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Critical Factors in E-Learning Influencing Student Motivation and Collaboration in Indonesian Higher Education Institution Magdalena, Yulia; Napitupulu, Togar Alam
Journal the Winners: Economics, Business, Management, and Information System Journal Vol 19, No 1 (2018): The Winners Vol. 19 No. 1 2018
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/tw.v19i1.4244

Abstract

The purpose of this research was to determine the effect of e-learning and its elements to student motivation and collaboration. This research was conducted in one of Indonesian higher education institutions. A questionnaire was distributed to collect data from students. Data were obtained from 145 active undergraduate students. The statistical method of multiple regression analysis was used for data analysis, using software Statistical Product and Service Solution (SPSS) version 22. Overall, the results of this research indicate that e-learning has a positive impact on student motivation and collaboration. However, it is found that not all elements of e-learning have positive impacts on student motivation and collaboration.
Mapping Irrigation Networks with Geographical Information Systems Using Satelite Imagery Data: A Case of Brebes Regency, Indonesia Aulia Azhar Abdurachman; Muhammad Fahmi Arsyad; Edi Abdurahman; Togar Alam Napitupulu; Nilo Legowo
CommIT (Communication and Information Technology) Journal Vol. 13 No. 1 (2019): CommIT Journal
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/commit.v13i1.5075

Abstract

Water resources are important factors in food production. Those are very vital and strategic to meet food needs and food security. As water is scarce both in terms of volume and distribution throughout the year, reliable water management is needed. To support this water management, the accurate data is needed. However, the complete tabular data is not enough. It is because the existing tabular data does not provide the various activities and events based on time and place spatially and detail enough for planning purposes at the sub-district level. The researchers use high-resolution satellite imagery data that have been pre-processed with the geometric and radiometric corrections. They are used as one of the layers in the working map, so it is easier to provide the depiction of irrigation network objects, to find out the location of rice fields that have not been irrigated and the location of damaged irrigation networks. The depiction of the working map can also be used to map irrigation networks and their network conditions. Through this work, it has been shown that the researchers can map irrigation networks in detail for operational planning at a sub-district level with the help of technology, in particular for developing countries that is difficult or even impossible to do in the past.
Adaptasi Strategi Gamifikasi Dalam Permainan Ular Tangga Online Sebagai Media Edukasi Covid-19 Hani Dewi Ariessanti; Dian Anggraini Purwaningtyas; Haryono Soeparno; Togar Alam Napitupulu
E-JURNAL JUSITI : Jurnal Sistem Informasi dan Teknologi Informasi Vol 9 No 2 (2020): e-Jurnal JUSITI
Publisher : Universitas Dipa Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36774/jusiti.v9i2.772

Abstract

Pendidikan dapat diimplementasikan melalui beragam konsep, salah satunya adalah konsep gamifikasi yang kemudian diadopsi sebagai media pembelajaran. Gamifikasi menjadikan suatu perubahan pada penggunaan media pembelajaran, yaitu dari yang "konvensional" hingga yang lebih "inovatif”. Penelitian ini bertujuan mengadopsi suatu konsep gamifikasi ke dalam sebuah permainan ular tangga guna mendukung pembelajaran mengenai pemahaman tentang Covid-19. Penelitian menggunakan metode dengan model waterfall, yaitu model klasik yang sederhana dengan aliran sistem yang linier, di mana output dari setiap tahap merupakan input bagi tahap berikutnya. Hal tersebut dilakukan dengan melakukan manipulasi script program dan algoritma guna memberikan kebaharuan terhadap aturan permainan ular tangga. Konsep permainan ini diharapkan akan menarik pengguna dan memberikan dampak pemahaman yang diciptakan melalui kesenangan bermain dalam menyelesaikan tantangan. Pembelajaran ular tangga ini sendiri didesain sedemikian rupa dengan interface board yang berubah secara acak setiap kali bermain hingga basis game papan menjadi game digital yang bias diaplikasikan secara offline dan online. Permainan dikembangkan hingga tahapan mode "Online Play", yang memungkinkan pertandingan dapat dimainkan dari berbagai perangkat melalui internet. Game ini menggunakan sistem kotak yang berfungsi sebagai "lobby" dalam game, sehingga pemain secara online bisa memilih untuk bergabung atau menjadi tuan rumah game dan mengundang pemain lain melalui kode game.
Analysis of Salesperson Behavior on Using Retailer App (Case Study: Indosat Ooredoo Hutchison) Robby Al Aziz; Togar Alam Napitupulu
Journal of Information System and Informatics Vol 4 No 2 (2022): Journal of Information Systems and Informatics
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v4i2.265

Abstract

The evolution of information technology affects many organizations in Indonesia, especially telco companies. Indosat Ooredoo Hutchison or more commonly known as PT Indosat, Tbk. or Indosat, a telco company in Indonesia has implemented a mobile application called Simpel for use by the salespeople to sell products. Currently, the app has been used by 60% of the users for less than 10 transactions in a month which resulted in only 9% of total revenue generated by the retailer app. This occurrence gave a challenge for Indosat to manage and increase the transaction count in the aforesaid app. This study aimed to analyze the factors influencing a salesperson’s decision to more frequently use Simpel to sell products. Every telco company can learn from this research to enhance app features better. The analysis is based on human behavior in information systems environment. The combination of UTAUT and other variables was used in this study. The total sample was obtained from 467 respondents who registered and used the app. Analysis were conducted using the structural equation models to learn the impact that performance expectancies, effort expectancies, social influence, facilitation conditions, and quality of sales applications have towards behavioral intention to use mobile app; and to learn the impact of behavioral intention, social influence, and facilitating conditions towards improving the sales app usage behavior.
Factors Analysis of Acceptance of LMS Applications as A Substitute to Face-To-Face Learning in Higher Education in Distance Education Systems muhammad Irwan Ardiansyah; Togar Alam Napitupulu
Jurnal Mantik Vol. 6 No. 3 (2022): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.v6i3.2994

Abstract

This study aims to determine what factors influence the level of acceptance of LMS technology at the Mataram Open University. as we know, the use of the Open University LMS application is intended for students who take part in face-to-face services starting during the covid 19 pandemic. Individuals who do not understand computers or experience computers inevitably have to be able to accept the learning process with the LMS application. In this study, a quantitative approach is used to determine what factors affect the acceptance rate of LMS applications. the basic research model uses the TAM Technology Acceptance Model, and the Structural Equation Model (SEM) to analyze the acceptance of LMS technology by utilizing AMOS as an analytical tool. Questionnaires were distributed online using the Google Form platform for data collection of students throughout NTB with a total of 269 respondents, consisting of students from various study programs and semesters at the Mataram Open University. The results of the analysis showed that four of the nine hypotheses were rejected or not significant and most of the rejected hypotheses were the original TAM variable. From the results of the study, it is known that LMS (PL) training has a significant effect on user confidence in the ability to use the Internet (KM) and ease. confidence in the ability to use the internet (KM) No significant effect on perceived ease (PK). Perception of Comfort (PK) has a significant effect on Attitudes towards Use (SM). Perception of convenience (PK) has a significant effect on perceived benefits (PU) and perceived benefits (PU) have a significant effect on real users (PN).
Analysis of Factors That Influence the Use of Social Media Analytic Debi Using UTAUT Model Muhammad Hadi Edrus Alaydrus; Togar Alam Napitupulu
Journal of Information System and Informatics Vol 4 No 3 (2022): Journal of Information Systems and Informatics
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v4i3.285

Abstract

Social media has provided consumers with new opportunities to engage in social interactions on the internet. The very high increase in the number of social media users has provided a new market for companies that can be seen as new business opportunities. Digital Brand Index or also called DEBI is a social media Analytic developed by limadigit agency in 2014 which aims to be a unique selling point for the agency. This study aims to determine what factors influence the behavior of using social media Analytic DEBI using the Unified Theory of Acceptance and Use of Technology method (UTAUT). The Conclusion of this study is behavioral intention has a significant effect on use behavior, performance expectancy doesn’t has a significant effect on behavioral intention, effort expectancy doesn’t has a significant effect on behavioral intention, facilitating condition has a significant effect on behavioral intention, information quality doesn’t has a significant effect on behavioral intention, existing features has a significant effect on behavioral intention, based on the conclusion, the factors that influence the use behavior of DEBI are behavioral intention, facilitating condition and existing features.
CUSTOMER ACCEPTANCE OF DIGITAL BANKING: A STUDY ON GOVERNMENT’S BANK IN GREATER JAKARTA Marthadinata Hutagaol; Togar Alam Napitupulu
Jurnal Darma Agung Vol 30 No 3 (2022): DESEMBER
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Darma Agung (LPPM_UDA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46930/ojsuda.v30i3.2238

Abstract

The development of information technology at this time has succeeded in providing an evolution that leads to digital-based banking services (digital banking) in Indonesia. This is driven by the need for convenience in making payment transactions in Indonesian society. However, the process of digitizing banking services in Indonesia is still relatively slow. User acceptance of digital banking service applications is one of the supporting factors for the successful application of digital banking technology today. This study aimed to measure the acceptance of digital banking by customers of Government Bank in Greater Jakarta (Jakarta, Bogor, Depok, Tangerang, Bekasi) by using the UTAUT 2 model. This study used a sample of 100 respondents to scrutinize the respondents' views based on variables: performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, price value, habit, trust, perceived risk, and knowledge. Data Analysis was performed using Structural Equation Modelling Partial Least Square (SEM-PLS). The results of the convergent validity test showed that all indicators have a loading factor value above 0.7, and the reliability test results show the value of Cronbach's Alpha above 0.7, which indicates that the variable is valid for further testing. The structural equation model with behavioral intention and using behavior as a dependent variable indicated that some variables had no significant effect. The results of the p-values test show that performance expectancy, and facilitating conditions have a significant effect on behavioral intentions and that behavioral intentions, trust, and knowledge have a significant effect on use behavior.
Analysis of factors that affect purchase intention on mobile Games as a Service (GaaS) Tiohienritch Fitzdave Irvinne Theodora; Togar Alam Napitupulu
Jurnal Mantik Vol. 7 No. 2 (2023): Agustus: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.v7i2.3840

Abstract

Games as a Service (GaaS), also known as live service games, which is a type of cloud computing that is becoming increasingly popular in mobile marketplaces. The research investigates how factors such as Accessibility, Perceived Value, Perceived Credibility, and Intent to Use may influence Purchase Intention in GaaS within the mobile games market, where in-app purchases are rising to generate revenue, and how consumer behaviors correspond to practice and correlates with purchase intention, the urgency to investigate the factors stem from declining revenue for company and lack of customer engagement hence resulting in reduced customer retention and interest. The study's findings indicate that while value, perceived credibility, and accessibility all favorably influence intent to use, intent to use also positively influences intent to buy which helps in quantifying behavioral traits in a a statistical manner and helps understand emotional and other motivators based on the psychological and environmental influence on the customer.