Articles
Gamification for the Ancient Kingdom of Nusantara with User-Centered Design Approach
Arifin, Yulyani;
Martin, Martin;
Ryan, Ryan;
Dratama, Ryan
ComTech: Computer, Mathematics and Engineering Applications Vol 9, No 1 (2018): ComTech
Publisher : Bina Nusantara University
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DOI: 10.21512/comtech.v9i1.4171
The purpose of this research was to conserve the history of Nusantara kingdoms with the interesting way for the students. The researchers proposed a method by combining the history of ancient kingdoms in Nusantara with the game. It was done by using gamification with the user-centered design approach. The data collection used questionnaires and literature review. Moreover, the researchers identified the resources by applying the gamification element, developing the game based on user requirement, and evaluating the usability testing. The result shows that the implemented gamification in learning Nusantara can attract the students to learn about history. Based on the result of usability testing that has already been tested using the prototype, it proves that the user interest to learn the history of the ancient kingdom in Nusantara is increased. The results also imply that gamification indeed is one of a suitable method to be used as a medium for students to learn about history, especially the ancient kingdoms in Indonesia.
Penerapan Interactive Multimedia untuk Perangkat Ajar Persiapan Toefl Berbahasa Indonesia
Arifin, Yulyani;
Widjaja, Nicolas Willianto;
Awang, Nicholas Kurnia;
Irwan, Stefanus Sadryan
ComTech: Computer, Mathematics and Engineering Applications Vol 5, No 2 (2014): ComTech
Publisher : Bina Nusantara University
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DOI: 10.21512/comtech.v5i2.2194
One of added values to compete in work and business is mastering English’s Language. To support the needs of an online teaching tool that can be accessed anywhere and is easy to use, an online teaching tool that uses Indonesian is made with an attractive multimedia display so that users do not feel bored and can monitor the development of the value achieved. The material presented is based on the structure tested in TOEFL. The method used in designing these applications is the waterfall method, ranging from data collection through questionnaires and comparative analysis of similar applications and then proceed with the design and development of applications and user satisfaction evaluation. It is expected that these applications can help in improving the English language proficiency as measured by TOEFL score achieved.
Factors Affecting the Behavioral Intention of using Sedayuone Mobile Application
Yanfi, Yanfi;
Kurniawan, Yohannes;
Arifin, Yulyani
ComTech: Computer, Mathematics and Engineering Applications Vol 8, No 3 (2017): ComTech
Publisher : Bina Nusantara University
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DOI: 10.21512/comtech.v8i3.3722
This research evaluated the factors that influenced the behavioral intention to use a mobile application. The case study used was SedayuOne mobile application. The method used was the questionnaires using Unified Theory of Acceptance and Use of Technology (UTAUT2) model. The questionnaires were sent to the 342 members by using email. The result shows that the user habit is the highest factor that influences the user behavioral intention to consume the SEDAYUONE application.Therefore, to maintain the user behavior, the company must know the user habit and consider promotional strategies to enhance the attractiveness and maintain customer loyalty.
UNTUKMU.COM : THE CROWDSOURCING APPLICATION TO LEVERAGING THE USED OF SECONDHAND GOODS
Arifin, Yulyani;
Permai, Syarifah Diana;
Pudjihastuti, Herena;
Dwiputra, Kristian;
Faisal, Fiandra Rheza;
Marcellino, Marcellino
Social Economics and Ecology International Journal Vol 2, No 2 (2018): October
Publisher : Bina Nusantara University
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DOI: 10.21512/seeij.v2i2.5635
Information technology can be used in profit or non-profit activities. The concept of crowdsourcing has been widely used in fundraising in the form of money, better known as crowdfunding. In general, most people has secondhand items that are still good to use by others. On the other hand, there are also many people who need those items but cannot afford to buy them. A Website application with the Crowdsourcing concept can be used to bring together donors with recipients of donations in the form of goods.This study conducted data collection to assess the needs of application through questionnaires and analyzed the data using descriptive statistical analysis and Chi Square independence tests, and then developed a website-based application untukmu.com. This study examined the relationship between age, type of work and intention to donate and the type of goods needed. The Chi Square independence test showed that there is no relationship between age and type of work to the intention to donate. The descriptive statistics analysis showed that the majority (82%) of the types of goods usually donated by the donors are clothing. The results of the analysis provides input for the development of the application Untukmu.com. In the last stage, the study evaluated the level of satisfaction of the users (i.e. the donors) based on the level of ease of using the application and the time needed to master the application. The analysis showed that there is no relationship between the ease of use of the application and the donors satisfaction, but there is relationship between time needed to master the application to the user satisfaction. Untukmu.com application has a good usability level since users have no difficulty in using this application and are satisfied with the features available in the application.
Aplikasi Game Quiz Animals Berbasis Windows 8
Arifin, Yulyani;
Handoko, Budi;
Nurtanio, Venansius Kevin
ComTech: Computer, Mathematics and Engineering Applications Vol 4, No 2 (2013): ComTech
Publisher : Bina Nusantara University
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DOI: 10.21512/comtech.v4i2.2509
Game is currently in great demand by various circles, especially children. Children's interest in the game can be used as a tool to increase children?s intellectuality, i.e. English competence. The purpose of this study is to design an animal-themed quiz game in English languange based on Windows 8 operating system, followed by making a game prototype designed. This game is expected to be an exciting educational tool for children in learning English and broadening the knowledge about types of animal. The research is conducted through the stages of game design requirements, game design, evaluation and implementation. Based on theresults of the evaluation it is found that thoroughly the game already meets the standards of IMK by Shneiderman and Plaisant (2010). It is good enough as a game play since it is available at Window Store.
UNTUKMU.COM : THE CROWDSOURCING APPLICATION TO LEVERAGING THE USED OF SECONDHAND GOODS
Yulyani Arifin;
Syarifah Diana Permai;
Herena Pudjihastuti;
Kristian Dwiputra;
Fiandra Rheza Faisal;
Marcellino Marcellino
Social Economics and Ecology International Journal (SEEIJ) Vol. 2 No. 2 (2018): October
Publisher : Bina Nusantara University
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DOI: 10.21512/seeij.v2i2.5635
Information technology can be used in profit or non-profit activities. The concept of crowdsourcing has been widely used in fundraising in the form of money, better known as crowdfunding. In general, most people has secondhand items that are still good to use by others. On the other hand, there are also many people who need those items but cannot afford to buy them. A Website application with the Crowdsourcing concept can be used to bring together donors with recipients of donations in the form of goods.This study conducted data collection to assess the needs of application through questionnaires and analyzed the data using descriptive statistical analysis and Chi Square independence tests, and then developed a website-based application untukmu.com. This study examined the relationship between age, type of work and intention to donate and the type of goods needed. The Chi Square independence test showed that there is no relationship between age and type of work to the intention to donate. The descriptive statistics analysis showed that the majority (82%) of the types of goods usually donated by the donors are clothing. The results of the analysis provides input for the development of the application Untukmu.com. In the last stage, the study evaluated the level of satisfaction of the users (i.e. the donors) based on the level of ease of using the application and the time needed to master the application. The analysis showed that there is no relationship between the ease of use of the application and the donors satisfaction, but there is relationship between time needed to master the application to the user satisfaction. Untukmu.com application has a good usability level since users have no difficulty in using this application and are satisfied with the features available in the application.
Analysis of the relationship of the learning video with students 'understanding of learning materials
Yulyani Arifin;
Diana Syarifah Permai;
Dicky Hida Syahchari;
Raharto Condrobimo
Social Economics and Ecology International Journal (SEEIJ) Vol. 5 No. 1 (2021): March
Publisher : Bina Nusantara University
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DOI: 10.21512/seeij.v5i1.7369
The aim of the study was to examine the relationship between the relationship between instructional videos and students' understanding of the learning material. Researchers create digital learning materials through video material (VBL), especially math in RPTRA. The researchers used correlation analysis to examine the relationship between the learning material in video form and the level of understanding of the students in the material. The method used by the researcher was to experiment with elementary-level children from various primary schools. Then, based on the experimental results, the correlation analysis test was performed to see the relationship between the student's understanding and the learning material through video. From the results of the assessment, it can be seen that the video material can help the understanding of the students and can also increase the motivation of the students in learning mathematics. Therefore, video learning can help students understand mathematics and help teachers teach mathematics in a more interesting way.
Penerapan Interactive Multimedia untuk Perangkat Ajar Persiapan Toefl Berbahasa Indonesia
Yulyani Arifin;
Nicolas Willianto Widjaja;
Nicholas Kurnia Awang;
Stefanus Sadryan Irwan
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 2 (2014): ComTech
Publisher : Bina Nusantara University
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DOI: 10.21512/comtech.v5i2.2194
One of added values to compete in work and business is mastering English’s Language. To support the needs of an online teaching tool that can be accessed anywhere and is easy to use, an online teaching tool that uses Indonesian is made with an attractive multimedia display so that users do not feel bored and can monitor the development of the value achieved. The material presented is based on the structure tested in TOEFL. The method used in designing these applications is the waterfall method, ranging from data collection through questionnaires and comparative analysis of similar applications and then proceed with the design and development of applications and user satisfaction evaluation. It is expected that these applications can help in improving the English language proficiency as measured by TOEFL score achieved.
Aplikasi Game Quiz Animals Berbasis Windows 8
Yulyani Arifin;
Budi Handoko;
Venansius Kevin Nurtanio
ComTech: Computer, Mathematics and Engineering Applications Vol. 4 No. 2 (2013): ComTech
Publisher : Bina Nusantara University
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DOI: 10.21512/comtech.v4i2.2509
Game is currently in great demand by various circles, especially children. Children's interest in the game can be used as a tool to increase children’s intellectuality, i.e. English competence. The purpose of this study is to design an animal-themed quiz game in English languange based on Windows 8 operating system, followed by making a game prototype designed. This game is expected to be an exciting educational tool for children in learning English and broadening the knowledge about types of animal. The research is conducted through the stages of game design requirements, game design, evaluation and implementation. Based on theresults of the evaluation it is found that thoroughly the game already meets the standards of IMK by Shneiderman and Plaisant (2010). It is good enough as a game play since it is available at Window Store.
Factors Affecting the Behavioral Intention of using Sedayuone Mobile Application
Yanfi Yanfi;
Yohannes Kurniawan;
Yulyani Arifin
ComTech: Computer, Mathematics and Engineering Applications Vol. 8 No. 3 (2017): ComTech
Publisher : Bina Nusantara University
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DOI: 10.21512/comtech.v8i3.3722
This research evaluated the factors that influenced the behavioral intention to use a mobile application. The case study used was SedayuOne mobile application. The method used was the questionnaires using Unified Theory of Acceptance and Use of Technology (UTAUT2) model. The questionnaires were sent to the 342 members by using email. The result shows that the user habit is the highest factor that influences the user behavioral intention to consume the SEDAYUONE application.Therefore, to maintain the user behavior, the company must know the user habit and consider promotional strategies to enhance the attractiveness and maintain customer loyalty.