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PENDAMPINGAN KAMPANYE DIGITAL MELALUI WEBSITE DAN SOSIAL MEDIA KEPADA KAWAN KASIH TUMBUH Putri Nastiti; Y Priadi Wibisono
Jurnal Pemberdayaan: Publikasi Hasil Pengabdian Kepada Masyarakat Vol. 3 No. 3 (2019)
Publisher : Universitas Ahmad Dahlan, Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/jp.v3i3.841

Abstract

Papua merupakan salah satu daerah di Indonesia yang termasuk dalam Indonesia bagian Timur. Ada berbagai sektor di Papua yang menjadi perhatian pemerintah, salah satunya adalah sektor pendidikan. Pemerintah Indonesia mengalokasikan dana APBN sebesar 20% untuk pendidikan di Papua. Terdapat 62 juta siswa di Indonesia, sayangnya angka sebesar itu tidak menjamin penyebaran dan kualitas pendidikan yang merata ke seluruh wilayah Nusantara. Fakta yang diungkap oleh United Nations Children's Fund (UNICEF) menunjukkan bahwa 30% siswa Papua tidak menyelesaikan SD dan SMP. Hal ini yang melatarbelakangi komunitas Kawan Kasih Tumbuh untuk terjun langsung ke bumi Papua, dengan semangat memajukan pendidikan khususnya di Kabupaten Yahukimo. Penulis memberikan solusi untuk mengkampanyekan Program Kawan Kasih Tumbuh secara digital. Kampanye adalah upaya yang ditujukan untuk menciptakan perubahan dan dampak tertentu dalam kehidupan bermasyarakat. Kampanye ini bertujuan untuk memberikan dampak berupa bantuan, baik berupa donasi maupun hal lainnya untuk kemajuan pendidikan anak-anak di Papua. Kampanye digital untuk donasi ini nantinya akan ditujukan untuk pendidikan di daerah Papua melalui para relawan dari Komunitas Kawan Kasih Tumbuh.
Analysis Of The Effect Of Gamelan Metaverse On Acceptance Of Music Education Methods Using Technology Acceptance Model 2 Daniel Renato Marlen; Putri Nastiti; Clara Hetty Primasari; Yohanes Priadi Wibisono; Julius Galih Prima Negara
JISAMAR (Journal of Information System, Applied, Management, Accounting and Research) Vol 7 No 1 (2023): JISAMAR : February 2023
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisamar.v7i1.987

Abstract

Gamelan Metaverse traditional gamelan musical instruments originating from Yogyakarta in virtual reality. The development of this VR is still relatively new, so limitations need to be identified. This research using the technology acceptance model 2 (TAM 2) method to identify factor-factor that influence acceptance of the gamelan metaverse in music classroom learning. The issue unknown factors hindering the Gamelan Metaverse towards music education as a music learning medium. The method used a deductive research method with quantitative research methods. This study focused on numbers such as quantitative data compiled using statistical analysis methods with SPSS 26 and AMOS software. The factors or variables used included perceived usefulness, intention to use, usage behavior, perceived ease of use, and mobility. The sample data recorded were 35 respondents, including active students from UAJY and ISI. The conclusion revealed that the Gamelan Metaverse has not been effective as an alternative to music education learning because it has not met the criteria in the hypothesis.
ANALYSIS OF DOMAIN MONITORING AND EVALUATION COBIT MATURITY LEVEL IN GAME DEVELOPMENT COMPANY Putri Nastiti; Kathryn Widhiyanti
Jurnal Riset Informatika Vol. 3 No. 4 (2021): September 2021 Edition
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34288/jri.v3i4.102

Abstract

Abstract There are many opinions that information technology governance is only suitable to be applied by large-scale companies. However, this has not been proven to be true. Many small and medium-sized startups fail because they do not have good governance plans. This means that even small and medium-sized companies also need proper IT implementation planning. The purpose of this study was to measure the maturity level of information technology governance, particularly in terms of monitoring and evaluating IT performance, implementing internal controls, and compliance with company external regulations. Based on calculations, this game development company is at maturity level 3 (Defined Process). In addition, it was found that the biggest gap was in the Skill and Expertise attributes and the Goals and Measurement attributes. This study also provides recommendations for companies based on gap analysis in each process.