Claim Missing Document
Check
Articles

Analisis Kualitatif Perilaku Cyberloafing terhadap Pekerja di Lingkungan Kerja Wiryawan Yurih Kaloko; Diah Priharsari; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

The presence of the COVID-19 pandemic has recently changed the way humans work in various fields of work, especially for office workers. This phenomenon makes many companies take full advantage of information technology and the internet in their work environment. This provides comfort for humans to cause various problems, one of which is cyberloafing behavior. In this case, company managers need to consider the impact received from cyberloafing behavior in the work environment. This study aims to investigate more deeply the cyberloafing behavior of workers' use of information technology and the internet. This research hopes that it can contribute to the risk of adopting information technology and the internet into the process of designing a work environment in the field of Information Systems. The results of the study prove that the occurrence of cyberloafing activities is determined by the desire and need for rest at work and the occurrence of this behavior can be influenced by rules and reactions from the company. Then, cyberloafing behavior is also carried out at the same time and is carried out repeatedly, or under certain conditions if the conditions experienced by employees are met. In addition, the employee's view of cyberloafing behavior also has positive or negative values ​​depending on whether it is carried out according to the portion or not, if this behavior is carried out excessively it can have a negative impact on employees and the company.
Analisis Faktor-Faktor yang Mempengaruhi Keaktifan Individu pada Komunitas Online Rafly Ardiansyah Ikhsantyo; Diah Priharsari; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

Not all online communities succeed in inviting their members to be active in them. There is a theory called "Self Determination Theory". This theory focuses on the 3 main factors that underpin an individual's experience of autonomy, competence, and relatedness is said to drive the most voluntary and high-quality forms of motivation and engagement for activities. The discipline of Information Systems is related to social phenomena that exist in society caused by the development and influence of information technology. The research was conducted by making a conceptual framework based on "Self Determination Theory" which will then provide 3 hypotheses, namely autonomy, competence, and relatedness factors that have a significant influence on individual activity in online communities. Then the data was collected through interviews conducted on 13 resource persons who are members and also administrators of the online community. The selected online community is an online community of lovers of one of the fashion products that are much favored by local and international communities. After the data was collected, qualitative data processing was carried out using descriptive coding. After analyzing the data, it was found that the factors of autonomy, competence, and relatedness have a significant influence on individual activity in online communities. Researchers also provide suggestions for online communities who want their members to be active in them.
Evaluasi Usability Aplikasi Bank Syariah Indonesia Mobile menggunakan Metode Usability Testing dan System Usability Scale (Studi Kasus : KCP Trenggalek Sudirman 1) Annisa Julia Santoso; Satrio Hadi Wijoyo; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

Bank Syariah Indonesia Mobile (BSI Mobile) is one of the distribution channels owned by Bank Syariah Indonesia to access customer accounts using 3G/4G technology and wifi via smartphones. This application receives a lot of negative reviews related to usability on the Play Store. In this research, an evaluation was carried out to determine the usability level of the BSI Mobile application using usability testing and system usability scale (SUS) methods to produce application improvement recommendations. Respondents in this study were customers of KCP Trenggalek Sudirman 1. Usability test respondents were 5 respondents and new users. SUS respondents are 30 active users of the BSI Mobile application and android users. The measurement on the learnability aspect is 65%, the efficiency aspect is 0.008 goals/sec, and the error aspect is 0.24 (relatively small). The satisfaction aspect uses the SUS method which is filled out by 30 respondents with a result of 70.75 so that is in the acceptable category and gets a C rating (good). Interviews were conducted to dig deeper into the problems experienced by respondents during usability testing. Based on the results of usability testing and interviews, there are 6 findings of usability problems. Therefore, respondents provide suggestions and guidelines sourced from google material design to make recommendations for improvement.
Analisis Pengaruh Kedekatan Anggota Komunitas Online yang Berdampak pada Hubungan di Dunia Nyata melalui Penggunaan Teknologi Dika Esa Pramudya; Diah Priharsari; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

The development of internet technology in the form of social media is a social network which is an online community that can allow users to be connected to each other. Traditionally, a community is a social group consisting of organisms that share the same environment and have the same attraction. The problem examined in this study is that members in the community have not yet established a closeness that encourages members to meet directly. In the study using Self Disclosure Theory to help answer the formulation of the problem. The purpose of the study was to determine the closeness of members to encourage face-to-face meetings and to know the role of technology. Data was collected qualitatively to members of the online community using the interview method. The data obtained from the interviews were analyzed using the coding analysis method which is included in the thematic analysis. The result of the research is the closeness of the members taken from the trust and intimacy factor according to the Self Disclosure theory. And the ease of the role of technology that creates the closeness of members. So that it can encourage members to meet in person.
Pengukuran Kualitas Website E-Learning MAN Sidoarjo menggunakan Metode Webqual 4.0 dan Importance Performance Analysis (IPA) Delfitri Nanda Irawan; Buce Trias Hanggara; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

MAN Sidoarjo is the only Madrasah Aliyah Negeri in Sidoarjo Regency that utilizes the e-learning website as a medium to support online learning activities for the success of their student learning activities even from home. As the only public madrasah aliyah in Sidoarjo, it is important to maintain the quality of quality education services as a form of supervision of education quality assurance so that evaluation or measurement of services is needed which until now has never been implemented. There were several complaints submitted by students regarding the e-learning website such as an unattractive appearance, providing less up-to-date information, to the layout of information that confuses users. The complaints that have been submitted have encouraged researchers to research the quality of e-learning website services. The quality of e-learning website services is measured using Webqual 4.0 and Importance and Performance Analysis (IPA). Webqual 4.0 can be used to determine whether the quality of the current website performance has met the expectations of users based on the three dimensions of Webqual 4.0 including the dimensions of usability, information quality, and service interaction quality. Then the Importance and Performance Analysis (IPA) method is used to determine the priority of improvement on which attributes and dimensions are the main focus for improvement. The measurement results from 102 respondents found that 5 statement attributes that are included in the priority level for major improvements are clear and easy to understand interactions, easy to navigate, have an attractive and attractive appearance, provide sufficient detailed information, and appropriate layout information. Then 5 statement attributes are included in the low priority level, namely, the information provided can increase knowledge, the layout of the information is arranged correctly, the information is up to date, it is easy to attract the attention of students and communicate with the teacher. For other attributes, they already have a good level of performance to have excessive-quality so that it is sufficient to maintain the quality service provided.
Perancangan User Experience pada Situs Web Rumah Sakit Umum Asri Purwakarta dengan menggunakan Metode Human Centered Design (HCD) dan User Experience Questionnaire (UEQ) Irfan Aufa Ramadya; Satrio Hadi Wijoyo; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

PT Asri Medical Center has a health service facility in the form of a general hospital, the hospital wants a facility in the form of a website to promote the hospital and make it easier for the community in terms of health services. Therefore it is necessary to design a website that is good, easy to use and can meet user needs. This research was conducted with the aim of producing a desktop version of the user interface design of the Asri Purwakarta General Hospital website using the Human Centered Design (HCD) method which consists of 4 phases. The first phase of defining user context aims to identify users of the website through user identification by online observation and interviews, identifying user characteristics and determining user goals and tasks. The second phase performs a user needs analysis including a list of user requirements and a list of features on the website. The third phase of designing a solution begins with the creation of a web site design framework that has been validated, then proceeds to produce a high-fidelity prototype (High-Fidelity). The last phase is evaluating the solution design by giving User Experience Questionnaire (UEQ) questions to users and the hospital's response to the desktop version of the website prototype that has been created. The results of the test using the UEQ assessment, which has a positive category mean value with all UEQ scales in the very good category. As well as responses from users including hospital stakeholders and the general public as a whole are good.
Pemanfaatan Media Sosial untuk Pemerintahan: Bagaimana Dinas-Dinas Pemerintah Kota menggunakan Media Sosial untuk Berkomunikasi dengan Masyarakat Khansa Nabila Ulayya; Diah Priharsari; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

Social media began to be used by government agencies in Indonesia to spread information to the public. Following the establishment of Presidential degree No. 9 of 2015 on the management of public communication, government agencies have used social media as one of its communication channels.The study aims to analyze the use of government agencies' social media accounts in conducting two-way communication with the public.This is mainly to discuss how government agencies utilize social media in the digital age.Qualitative approaches with observations are taken for data collection. Data analysis uses study theory by Daniel Schlagwein 2016 for conclusions.The results indicate that social media can increase interactivity between the government and the public but the city government has not used it to its fullest.
Eksplorasi Faktor yang Mempengaruhi Minat Pembelian Gacha pada Game Online Devin Prayogo; Diah Priharsari; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 7 (2022): Juli 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

With the increasingly rapid spread of smartphones, mobile gaming applications are increasing all over the world. Games finally began to develop and emerged called online games. Online games are electronic games that are connected to the internet network that are played through various game devices, and can be played by many users at the same time. Although it can be played for free, players can use their in-game money to improve their gaming experience. Players can buy items that make the game faster to level up, or get limited items to improve the playing experience. Because many people spend their money to make in-game purchases, a feature called gacha appears. Players can buy the gacha using a certain amount of money or so-called top-ups. From buying gacha, players will get prizes at random, with different levels of prize rarity, that's why people call it similar to gambling and sweepstakes. Gacha seems to motivate and trigger the desire to buy players so that players spend more money on gacha in the game even though the price and percentage of wins for rare prizes are determined by the game provider. The purpose of this study is to find out what are the factors in purchasing gacha in online games, and the influence of gacha in the experience of playing online games. This research, the author uses a qualitative method.
Analisis Penggunaan Media Komunikasi Online terhadap Partisipasi Kerja Kelompok Mahasiswa Universitas Brawijaya Secara Daring Alifdaffa Nurfahmi Dekatama; Diah Priharsari; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

During the Covid-19 pandemic, all universities conducted online teaching and learning activities using online communication media. The purpose of this study is to explore in depth what are the uses of online communication media in Brawijaya University students and the influence of using online communication media on group work participation by Brawijaya University students. In this study, researchers used qualitative methods with semi-structured interview data collection techniques and analyzed using thematic analysis methods. In the thematic analysis method, there are six stages, namely (1) Understanding the data, (2) Creating codes, (3) Searching for themes, (4) Reviewing themes, (5) Defining and naming themes, and (6) Making analysis results. . After the researchers got the findings from the results of the analysis that had been done, the researchers conducted a research quality test to determine the quality of the results of the research made. In the research quality test, this study met two parameters, namely the depandability test and the confimability test. Based on interviews conducted by researchers, they found that the use of online communication media by Brawijaya University students was mainly for group work activities as Discussion and Tasks. As for the participation itself, online communication media have an impact on the participation, activeness, and motivation of students in conducting online group work activities.
Analisis Kualitatif Pemanfaatan Aplikasi Google dalam Kerja Kelompok Kolaboratif Daring Fikri Nur Hammam; Diah Priharsari; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

2019 was the beginning of the COVID-19 pandemic in Wuhan, China. The pandemic caused the government to implement PSBB (Large-Scale Social Restrictions). One of the areas directly affected is the education sector. The PSBB has caused the teaching and learning process that should have taken place face-to-face now can only be done online. Students use technology to support their teaching and learning process. One of the technologies used by students is cloud computing. Cloud computing features help students work collaboratively on assignments online. In this study, qualitative research was conducted to determine student behavior and also the obstacles experienced by them. This research was conducted by means of semi-structured interviews. After the interviews were conducted, the researcher conducted a transcript. The results of the interview transcripts were then continued with the analysis process. In this study, the thematic analysis method was used. The results of the analysis then produce behavioral findings and also the obstacles experienced by students when using cloud computing for online collaborative group work. The results of this study are the findings of student behavior during online collaborative group work such as student behavior before cloud computing was widely used, student behavior when choosing their own group, student behavior when selected by a group by lecturers, supportive group mates behavior, inhibiting groupmate behavior, student behavior when discussing online, student behavior when discussing offline, behavior towards friends is less cooperative. And also found obstacles experienced by students such as obstacles to the use of cloud computing, group work constraints, lack of Google applications, security issues.
Co-Authors 'Aini, Jihan Qurrotul A. Fahmi Baharuddin Abdurrahim, Muhammad Imaduddien Abid Bagus Kurniawan Achmad Andriansyah Achmad Muchsinul Huda Malik Jamil Ade Pratama Ade Renata Aditya Rachmadi Admaja Dwi Herlambang Afifah Pratiwi Reza Ayu Widiarti Agung Rizqi Maulana Ahmad Afif Supianto Ailsa Nabila Irvhan Aisha Edna Alicia Sanyoto Aisya Rizki Hasnanursanti Aldila Amalia Saufika Alfa Nur Fitriana Islami Alifdaffa Nurfahmi Dekatama Ami Fajar Hikmah Amru Nizar Maqdum Ananda Apriliah Sari Andre Firza Setyananda Anindhita Firdani Annisa Julia Santoso ari kusyanti Arinda Dewi Listikowati Arya Saputra Ayu Made Krisna Dewi Ayunda Della Ariesta Ayuningtyas Ayuningtyas Bambang Pramudhita Budhiman Bavian Adi Nugraha Bernardus Alexander Habeahan Buce Trias Hanggara Cahyati, Nur Aini Carellia An-nisa Monik Carlo Julio Caesarrieva Christie Viviah Chandra Dandy Eko Purwanto Daniel Pradipta Hidayatullah Danu Firmansyah Hidayatullah Delfitri Nanda Irawan Della Eko Damayanti Desy Miladiana Devin Prayogo Devita Widyasari Dhuha Rizky Ramadhan Diah Priharsari Dian Ayu Permatasari Dika Esa Pramudya Dilla Kusumaningrum Dimounitif Nelaspaba Dio Wisnu Hamjono Djoko Pramono Dwi Rahmawati Dzakiyyah Salma Wachid Edo Rizky Pratama Erlan Erlangga Fadillah Dwi Wicaksana Fadzri Ahdi Anshori Farhan Hisbullah A'isyi Basuki Fauzan Adi Laksono Febiko Ramadina Febrina Putri Laksamana Fikri Nur Hammam Firza Zukhriadna Afriliandra Frydo Tio Fernando Gilang Pradana Hana Shofiyah Hana Talitha Iddo Driantami Hanifah Muslimah Az-Zahra Hanum Dwi Rosidi I Komang Pranadita Kusuma Jaya Ilham Febi Muzacki Ilham Maulana Ubaidillah Inggit Setyo Rini Intan Sartika Eris Maghfiroh Intan Sartika Eris Maghfiroh Intan Sartika Eris Maghfiroh Irdiaga Isnainrajab Irfan Aufa Ramadya Irfanda Mahardhika Hidayat Kusumawardhana Ismiarta Aknuranda Ivan Arrilya Eka Trexano Izza Isma Jesy Thesalonica Mononimbar Joshua Soejanto Khansa Nabila Ulayya Khusnatul Mukaromah Larasati Budi Sinarahwulan Lintang Dila Mutiara Putri Mashuda Bahtiar Mega Noviany Melisa Widya Astuti Millenia Silvianthie Mochamad Candra Saputra Mochamad Chandra Saputra Mohammad Dhani Alfian Mokhammad Pungky Fadhli Muhammad Faishal Erwin Muhammad Fariz Arizali Effendi Muhammad Fariz Arizali Effendi Muhammad Hanivan Titunanda Muhammad Redo Muqorrobin Ghulam Muhammad Nadya Mardiana Rahmania Nahdhiyah Alimah Yumna Nanang Yudi Setiawan Nanda Fiesta Farada Narayana Demafaris Pradana Natasya Ekaputri Niken Hendrakusma Wardani Nizham Media Raziqi Noval Ageng Siswanto Nungki Dwi Prastanti Nur Aini Cahyati Nur Shafiya Nabilah Salam Prakoso Adi Bagaskara Putri Sari Yasmi Putu Ananta Yoga Manik Mas Rafly Ardiansyah Ikhsantyo Rahadian Fitra Syakura Raka Rachmanda Putra Rama Arief Permana Retno Indah Rochmawati Retno Indah Rokhmawati Rika Priyanti Manik Riswan Septriayadi Sianturi Riswan Septriayadi Sianturi Rizky Nur Rochman Rusjda Widya Rahmani Satrio Hadi Wijoyo Satrio Hadi Wijoyo Sihombing Nella Sarah Berlianna Sri Wulandari Ningrum Steven Felix Octo Pasaribu SUPRAPTO Supraptoa Supraptoa Syahri Awan Purnomo Tasya Junita Maulani Tistya Putri Karima Tito Akbar Bagaskara Troy Kornelius Daniel Ulfatisa Cahyani Ulya Nuzulir Rohmah Via Aprilia Prabawati Wibiansya Analis Febrianto Widhi Hayuhardhika Nugraha Putra Widhy Hayuhardhika Nugraha Putra Windi Prasetyo Wiryawan Yurih Kaloko Yoga Murdianto Yudhistira Kurniawan Sutiknyo Yushinta Prassanty Antoroputri Yusi Tyroni Mursityo Yusuf Reyhan Aditiawan Zahra Aulia Rahmadianti Zainuri Mahmud