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EFEK MODERASI KESUKARELAAN TERHADAP PEMBELAJARAN ONLINE PADA UNIVERSITAS SAHID SURAKARTA Rina Yulius; Paulus Insap Santosa; Rudy Hartanto
Jurnal Ipteks Terapan Vol 10, No 4 (2016): JIT
Publisher : LLDIKTI Wilayah X

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22216/jit.2016.v10i4.534

Abstract

E-learning is an IT tool that facilitates learning process. In order to optimize its function, e-learning need to be evaluated. There are many indicators on evaluating e-learning such as voluntariness of use. This study aims to evaluate factors that impact the usage of an e-learning system by considering voluntariness of use as moderating factor on e-learning usage. This study uses the UTAUT model that consists of four independent variables (performance expectancy, effort expectancy, social influence, and facilitating condition), two dependent variables (behavioral intention, use behavior), and one moderating variable (voluntariness). Voluntariness is hypothesized to affect the interaction of social influence and behavioral intention. This study uses Structural Equation Modeling (SEM) to validate the concepts and theories about e-learning usage’s factors at Universitas Sahid Surakarta and Moderated Structural Equation Modeling (MSEM) to validate the moderation effect of voluntariness to the interaction of social influence and behavioral intention. From SEM analysis, we can conclude that performance expectancy and effort expectancy positively influence the behavioral intention of e-learning. Meanwhile, from MSEM analysis we can conclude that voluntariness can’t moderate the usage of e-learning.Keywords: e-learning; SEM; UTAUT; voluntariness.
Analisis Perilaku Pengguna dalam Pembelian Item Virtual pada Game Online Rina Yulius
Journal of Animation and Games Studies Vol 3, No 1 (2017): April 2017
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v3i1.1582

Abstract

Online games increasingly sell virtual items to generate more income. Intent to purchase virtual items is different among gamers. This study aims to evaluate factors affecting gamer’s behavior and how to predict it toward purchasing virtual items. Simple random sampling was used in explanatory research using five-point Likert scale which was distributed to 300 users of online game in Indonesia. The process of analyzing data using structural equation modeling (SEM) to identify factors affecting user behaviors toward purchasing in virtual worlds.Keywords: virtual item, online game, SEMAbstrakGame online mengandalkan penjualan item secara virtual guna menghasilkan pendapatan yang lebih besar. Minat pengguna game online berbeda-beda dalam melakukan pembelian. Tujuan dari penelitian ini adalah untuk menguji faktor-faktor yang mempengaruhi perilaku pengguna dalam pembelian item virtual pada game online. Metode pengambilan sampel menggunakan simple random sampling dengan alat ukur berupa skala Likert. Jumlah subjek penelitian ini adalah 300 pengguna game online di Indonesia. Sampel penelitian dianalisis menggunakan structural equation modeling (SEM) guna mengidentifikasi faktor-faktor perilaku pengguna dalam pembelian item virtual pada game online. Kata kunci: item virtual, game online, SEM 
Pelatihan Bahasa Inggris Untuk Masyarakat Hinterland Dalam Pengembangan Kampung Wisata Pasir Panjang Arta Uly Siahaan; Condra Antoni; Satria Bayu Aji; Yosi Handayani; Agus Fatulloh; Mira Chandra Kirana; Nelmiawati Nelmiawati; Rina Yulius; Maidel Fani; Festy Winda Sari; Riki Riki; Ardiman Firmanda; Roza Puspita; Muhammad Idris
Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam Vol 1 No 1 (2019): Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam
Publisher : Pusat P2M Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/abdimas.v1i1.1253

Abstract

Nowadays, English should be mastered by all level of people and for all ages namely for children, teenagers or adults. There is a special challenge for improving the ability especially for hinterland society. For Rempang Cate citizen which is one of tourism destination in Batam, it is still far from the expectation. The idea of this community service is to improve the communication as the tourist destination host especially English for tourism. Finally, by giving this training to them, it is expected that they are able to attract more tourst to visit this place. The method of this community service is by giving training to three levels of class by providing material related to simple conversation fo tourism. Based on general result of questionnaire, everything ran well and no obstacles and difficulties happened to organize this training. It was very helpful to improve the readiness of the society to welcome the tourist.
Augmented Reality Sebagai Media Pelatihan Penanganan Kebakaran Hutan Bagi Warga Desa Pasir Panjang Batam Ahmad Hamim THohari; Hamdani Arif; Dwi Ely Kurniawan; Muchammad Fajri Amirul Nashrullah; Maidel Fani; Nelmiawati Nelmiawati; Heru Wijanarko; Rizky Pratama Hudhajanto; Rina Yulius; Mira Chandra Kirana; Uuf Brajawidagda; Muhammad Nashrullah; Nur Cahyono Kushardianto; Dodi Prima Resda; Finkye Priya Gunadi
Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam Vol 3 No 2 (2021): Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam
Publisher : Pusat P2M Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/abdimas polibatam.v3i2.2899

Abstract

The dry season in Batam brings the threat of drought. The dry season has an impact in the form of the threat of fires in settlements and protected forests in the Rempang and Galang Islands, Batam. Based on the survey and analysis activities in 2018, it is known that residential areas in Pasir Panjang Village often experience fires, however, residents do not yet have the knowledge and ability to handle early fire disasters. In the 2018 community service activities, socialization was carried out with the Batam City Fire Service, but it had not yet reached the technical realm. Fire handling training is required for residents with fire extinguishers, however, residents' access to this tool is still limited and the price is quite expensive. This activities has produced an application prototype based on augmented reality to simulate the use of a fire extinguisher as a media for educating citizens. The application prototype has been tested and can serve as a training medium for residents. In addition, this community service program also provides training and assistance in handling in a fire disaster.
Klasifikasi dan Edukasi Alternatif Media Pembelajaran Daring untuk Edukator Maidel Fani; Nelmiawati Nelmiawati; Ahmad Hamim Thohari; Hamdani Arif; Supardianto Supardianto; Muchammad Fajri Amirul Nashrullah; Dodi Prima Resda; Heru Wijanarko; Rizky Pratama Hudhajanto; Dwi Ely Kurniawan; Rina Yulius; Mira Chandra Kirana; Muhammad Idris
Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam Vol 3 No 2 (2021): Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam
Publisher : Pusat P2M Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/abdimas polibatam.v3i2.2917

Abstract

Abstract—Corona Virus Diseases 2019 (COVID-19) has been spread and infected many people in the world. Government issued physical distancing policy and ordered schools and colleges to conduct an online learning to overcome the spread. A transition from conventional to online learning poses new problems such as unpreparedness of educators and students to comply on this situation. One of the factors of unpreparedness is the uneven spread of the internet so that students find it difficult to follow the online learning process. Therefore, there needs to be a proper alternative media selector by educators so that in the delivery of material can be followed by all students. Education about the selection of alternative media online is expected to be a solution for educators in determining the media and methods chosen according to the conditions faced. In general, the results of questionnaire analysis that has been disseminated provide new benefits and knowledge for educators about alternative media online learning process. Thus, educators can determine which media and methods to choose based on their individual circumstances and situations
Implementasi dan Analisis Gamifikasi pada Aplikasi Manajer Keuangan Pribadi Rina Yulius; Muchamad Fajri Amirul Nasrullah
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 3 No 2 (2019): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (269.365 KB) | DOI: 10.30871/jamn.v3i2.1812

Abstract

This study aimed to design a gamification-based personal financial application and investigate the relationship between self-determination motives and user engagement. Data of 152 participants were collected through online questionnaire. The participants consisted of users who have Android-based smartphone and use the personal financial application, EasySaku, at the same time. Simple linear regression analysis and multiple linear regression analysis were used to test the hypotheses. The results show that there is a significant relationship between self-determination motives and user engagement. The relationship is partially mediated with gamified app, EasySaku.
Pemanfaatan Aplikasi berbasis Android Untuk Layanan Informasi Lokasi Stategis di Kota Payakumbuh Arif Rizki Marsa; Rina Yulius
Prosiding SISFOTEK Vol 1 No 1 (2017): SISFOTEK 2017
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (465.166 KB)

Abstract

Kota Payakumbuh dengan luasnya ±80.43 km², memiliki 5 kecamatan yang tersebar di wilayah tersebut, gis merupakan data spasial yaitu sebuah data yang berorientasi geografis dan merupakan lokasi yang memiliki sistem koordinat tertentu, mobile gis bukan hanya trend semata melainkan kebutuhan manusia yang akan bepergian dan belum mengetahui informasi daerah tujuannya, Payakumbuh merupakan kota pendidikan dan budaya yang terkenal dengan keseni, kuliner, dan lokasi penting lainnya dimana banyak turis manca negara maupun lokal yang berdatangan di kota ini. Dalam penelitian ini dibangun sebuah Aplikasi berbasis Android Untuk Layanan Informasi Lokasi Stategis di Kota Payakumbuh untuk mempermudah dan mempercepat pencarian lokasi-lokasi penting di wilayah payakumbuh. Aplikasi ini dibangun dengan metodologi penelitian berupa metode ilmiah dengan pendekatan berorientasi objek dengan tahapan dentifikasi, analisis, perancangan, pemrograman, dan pengujian. Fitur-fitur pada aplikasi ini yaitu dapat mengetahui daftar lokasi berdasarkan kategori, koordinat lokasi yang dituju, koordinat lokasi user, informasi (gambar, nama tempat, alamat, nomor telepon, web lokasi, deskripsi, jarak lokasi berdasarkan posisi user dengan lokasi yang dituju), dan petunjuk arah lokasi. Kategori lokasi strategis pada sistem meliputi Swalayan, Hotel, Rumah Sakit, Masjid, Gereja, Kuliner, Stadion, SPBU, Pasar, Perguruan Tinggi, Toko oleh-oleh, Stasiun Kereta Api,Terminal Bus, dan Lokasi Lain. Aplikasi ini dibangun menggunakan Google Map API utuk menampilkan peta, SDK Android, Android Studio sebagai editor, Java sebagai bahasa pemrograman untuk membuat aplikasi client, dan ponsel android sebagai alat pendukung. Dengan adanya informasi ini diharapkan masyarakat pendatang maupun yang sedang berwisata di wilayah kota payakumbuh dapat mengetahui lokasi strategis yang berada di wilayah tersebut langsung dari ponsel yang bersistem operasi android.
ANALISIS USABILITY PADA APLIKASI AMBOO MOTHERCARE MENGGUNAKAN SYSTEM USABILITY SCALE Rina Yulius; M. Fajri Amirul Nasrullah; Ahmad Hamim Thohari
Jurnal Cakrawala Ilmiah Vol. 1 No. 10: Juni 2022
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53625/jcijurnalcakrawalailmiah.v1i10.2564

Abstract

Tujuan dari penelitian ini adalah untuk mengidentifikasi usability atau kebergunaan pada aplikasi AmBoo Mothercare menggunakan System Usability Scale (SUS) terhadap ibu-ibu yang memiliki anak usia menyusui (0-2 tahun) di Kepulauan Riau. Data yang digunakan pada penelitian ini yaitu data primer yang bersumber dari responden sejumlah 101 ibu. Teknik perhitungan yang digunakan yaitu dengan menggunakan perhitungan System Usability Scale (SUS). Responden terdiri dari 38% ibu tidak menyusui dan 62% ibu menyusui. Hasil penelitian ini menemukan bahwa System Usability Scale (SUS) dapat menjelaskan sebesar 71.31 skor SUS yang menunjukkan penggunaan aplikasi AmBoo Mothercare terkategori baik. Pada Grade kedua skor SUS tersebut dapat diketahui berada pada Grade C+ (okay) yang menunjukkan skor tersebut tergolong normal tidak di atas maupun di bawah rata-rata. Pada Adjectives dapat dikelompokkan bahwa penggunaan aplikasi AmBoo Mothercare menurut responden tergolong bersifat baik. Sedangkan dari aspek Acceptability penggunan aplikasi AmBoo Mothercare dapat diterima dan digunakan secara umum oleh responden dan pada Net Promoter Score (NPS) berada pada klasifikasi passive
Analisa Pengaruh Aplikasi Hafalan Al-Quran Juz 30 Berbasis iOS Terhadap Motivasi Pengguna Menggunakan Model MSLQ Hamidah, Dewi Nurul Hamidah; Rina Yulius
MULTINETICS Vol. 10 No. 1 (2024): MULTINETICS Mei (2024)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v10i1.6672

Abstract

Indonesia is a country with the largest Muslim population in the world, but the number of Qur'an memorizers in Indonesia is still relatively small. One of the main obstacles faced is the lack of motivation in memorizing the Qur'an. One approach that can help increase motivation in memorizing is an approach through application media, considering the use of gadgets in Indonesia continues to increase, the application media approach is a potential solution. Through the application, the memorization process can become more interactive by utilizing surprising and delightful techniques. This research is limited to Al-Qur'an Juz 30 which is the final part of the Al-Qur'an. In addition to building the Qur'an memorization application, this research also analyzes the effect of the iOS based Juz 30 Qur'an memorization application on user motivation using the Motivated Strategies for Learning Questionnaire (MSLQ) model. The measurement results show that there is an influence between the Al-Qur'an memorization application and user motivation in memorizing. The Al-Qur'an memorization application has an influence of 26.2% on user motivation, while 73.8% of memorization motivation is influenced by other factors outside the study. Thus, it can be concluded that the Al-Qur'an memorization application has an influence on user motivation in memorizing, but there are still other factors that also affect this motivation.