Yohanes Malvin Buntoro
Program Studi Sistem Informasi, Universitas Atma Jaya Yogyakarta

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Pengembangan Website untuk Pemasaran Produk Kerupuk Basah Ashifa di Kabupaten Putusibau Daniel Renato Marlen; Richard Gunawan; Michael Ezra Lianto; Yohanes Malvin Buntoro; Yohanes Priadi Wibisono
KONSTELASI: Konvergensi Teknologi dan Sistem Informasi Vol. 1 No. 1 (2021): Juni 2021
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (688.752 KB) | DOI: 10.24002/konstelasi.v1i1.4159

Abstract

Kerupuk Basah atau “Tempet” adalah makanan khas berbahan dasar ikan sungai dari kota Putussibau, ibu kota kabupaten Kapuas Hulu, Kalimantan Barat. Kerupuk basah termasuk makanan ciri khas dari kabupaten Kapuas Hulu yang memiliki banyak peminat dari berbagai daerah termasuk di luar Kalimantan Barat. Akan tetapi, penjualan kerupuk basah masih dilakukan secara konvensional dengan bantuan teknologi seadanya seperti WhatsApp dan sumber pendapatan terbesarnya masih melalui penjualan toko fisik yang berada di daerah tersebut. Mitra UMKM kerupuk basah mempunyai keinginan untuk memperluas penjualan produknya, namun karena minimnya pengetahuan teknologi, penjualan produk kerupuk basah masih sebatas di kota itu saja. Melihat peluang kerupuk basah yang bisa dikirimkan keluar pulau. Berdasarkan keterbatasan mitra tersebut maka diusulkan pengabdian untuk mengembangkan sistem berbasis online demi mencapai jangkauan pasar yang berskala nasional. Sistem berbasis online yang dituju penulis merupakan sistem website yang diharapkan dapat mengorganisir segala kegiatan penjualan produk.Kata Kunci: Sistem website; kerupuk basah, Kalimantan Barat, Putussibau.
ANALISIS TINGKAT PENERIMAAN PENGGUNAAN NOTION DALAM MENERAPKAN AGILE SCRUM PADA PROYEK GAMELAN METAVERSE Yohanes Malvin Buntoro; Putri Nastiti; Clara Hetty Primasari; Yohanes Priadi Wibisono; Julius Galih Prima Negara
Jurnal Sistem Informasi dan Informatika (Simika) Vol 6 No 1 (2023): Jurnal Sistem Informasi dan Informatika (Simika)
Publisher : Program Studi Sistem Informasi, Universitas Banten Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/simika.v6i1.2351

Abstract

The Gamelan Metaverse Project is a project for creating the Virtual Reality Metaverse Gamelan application with an Agile Scrum framework that aims to educate people about gamelan and how to play it. This project was carried out by apprentices from PT Arutala, which consisted of students from several universities in Yogyakarta. Project participants were asked to use a project management tool, Notion, in the hope of facilitating coordination and reducing miscommunication. The purpose of this study is to determine what factors influence apprentices' acceptance of Notion at PT Arutala, as well as how helpful the apprentices are when using Notion. This research will use the Technology Acceptance Model (TAM) model in analyzing Notion acceptance factors for PT Arutala apprentices. The author used the TAM model to investigate the variables that influenced the acceptance of Notion among the Arutala internship.The research used seven hypotheses in the TAM model to determine its level of acceptance, and found that all hypotheses had a positive relationship, with six of them are significant and one is not significant.These results was obtained by running path coefficient and t-stistic test on the TAM model that author used.This research concludes that while the interns have acknowledged the benefits form using Notion, it requires time for them to incorporate its usage into their project management routine.