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Literasi Digital Game Online Terhadap Perkembangan Otak Manusia di Siswa SMK Kristen Dian Halmahera Maluku Utara Putra, Edson Yahuda; Marwa , Julius Alfin; Moedjahedy, Jimmy Herawan; Pungus, Stenly Richard; Adam, Stenly Ibrahim
Servitium Smart Journal Vol 1 No 1 (2022): Servitium Smart Journal
Publisher : Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/servitium.v1i1.4

Abstract

Kegiatan pengabdian kepada masyarakat ini dilakukan oleh penulis dan sejumlah mahasiswa di sekolah menengah atas di kecamatan Jailolo kabupaten Halmahera Barat propinsi Maluku Utara. Menurut laporan Kominfo propinsi Maluku Utara memiliki tingkat literasi digital paling rendah di seluruh propinsi di Indonesia. Dalam berkegiatan PKM penulis memilih SMA K Dian Halmahera untuk memberikan literasi digital game online terhadap perkembangan otak manusia. Metode yang digunakan adalah seminar dalam bentuk power point dengan memberikan ilustrasi dalam bentuk video agar lebih mudah dipahami materi yang diberikan. Selanjutnya memberikan pertanyaan dan siswa langsung merespon, mahasiswa yang terlibat dalam kegiatan ini mencatatnya. Hasil dari kegiatan ini adalah siswa SMA K Dian Halmahera mempunyai kecenderungan bermain game online sebanyak 83%, dan siswa mengerti akan dampak baik negatif maupun positif dari game online. Dari hasil PKM ini menurut penulis ada beberapa hal, pertama Infrastruktur dari teknologi informasi dan komunikasi di propinsi Maluku Utara memang perlu penanganan lebih dari pemerintah dan pemangku kepentingan. Siswa SMA K Dian Harapan sudah mengerti tentang literasi digital game online terhadap perkembangan otak dan harapan penulis kedepan literasi digital di Maluku Utara akan lebih baik lagi.
Analysis of User Satisfaction Level of Google Application Classroom Using the ECUS Method Putra, Edson Yahuda; Lahamendu, Irene Gloria; Ngangk, Stivia Yuliefri Lulij; Adam, Stenly Ibrahim; Tangka, George Morris William
CSRID (Computer Science Research and Its Development Journal) Vol. 17 No. 2 (2025): Juni 2025
Publisher : LPPM Universitas Potensi Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22303/csrid-.17.2.2025.217-228

Abstract

Despite wide adoption during the COVID‑19 pandemic, Google Classroom’s long‑term acceptance in Indonesian higher education remains under‑examined. This study measures end‑user satisfaction using the five‑factor End‑User Computing Satisfaction (EUCS) framework. A cross‑sectional survey captured 247 valid responses from undergraduate students at Universitas Klabat who had used Google Classroom for at least one semester. Twenty Likert‑scaled items (4 per EUCS dimension) were adapted from Doll & Torkzadeh (1988) and checked for reliability (Cronbach’s α) and validity. Multiple‑linear regression assessed the partial effect of each EUCS factor on overall satisfaction, while descriptive statistics profiled satisfaction levels. Four dimensions—Content (β = 0.299, p < 0.001), Ease of Use (β = 0.268), Format (β = 0.182), and Timeliness (β = 0.222)—significantly predict satisfaction (Adj. R² = 0.682). Accuracy (β = 0.009, p = 0.841) is non‑significant, likely due to low internal consistency (α = 0.429). Overall, 69.6 % of respondents report being satisfied or very satisfied with Google Classroom. Content richness, intuitive interface, presentation quality, and timely feedback drive student satisfaction, whereas perceived accuracy warrants instrument refinement. Findings inform LMS developers and university decision‑makers on prioritised enhancement areas.
U-MATE : Student And Lecturer Location-Based Social Network Aplication Tombeng, Marchel Thimoty; Mandias, Green F.; Putra, Edson Yahuda
CogITo Smart Journal Vol. 10 No. 2 (2024): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v10i2.714.352-365

Abstract

Students are individuals who pursue higher educcation, have an important role as agents of change and future leaders in various sectors. They are required to actively learn, participate in academic and social activities, and develop critical and innovative thinking. Interactions between students, both with peers and lecturers, play a crucial role in shaping the learning experience on campus. Student interactions with lecturers also have an impact on learning motivation and the lecture experience. The importance of these interactions prompted the researcher to design an application specifically for the campus environment. The app features chat, add friend, and find mate to expand students' social interactions. The find mate feature allows students to find friends randomly, while the maps feature makes it easier for them to find the location of their lecturers and friends in real-time. By integrating the concept of Location-Based Social Network (LBSN), this application is expected to reduce the level of academic stress and improve the quality of interaction among students and with lecturers. Through this application, students can more easily find friends and lecturers, and share locations in real-time. The questionnaire results from Klabat University students showed the need for this kind of application
Pengenalan Teknologi Informasi Untuk Siswa Kelas 1 - 3 di SD Madison School Mobuya Mandias, Green Ferry; Moedjahedy, Jimmy Herawan; Adam, Stenly Ibrahim; Putra, Edson Yahuda; Tombeng, Marchel Timothy
Servitium Smart Journal Vol 4 No 1 (2025): Servitium Smart Journal
Publisher : Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/servitium.v4i1.42

Abstract

This community service activity aims to introduce information technology to students in grades 1 to 3 at SD Madison School Mobuya. Through an interactive workshop approach, students were introduced to information technology tools and basic computer components. A total of 28 students participated in this activity, starting with a pretest to assess their initial understanding of technology. The pretest results showed that 80% of students were not familiar with technological tools and 90% were not familiar with the parts of a computer. After participating in the educational sessions, the posttest results revealed that all students had gained a solid understanding of information technology tools and basic computer components. This activity proves that early introduction to information technology can improve students' understanding of technology and equip them with basic skills needed to face the challenges of the digital world. It is hoped that this activity can be replicated in other schools to broaden the positive impact on the development of technology literacy among students.
Digitalisasi Museum Berbasis Web Dengan AR Dan QR Code (Studi Kasus Pada Museum Sulawesi Utara) Edson Yahuda Putra
Jurnal Teknik Elektro dan Komputer TRIAC Vol 11, No 1 (2024): Mei 2024
Publisher : Jurusan Teknik Elektro Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/triac.v11i1.24577

Abstract

Museum memiliki koleksi yang mencakup berbagai jenis artefak dan benda-benda antik dari suku-suku di Sulawesi Utara, seperti kerajinan tangan, pakaian adat, senjata kuno, serta benda-benda sejarah lainnya. Koleksi ini penting untuk dipelajari dan dilestarikan karena memberikan wawasan tentang sejarah dan budaya Sulawesi Utara yang kaya. Museum ini berperan dalam mempromosikan dan melestarikan warisan budaya, serta membantu masyarakat memahami dan menghargai nilai-nilai budaya dan sejarah daerah. Dalam konteks globalisasi dan perkembangan teknologi, digitalisasi museum menjadi langkah strategis untuk meningkatkan apresiasi masyarakat dan pengalaman interaktif pengunjung. Penelitian ini bertujuan menerapkan memvisualisasikan koleksi museum dalam bentuk Augmented Reality (AR) dan Website agar masyarakat dapat mengakses informasi koleksi yang berada di dalam museum. Hasil penelitian menunjukkan bahwa implementasi AR dan Quick Response (QR) Code meningkatkan pengalaman interaktif pengunjung dengan koleksi museum, sedangkan pembuatan website museum memperluas akses informasi secara daring. Dengan demikian, digitalisasi ini membuka peluang baru untuk pelestarian dan pemahaman lebih dalam terhadap warisan budaya Sulawesi Utara serta meningkatkan relevansi museum dalam era teknologi dan informasi.
A Fuzzy BWM-MARCOS Decision Model for Social Media Platform Selection in Higher Education Marketing Edson Yahuda Putra; Jimmy Herawan Moedjahedy
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 14, No 4 (2025): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v14i4.10465

Abstract

This study addresses the lack of structured, data-driven approaches for selecting social media platforms in higher education marketing, focusing on Universitas Klabat. Although platforms such as Instagram, Facebook, WhatsApp, TikTok, and YouTube reach millions of Generation Z users in Indonesia, decisions about which platforms to prioritize are often intuitive rather than based on measurable criteria. To overcome this, a hybrid fuzzy multi-criteria decision-making model combining Fuzzy-Best Worst Method (Fuzzy-BWM) and Fuzzy-MARCOS is proposed. Three marketing experts evaluated five platforms against five criteria: Engagement, Target Audience, Send/Receive Message, Content Richness, and Cost, using linguistic terms converted into triangular fuzzy numbers. Fuzzy-BWM was used to derive criteria weights with a Consistency Ratio below 0.025; the defuzzified weights show Engagement as the most influential criterion (0.362), followed by Target Audience, Send/Receive Message, and Content Richness (0.182 each), while Cost is least important (0.092). Fuzzy-MARCOS then normalized, weighted, and aggregated platform performances to compute utility scores. The final crisp utilities indicate that Instagram and Facebook are the best platforms (1.2045), followed by WhatsApp (1.0906), with TikTok (0.9778) and YouTube (0.9689) ranking lowest. The model offers a reusable, transparent decision-support tool for university digital marketing
Designing an Intuitive UI/UX for Laundry and Household Cleaning Services Using a User-Centered Design Thinking Approach George Morris William Tangka; Joe Yuan Mambu; Edson Yahuda Putra
Journal of Information System Research (JOSH) Vol 6 No 2 (2025): January 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i2.6443

Abstract

The growing demand for footwear and accessory care reflects an increasing awareness of cleanliness and personal appearance. This study focuses on a cleaning service business specializing in shoes, bags, and strollers, with shoes as the primary focus. Operational challenges, including inefficient customer communication and delays due to high demand, impact customer satisfaction. Using the Design Thinking method, this research develops a user-centered User Interface (UI) and User Experience (UX) for the business's application. The Design Thinking process—empathize, define, ideate, prototype, and test—helped identify pain points and generate tailored solutions, such as improved navigation and task flow. Usability testing involved 18 participants performing key tasks, including booking services and tracking orders, with success rates and error metrics as evaluation criteria. The testing yielded a 70.6% task completion success rate, indicating improved service efficiency. However, the 54.4% misclick rate, higher than typical benchmarks for similar applications (30–40%), highlights significant navigation challenges. Future iterations will focus on refining the interface layout and enhancing task clarity to reduce errors and improve usability. These findings emphasize the value of iterative, user-centered design in addressing operational inefficiencies and enhancing the customer experience.
Integrasi MEREC dan MOORA untuk Pemilihan Ketua OSIS Oktoverano Lengkong; Edson Yahuda Putra; Ibrena Reghuella Chrisanti
IKRA-ITH Informatika : Jurnal Komputer dan Informatika Vol. 10 No. 2 (2026): IKRAITH-INFORMATIKA Vol 10 No 2 Juli 2026
Publisher : Fakultas Teknik Universitas Persada Indonesia YAI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37817/ikraith-informatika.v10i2.6922

Abstract

The selection of a student council president requires an objective assessment process because the decision affects student leadership and the continuity of student programs. At SMK Yadika Manado, the assessment of student council president candidates may still be influenced by subjectivity and requires relatively long processing time when performed manually. This study develops a web-based decision support system for selecting the student council president using a combination of MEREC and MOORA. MEREC is used to determine objective criteria weights based on the removal effect of each criterion, while MOORA is used to rank alternatives using normalized values and criteria weights. The test data consist of three candidates evaluated using four criteria: leadership, responsibility, discipline, and achievement. The results show that responsibility has the highest weight of 0.262295, followed by discipline at 0.252831, achievement at 0.248925, and leadership at 0.235948. The final ranking identifies Keanu Mangundap as the best alternative with a score of 0.672946. The developed system supports candidate data management, criteria management, weight calculation, and transparent ranking presentation.