonstrated superior performance, with an accuracy rate of 70.95%, compared to Naïve Bayes, which reached 69.83%. Despite Naïve Bayes's faster processing speed, SVM exhibited greater precision, recall, and F1-score
Information Technology Risk Management Using ISO 31000 Based on the ISSAF Penetration Testing Framework Firdaus, Mgs Afriyan; Perdianza, Muhammad Egi; Indah, Dwi Rosa
INOVTEK Polbeng - Seri Informatika Vol. 9 No. 2 (2024): November
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/1tq72v53

Abstract

Information security is critical for higher education institutions, which manage large amounts of sensitive data in the digital age. Data breach incidents in Indonesia's academic sector reached 2,217 in 2021. A university website with 36 web-based information system services was found to have been defaced.  SQL injection and XSS attacks, which can lead to data breaches, system manipulation, and disruption of academic services, are also common. These attacks underscore the importance of strong security measures to protect data and preserve the reputation of education. This research assesses the security risk of the XYZ University website using the ISSAF and ISO 31000. ISSAF was applied in four stages: information gathering, network mapping, vulnerability identification, and penetration testing with customization for university web systems. ISO 31000 was used to assess risk severity, resulting in classifications of two high, six medium, and twelve low risks. Security recommendations were developed to address the key risks and can be applied to other universities facing similar threats. The findings provide great insight for educational institutions to strengthen their cybersecurity. Implementing appropriate measures not only improves privacy, but also builds trust and reputation. Proactive information security is becoming a critical asset for the sustainability and credibility of higher education institutions in this vulnerable digital age    
Penerapan Metode Design thinking Pada Pengembangan Knowledge Management System Pembelajaran SMA Damayanti, Indri Dwi; Firdaus, Afriyan; Indah, Dwi Rosa
Jurnal Teknik Informatika dan Sistem Informasi Vol 9 No 3 (2023): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v9i3.6138

Abstract

High school learning requires teachers to carry out the teaching process using appropriate learning methods and materials based on expected competencies. At SMA IBA Palembang, knowledge and experiences possessed by the teacher are still stored in each teacher and have not been documented in a system. However, when a teacher retires, the knowledge and experiences of the teacher will also go away and be lost. Therefore a Knowledge Management System (KMS) to manage teacher knowledge needs to be developed. In order to improve KMS development results in terms of usability and user experience, user experience design with the Design Thinking Method is an option. In this paper KMS development with the Design Thinking Method is used to identify problems and existing user needs. This solution can produce good user interface and user experience based on user needs at SMA IBA Palembang. Before being implemented, the KMS has been tested using the System Usability Scale method with an average value of 81.43. It means that the system is accepted by prospective users. The KMS implementation was tested with 43 test items using the Blackbox Testing method. The result stated that the system could function to solve problems that occurred.
Analisis Perhatian Visual dan Usability Pada Tampilan Website Gramedia Digital Menggunakan Metode Eye tracking Tsabitah, Laila; Indah, Dwi Rosa; Firdaus, Mgs Afriyan; Lestari, Endang; Gumay, Naretha Kawadha Pasemah
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.3073

Abstract

The Gramedia Digital website, a digital reading service platform, has been identified as facing usability challenges and visual clarity issues that may hinder efficiency and user experience. Therefore, this study integrates two methods—Eye Tracking using RealEye.io and Usability Testing through Maze.co—to comprehensively evaluate the interface and user interactions. The evaluations conducted via RealEye.io and Maze.co involved five participants who were asked to complete three primary tasks: logging in, browsing book categories, and performing checkout. The results indicate that in Task 1 (Login), the visual focus of all participants was well-directed toward the input fields and action buttons. The usability test showed an average completion time of 15.1 seconds, a misclick rate of 16.7%, and a usability score of 97. In Task 2 (Browsing Book Categories), users’ visual attention was efficiently distributed from the navigation menu to the list of books, with a usability score of 91 and a low misclick rate. Conversely, Task 3 (Checkout) revealed significant challenges, as most participants struggled to locate the “Free Content” menu, resulting in a 67% misclick rate, 40% off-path behavior, and the lowest usability score (59). By combining Eye Tracking and Usability Testing, this study successfully provides a comprehensive overview of users’ visual attention patterns as well as the effectiveness and efficiency of their interactions with the interface.
PELATIHAN CANVA AI UNTUK MENINGKATKAN KUALITAS GURU DI SMA NEGERI 10 PALEMBANG M. Rudi Sanjaya; Annisa Khoiriah; Dwi Rosa Indah; Mgs. Afriyan Firdaus
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 7 No. 1 (2026): Vol. 7 No. 1 Tahun 2026
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v7i1.54247

Abstract

Perkembangan teknologi kecerdasan buatan Artificial Intelligence telah membawa perubahan signifikan dalam dunia pendidikan, khususnya dalam pengembangan media pembelajaran digital. Namun, masih banyak guru yang belum memanfaatkan teknologi AI secara optimal dalam proses pembelajaran. Program Kreativitas Mahasiswa (PKM) ini bertujuan untuk meningkatkan kualitas dan kompetensi guru di SMA Negeri 10 Palembang melalui pelatihan pemanfaatan Canva AI sebagai alat bantu pembuatan media pembelajaran yang inovatif, interaktif, dan efektif. Metode pelaksanaan kegiatan meliputi tahap persiapan, pelatihan, pendampingan, serta evaluasi. Pelatihan dilaksanakan secara langsung dengan memberikan materi pengenalan Canva AI, praktik pembuatan desain pembelajaran berbasis AI, serta pendampingan dalam penerapan hasil desain ke dalam kegiatan belajar mengajar. Evaluasi dilakukan melalui observasi, kuesioner, dan analisis hasil karya guru sebelum dan sesudah pelatihan. Hasil kegiatan menunjukkan adanya peningkatan pemahaman dan keterampilan guru dalam memanfaatkan Canva AI, yang ditandai dengan meningkatnya kualitas media pembelajaran yang lebih kreatif dan menarik. Dengan demikian, pelatihan Canva AI diharapkan mampu mendukung peningkatan profesionalisme guru serta berkontribusi pada terciptanya proses pembelajaran yang lebih adaptif terhadap perkembangan teknologi digital.
Enhancing Teacher Competence in Coding Through Gamified Training: A Kirkpatrick Evaluation Samsuryadi Samsuryadi; Dewi Sartika; Meylani Utari; Kanda Januar Miraswan; Alvi Syahrini Utami; Mgs. Afriyan Firdaus; Osvari Arsalan
Engagement: Jurnal Pengabdian Kepada Masyarakat Vol. 10 No. 2 (2026): May 2026
Publisher : Asosiasi Dosen Pengembang Masyarajat (ADPEMAS) Forum Komunikasi Dosen Peneliti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/engagement.v10i2.2269

Abstract

Background: The Indonesian government, through the Ministry of Primary and Secondary Education (Kemendikdasmen), plans to implement coding and artificial intelligence learning programs in schools starting the 2025/2026 academic year. SMP Negeri 56 Palembang seeks to prepare by enhancing teacher competence in coding, as 56.8% of teachers initially had no basic coding knowledge. Purpose of the Study: This study aims to provide basic coding knowledge to teachers and develop skills in utilizing educational games (Blockly Game Maze) as interactive learning media that can be integrated into the learning process. Methods: Training and workshops were conducted involving 37 teachers from various subjects. A Kirkpatrick model evaluation was applied across four levels: reaction (participant satisfaction), learning (pre-test and post-test comparison), behavior (classroom observation during mentoring), and results (overall program effectiveness). Participants used e-modules and practiced with Blockly Game Maze educational games. Results: The reaction level showed a 94.59% satisfaction rate, indicating high relevance of training materials. The learning level demonstrated a 27.03% increase in coding competency, with participants previously unfamiliar with basic coding (56.8%) beginning to master basic logic and coding structures. At the behavior level, students in five groups successfully completed Blockly Game Maze up to level 6 (100%), with three groups completing level 7. These findings prove that the training not only provided theoretical insights but also successfully built teachers' confidence in adopting new technologies to support the learning process.