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EVALUASI PENGGUNAAN PRODUK UANG ELEKTRONIK E-MONEY OVO MENGGUNAKAN MODEL UTAUT 2 (STUDI KASUS: MAHASISWA KOTA MEDAN) Maulana, Ade; Cahyadi, Rico

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Abstract

OVO adalah aplikasi yang memenuhi berbagai persyaratan terkait pembayaran mobile dan cashless. Penelitian ini bertujuan untuk mengetahui faktor-faktor apa saja pada model UTAUT 2 mempengaruhi behavioral intention pengguna dalam menggunakan aplikasi OVO. Metode penelitian yang digunakan adalah metode kuantitatif dengan jenis penelitian deskriptif dan kausal. Populasi yang digunakan adalah mahasiswa kota Medan berjumlah sebanyak 153.992 orang dengan jumlah sampel sebanyak 100 orang dan teknik sampling yang digunakan yaitu non-probability sampling dengan jenis Purposive Sampling. Hasil dari penelitian ini menunjukan bahwa variabel Performance Expectancy, Effort Expectancy, Social Influence, Facilitating Condition, Hedonic Motivation, Price Value, dan Habbit berpengaruh secara positif dan signifikan terhadap Behavioral Intention pengguna dalam menggunakan aplikasi OVO dengan nilai pengaruh sebesar 76,8% yang berarti sisanya sebesar 23,2% dipengaruhi oleh faktor-faktor lainnya yang tidak diteliti di dalam penelitian ini. Faktor-faktor pada model UTAUT 2 yang berpengaruh terhadap Behavioral Intention pengguna dalam menggunakan aplikasi OVO adalah Facilitating Condition, Price Value, dan Habbit. Sedangkan faktor-faktor pada model UTAUT 2 yang tidak berpengaruh pada terhadap Behavioral Intention pengguna dalam menggunakan aplikasi OVO adalah Performance Expectancy, Effort Expectancy, Social Influence, dan Hedonic Motivation.
EVALUASI PENGGUNAAN PRODUK UANG ELEKTRONIK E-MONEY OVO MENGGUNAKAN MODEL UTAUT 2 (STUDI KASUS: MAHASISWA KOTA MEDAN) Ade Maulana; Rico Cahyadi
Journal Information System Development (ISD) Vol 7 No 1 (2022): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

OVO adalah aplikasi yang memenuhi berbagai persyaratan terkait pembayaran mobile dan cashless. Penelitian ini bertujuan untuk mengetahui faktor-faktor apa saja pada model UTAUT 2 mempengaruhi behavioral intention pengguna dalam menggunakan aplikasi OVO. Metode penelitian yang digunakan adalah metode kuantitatif dengan jenis penelitian deskriptif dan kausal. Populasi yang digunakan adalah mahasiswa kota Medan berjumlah sebanyak 153.992 orang dengan jumlah sampel sebanyak 100 orang dan teknik sampling yang digunakan yaitu non-probability sampling dengan jenis Purposive Sampling. Hasil dari penelitian ini menunjukan bahwa variabel Performance Expectancy, Effort Expectancy, Social Influence, Facilitating Condition, Hedonic Motivation, Price Value, dan Habbit berpengaruh secara positif dan signifikan terhadap Behavioral Intention pengguna dalam menggunakan aplikasi OVO dengan nilai pengaruh sebesar 76,8% yang berarti sisanya sebesar 23,2% dipengaruhi oleh faktor-faktor lainnya yang tidak diteliti di dalam penelitian ini. Faktor-faktor pada model UTAUT 2 yang berpengaruh terhadap Behavioral Intention pengguna dalam menggunakan aplikasi OVO adalah Facilitating Condition, Price Value, dan Habbit. Sedangkan faktor-faktor pada model UTAUT 2 yang tidak berpengaruh pada terhadap Behavioral Intention pengguna dalam menggunakan aplikasi OVO adalah Performance Expectancy, Effort Expectancy, Social Influence, dan Hedonic Motivation.
Penerapan Information Technology Infrastructure Library di Perusahaan Persero Chandra, Carissa; Chai, Christopher Alexander; Simwim, Gilbert Januar; Maulana, Ade
JDMIS: Journal of Data Mining and Information Systems Vol. 2 No. 1 (2024): February 2024
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/jdmis.v2i1.1597

Abstract

Along with the times, many companies implement IT governance to create effectiveness and efficiency that can grow the company to become faster and bigger. The purpose of this paperwork is to find out the weaknesses and strengths regarding the implementation of IT governance, as well as lessons learned from PT Pos Indonesia Balikpapan City, PT Telkomsel, and PT PLN. The use of methods and data collection in making paperwork is through qualitative analysis and library research. From the research results, it can be stated that service quality is an important thing in these state-owned companies because it can affect customer satisfaction and requires the Information Technology Infrastructure Library version 3.0 (ITILv3) framework in evaluating or managing IT services effectively and efficiently.
Manajemen Layanan Teknologi Informasi Perusahaan Perseroan Menggunakan Information Technology Infrastructure Library Service Operation: Literature Review Tjonadi, Callista; Wijaya, Khellyn Viorensa; Roselin, Vanesia; Natalie, Vellyn; Maulana, Ade
JDMIS: Journal of Data Mining and Information Systems Vol. 1 No. 2 (2023): August 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/jdmis.v1i2.1611

Abstract

At this time, information technology is growing rapidly in various business fields. To provide good service, IT Service Management is implemented. Service Management can provide value to be implemented by companies, one of which is by implementing the ITIL framework which consists of several services but in this journal will focus on Service Operations. The research method applied is qualitative research which analyzes the data in depth. From the results of the research conducted, it is known that there are several companies that have not implemented Service Operations optimally, even so Service Operations still have a role within the company. The processes contained in Service Operations such as Event Management, Problem Management, Incident Management, Request Fulfillment, and Access Management have an important role so that the systems within the company's companies run according to the goals and wishes of customers, there are implementations made to assess IT service operations which will show the maturity level of existing processes, some create strategies using Customer Relationship Management, some create SOPs using the PDCA method, and some implement Service Operations by improving services.
Tinjauan Terhadap Kerangka Kerja Enterprise Architecture: Analisis Perbandingan Studi Kasus di Perguruan Tinggi Albert, Brian; Tantono, Calvin; Chainatra, Derick; Tanoto, Jackie; Halim, Marcello Stevin; Maulana, Ade
JDMIS: Journal of Data Mining and Information Systems Vol. 2 No. 2 (2024): August 2024
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/jdmis.v2i2.1896

Abstract

Pada setiap arsitektur perusahaan terdapat kerangka kerja yang dapat dijadikan acuan dalam menjadikan aktivitas dalam merancang dan mengembangkan arsitektur perusahaan tersebut. Banyaknya kerangka kerja yang dapat dijadikan panduan dalam melakukan aktivitas tersebut menyebabkan perbedaan dalam mengaplikasikan aktivitas kerangka kerja yang sama. Aktivitias yang akan dilakukan pada penelitian ini akan dilakukan dengan tahapan studi literatur dan perbandingan terhadap setiap tahapan atau aktivitas yang ada pada kerangka kerja TOGAF ADM. TOGAF ADM merupakan salah satu kerangka kerja arsitektur perusahaan yang terdiri dari sembilan tahapan didalamnya. Aktivitas tersebut biasanya terdapat empat tingkat seperti bisnis, data, aplikasi, dan teknologi. Hasil dari perbandingan setiap tahapan atau aktivitas kerangka kerja TOGAF ADM, didapatkan suatu aktivitas inti yang harus dilakukan untuk mencapai kerangka kerja yang efektif. Dengan dilakukannya keempat tahapan itu, maka struktur dari arsitektur perusahaan sudah terbentuk dengan jelas dan rinci. Meskipun beberapa aktivitas tidak dilakukan atau dilaksanakan, tujuan dari arsitek perusahaan tersebut sudah dapat terstruktur dengan baik.
Kajian Literatur terhadap Penerapan Enterprise Architecture dalam Institusi Pendidikan Halim, Daniel Lexandrosth; Cuaca, Davidsen; Chenardy, John Michael; Felix, Owen; Maulana, Ade
JDMIS: Journal of Data Mining and Information Systems Vol. 2 No. 2 (2024): August 2024
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/jdmis.v2i2.2983

Abstract

Enterprise Architecture (EA) merupakan sebuah kerangka kerja yang membantu pengembangan tata Kelola sebuah bisnis. Namun dalam beberapa institusi Pendidikan, sering menghadapi kendala seperti kompleksitas tinggi dan kurangnya integrasi dalam sebuah sistem informasi yang dibangun. Sehingga, penelitian ini bertujuan untuk menunjukkan dampak positif penerapan Enterprise Architecture (EA) dan memberikan wawasan mengenai berbagai metode dalam penerapan EA.Penelitian ini menggunakan metode kualitatif. Teknik pengumpulan data dalam penelitian ini menggunakan metode literature review melalui berbagai database akademik. Berdasarkan hasil penelitian menunjukkan bahwa institusi pendidikan menghadapi tantangan dalam mengelola data kompleks dan koordinasi antar sistem, yang dapat diatasi dengan implementasi Enterprise Architecture (EA) menggunakan kerangka kerja seperti TOGAF ADM,dll. Penelitian ini menitikberatkan pada lima jenis arsitektur: visi, bisnis, data/informasi, teknologi, dan aplikasi, dengan metode analisis seperti Value Chain, Use Case, ERD, Class Diagram, dan McFarlan’s Strategic Grid. Kesimpulannya, penerapan EA dengan kerangka kerja dan metode analisis yang efektif dapat meningkatkan integrasi sistem informasi, meningkatkan akurasi data, efisiensi operasional, optimalisasi sumber daya, dan dan mendukung pencapaian visi serta misi institusi pendidikan.
Analisis Penerimaan Cryptocurrency dan Instrumen dengan Menggunakan Unified Theory of Acceptance dan Use of Technology (UTAUT) Fernand William Citra; Ade Maulana
SATESI: Jurnal Sains Teknologi dan Sistem Informasi Vol. 3 No. 2 (2023): Oktober 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian ALGERO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/satesi.v3i2.2263

Abstract

Cryptocurrency is one of the recent innovation and technological instrument that begins with the invention of Bitcoin in 2009. The Unified Theory of Technology Acceptance or UTAUT framework for short, is one of the model available to use regarding technological acceptance by mankind. The UTAUT framework is used to describe what might push somebody to accept and use new technologies based on available varia bles given by default by the framework. Using UTAUT’s model, we can design questions on a questionnaire based directly on those available variables. This research is done with the goal of knowing what actually motivate the citizen of Medan to accept and use cryptocurrency in their lives. Using 87 data collected from questionnaire, with 30 used as sample for data testing and the remaining 57 for data training on SPSS Statistics 25, an application developed by IBM Corp. (International Business Corporation), we will find out about validity, reliability, normality, and linear regression. The results obtained of those data are valid and reliable, with the variable of Y being affected by the variable of X1 and X4, while X2 and X3 do not, and 14.9% of those variabl e variations affect Y, while 85.1% were external variables not included in this research.
Perancangan Aplikasi Pencarian Fasilitas Kesehatan ‘Find Medical’ dengan Menggunakan Metode Haversine dan Algoritma Dijkstra Elrico Tanto Jaya; Ade Maulana; Jefri Junifer Pangaribuan
SATESI: Jurnal Sains Teknologi dan Sistem Informasi Vol. 3 No. 2 (2023): Oktober 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian ALGERO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/satesi.v3i2.2365

Abstract

Currently, technology is rapidly advancing, enabling communication to be done with anyone, anywhere. The sophistication of this technology can be utilized to address issues in various fields, particularly in the healthcare sector, as healthcare is one of the most influential aspects of human life. One common problem in the healthcare sector is the lack of evenly distributed information about healthcare services, leading to difficulties for individuals in finding suitable healthcare facilities. Therefore, this research aims to develop an application called "Find Medical" as a solution to facilitate the public in searching for healthcare services that meet their needs. In this study, the Haversine method and Dijkstra's algorithm are employed to recommend the nearest healthcare services based on the user's location. The research objectives are to design the "Find Medical" application and analyze the accuracy of the employed methods. The "Find Medical" application is developed using the Laravel framework. Based on the testing results, the majority of respondents agree that the application is effective in addressing the inefficient healthcare information retrieval system. Additionally, the Haversine formula and Dijkstra's algorithm implemented in the application provide accurate recommendations with a precision rate of 90%. Therefore, the "Find Medical" application can be an effective and efficient solution for individuals seeking appropriate healthcare services.
Analisis Kepuasan Pengguna terhadap Layanan Streaming Video dengan Metode E-service quality: Studi Kasus pada Aplikasi Disney Plus Sabrina Jovanka; Ade Maulana
SATESI: Jurnal Sains Teknologi dan Sistem Informasi Vol. 3 No. 1 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian ALGERO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/satesi.v3i1.2455

Abstract

The advancement of information technology has transformed the landscape of the entertainment and media industry with the emergence of various streaming services such as Disney Plus. In this context, user satisfaction becomes a key factor in retaining and attracting new users to both platforms. Recognizing the importance of assessing user satisfaction, the aim of this study is to evaluate the level of user satisfaction using the Disney Plus service and identify elements that need improvement to enhance user satisfaction with the application. This research method employs a descriptive statistical approach to compare the level of user satisfaction, particularly in the E-service quality variable. The results indicate that overall, the level of user satisfaction with Disney Plus is quite good. The study also highlights Responsiveness as one of the aspects that needs improvement in the Disney Plus application. With an overall mean variable value of 4.16, Disney Plus is categorized as a satisfying application, indicating that users are satisfied with the services provided by the platform. In conclusion, user satisfaction evaluation is an important aspect of digital service development, and with a good understanding of user preferences and needs, platforms like Disney Plus can continue to improve the quality of their services to retain and attract more users.
Perancangan dan Implementasi RESTful API untuk Aplikasi Mobile Pembelajaran Flora dan Fauna pada Google Cloud Platform Calista Chandra; Wijaya, Frans; Gunawan, Jason Andrew; Lee, James Rafferty; Maulana, Ade
SATESI: Jurnal Sains Teknologi dan Sistem Informasi Vol. 4 No. 1 (2024): April 2024
Publisher : Yayasan Pendidikan Penelitian Pengabdian ALGERO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/satesi.v4i1.2850

Abstract

In recent years, there has been an increase in smartphone ownership among school-aged children. This increase was influenced by the Covid-19 pandemic, which caused restrictions on outdoor activities and activity adjustments such as online learning. Even though the Covid-19 pandemic is now over, children spend more time at home with their smartphones. Meanwhile, playing and learning outdoors is very beneficial for their social, emotional, cognitive, and physical development. Therefore, EksFlorasi exists as a solution in the form of a mobile-based educational application to encourage children to explore nature around them and learn about flora dan fauna using their smartphones. To support EksFlorasi, a web API was designed and developed using the waterfall method. The API functions as the mobile app’s back-end component and was built using Node.js with the Express JS framework and implemented REST (REpresentational State Transfer). The RESTful API was then deployed using Google Cloud Platform’s cloud computing services to make EksFlorasi accessible to users across Indonesia with the lowest latency possible. To ensure that the RESTful API functions as intended, the deployment on Google Cloud Platform utilized a combination of Cloud Run, Cloud SQL and Cloud Storage services. Based on the research results, the RESTful API which has been successfully developed and deployed on Google Cloud Platform is functioning well and able to deliver optimal performance for up to 50 concurrent users.