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Analysis of Factors Affecting the Use of ChatGPT at Mikroskil University: A Study Based on the Extended UTAUT2 Model Sinaga, Joy Nasten; Panjaitan, Erwin Setiawan; Nurjanah, Sofinana
Brilliance: Research of Artificial Intelligence Vol. 4 No. 1 (2024): Brilliance: Research of Artificial Intelligence, Article Research May 2024
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v4i1.3862

Abstract

This study aims to identify factors that influence students' intention and behavior in using ChatGPT at Mikroskil University. The method used in this study is the Unified Theory of Acceptance and Use of Technology (UTAUT2), with the addition of the curiosity variable. Other variables analyzed included Performance Expectations, Effort Expectations, Social Influence, Facilitating Conditions, Hedonic Motivation, Price Value, and Habit. To collect data, the research team conducted a survey of active students of the Faculty of Informatics at the university. Data analysis was conducted using Structural Equation Modeling (SEM), a method that allows researchers to understand complex relationships between variables. The results showed that several factors had a significant influence on the intention and behavior of using ChatGPT. Hedonic Motivation, Habit, and Curiosity were found to be the main factors driving the intention to use ChatGPT. Facilitating Conditions also contributed to the use of the technology. On the other hand, some variables did not show a significant impact on usage intention. Performance Expectancy, Effort Expectancy, Social Influence, and Price Value fall into this category. These findings suggest that the factors that drive technology use may vary, and highlight the importance of curiosity and personal motivation in the adoption of new technologies in higher education settings.
OPTIMALISASI LAYANAN FREELANCE MELALUI PENGEMBANGAN APLIKASI MARKETPLACE BERBASIS MOBILE Sinaga, Joy Nasten; Limbong, Ricky Paian
ZONAsi: Jurnal Sistem Informasi Vol. 7 No. 2 (2025): Publikasi artikel ZONAsi: Jurnal Sistem Informasi Periode Mei 2025
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/zn.v7i2.24563

Abstract

Marketplace Freelance Service adalah platform yang menghubungkan freelancer sebagai penyedia jasa dengan klien sebagai pencari jasa, memungkinkan transaksi layanan secara online. Namun, terdapat tantangan dalam proses pembayaran honor yang kurang efisien, di mana freelancer sering kali tidak menerima honor tepat waktu, sementara klien merasa tidak nyaman membayar penuh di awal kontrak. Selain itu, freelancer tidak memiliki bukti otentik berupa Laporan Penghasilan yang merinci pendapatan mereka, yang penting sebagai referensi melamar pekerjaan atau untuk negosiasi gaji. Penelitian ini bertujuan mengembangkan Aplikasi Mobile Marketplace Freelance Service sebagai solusi atas permasalahan tersebut. Aplikasi ini dikembangkan menggunakan metode Rapid Application Development (RAD) dengan pemodelan berbasis React Native dan Node.js untuk aplikasi mobile, serta React.js dan Node.js untuk aplikasi back-end. Database dikelola menggunakan MySQL. Aplikasi yang dihasilkan mendukung tiga jenis pengguna: freelancer, klien, dan admin, sehingga menciptakan ekosistem layanan yang lebih efisien dan transparan
A Comparative Analysis of UTAUT and UTAUT 2 in M-Commerce and M-Banking Ginting, Tri Wulandari; Sinaga, Joy Nasten
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 9 No 2 (2025): August 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/intensif.v9i2.24179

Abstract

Background: The debate over the superiority between UTAUT and UTAUT 2 has driven the development of UTAUT 3. However, this latest model is still not the best solution, as several variables remain less influential. Objective: This study aims to determine which UTAUT model is superior in technology acceptance, particularly for m-commerce and m-banking. Methods: Multiple linear regression was used to determine the direction and magnitude of the influence of independent variables on the dependent variable, analyzing key factors affecting the adoption of mobile banking and m-commerce by comparing UTAUT and UTAUT 2. Results: In m-commerce, UTAUT highlights behavioral intention and facilitating conditions, while UTAUT 2 adds habit and price value as key influencing factors. Conclusion: For m-banking, both models are equally effective, but UTAUT 2 is superior due to the strong influence of habit. In m-commerce, UTAUT 2 is also preferable, as price value significantly affects behavioral intention.
Big Data Analytics for Predicting Depression Risk in Generation Z: Integrating Self-Organizing Maps and Long Short-Term Memory Sinaga, Joy Nasten; Nuraina, Nuraina; Sinaga, Frans Mikael; Kelvin, Kelvin; Nurhayati, Nurhayati
Indonesian Journal of Artificial Intelligence and Data Mining Vol 8, No 3 (2025): November 2025
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/ijaidm.v8i3.38011

Abstract

Mental health issues among Generation Z are rising, with depression being one of the most significant challenges. Leveraging the capabilities of big data analytics and artificial intelligence, this study proposes a hybrid method combining Self-Organizing Maps (SOM) and Long Short-Term Memory (LSTM) networks to predict depression risk based on behavioral data. The SOM algorithm is utilized for clustering high-dimensional input data to uncover hidden patterns, while the LSTM network is employed to capture sequential dependencies over time. Data were collected from various digital platforms, processed, and analyzed to train and validate the proposed model. Results show that the SOM-LSTM framework significantly improves the accuracy and reliability of early depression risk detection compared to conventional models. This study contributes a scalable and adaptable model for mental health prediction that can assist in timely interventions for Generation Z
Pelatihan Pemanfaatan Aplikasi Ms. Power Point Untuk Presentasi Pada SMA Methodist 6 Medan Hita Tan; Salsalina Br Sembiring; Joy Nasten Sinaga
Jurnal IPTEK Bagi Masyarakat Vol 2 No 1 (2022)
Publisher : Ali Institute of Research and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/jibm.v2i1.188

Abstract

SMA Methodist 6 Medan adalah satuan pendidikan jenjang SMA di Jl. Sekolah No.402, Kota Medan, Sumatera Utara. Dalam menjalankan kegiatannya, Sekolah ini berada di bawah naungan Kementerian Pendidikan dan Kebudayaan. Tujuan sekolah ini adalah menghasilkan siswa berkompetensi tinggi dan mampu bersaing di era globalisasi sehingga setiap siswa harus memiliki kreatifitas dan kemampuan dalam bidang teknologi yang sangat diperlukan dalam dunia kerja. Pandemi juga menuntut siswa untuk selalu aktif dan produktif dalam mengembangkan potensinya. Siswa-siswi harus dipersiapkan sedini mungkin agar mampu dalam mempresentasikan materi, baik dalam menyiapkan materi maupun kemampuan melakukan presentasi dengan baik. Para siswa cenderung hanya menyusun konten presentasi menggunakan fitur seadanya, bahkan menggunakan template, penyusunan format dan animasi yang kurang cocok dengan topik yang akan dipresentasikan.
A Comparative Usability Analysis Of Streaming Applications: A Pssuq-Based Study On Vidio And Netflix Joy Nasten Sinaga; Hita Tan
Jurnal Armada Informatika Vol 10 No 1 (2026): Juni
Publisher : STMIK Methodist Binjai

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

Abstract

The rapid growth of digital streaming services has increased the importance of user experience, particularly in terms of usability. This study aims to analyze and compare the usability of Vidio and Netflix using the Post-Study System Usability Questionnaire (PSSUQ). A quantitative approach with a cross-sectional survey design was employed involving 400 respondents who had experience using both applications. The PSSUQ instrument consists of 16 items measuring four main dimensions: Overall, System Usefulness, Information Quality, and Interface Quality. The results indicate that Netflix demonstrates better usability performance than Vidio, with an Overall score of 2.0506 compared to 2.2236. In terms of System Usefulness and Information Quality, Netflix performs better in system efficiency and information presentation. However, Vidio shows competitive performance in Interface Quality due to its simpler design and better alignment with local user preferences. These findings suggest that usability is influenced by both system performance and interface design. This study provides insights for developers to improve user experience through a balanced approach between technical performance and user-centered design.
PENDAMPINGAN IMPLEMENTASI WEBSITE DALAM PENINGKATAN LAYANAN ADMINISTRASI DAN MANAJEMEN PROGRAM KERJA ORGANISASI Joy Nasten Sinaga; Ricky Paian Limbong; Tri Wulandari Ginting
JMM (Jurnal Masyarakat Mandiri) Vol 10, No 3 (2026): Juni
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v10i3.38536

Abstract

Abstrak: Transformasi digital menjadi kebutuhan penting bagi organisasi dalam meningkatkan efisiensi administrasi dan pengelolaan kegiatan. Namun, banyak organisasi masih mengelola data dan program kerja secara manual sehingga menimbulkan keterbatasan dalam akses informasi, koordinasi, dan dokumentasi kegiatan. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan meningkatkan efektivitas pengelolaan administrasi dan manajemen program kerja melalui pendampingan serta implementasi sistem informasi berbasis website. Metode yang digunakan adalah Rapid Application Development (RAD) yang meliputi analisis kebutuhan, perancangan, implementasi, pengujian, dan evaluasi sistem. Website yang dikembangkan menyediakan fitur pendaftaran anggota, manajemen program kerja, penyampaian informasi, dokumentasi kegiatan, polling digital, serta penggalangan dana daring. Kegiatan ini melibatkan 25 pengurus organisasi dan 15 anggota aktif sebagai mitra dalam proses pengembangan dan pengujian sistem. Evaluasi sistem dilakukan menggunakan kuesioner dengan skala Likert 1-5 untuk mengukur kemudahan penggunaan dan kebermanfaatan sistem. Hasil evaluasi menunjukkan bahwa sistem ini mampu meningkatkan efisiensi administrasi, mempermudah akses informasi, serta meningkatkan partisipasi anggota dalam kegiatan organisasi.Abstract: Digital transformation has become an essential need for organizations in improving administrative efficiency and activity management. However, many organizations still manage data and work programs manually, resulting in limitations in information access, coordination, and activity documentation. This Community Service Program (PkM) aims to enhance the effectiveness of administrative management and work program management through mentoring and the implementation of a website-based information system. The development process employed the Rapid Application Development (RAD) method, which includes needs analysis, system design, implementation, testing, and evaluation. The developed website provides features such as member registration, work program management, information dissemination, activity documentation, digital polling, and online fundraising. This activity involved 25 organizational administrators and 15 active members as partners in the system development and testing process. System evaluation was conducted using a questionnaire with a 5-point Likert scale to measure usability and system usefulness. The evaluation results indicate that the system improves administrative efficiency, facilitates access to information, and increases member participation in organizational activities.
PENINGKATAN LITERASI DIGITAL DAN PENGGUNAAN TEKNOLOGI DALAM KEGIATAN RUMAH BELAJAR Ricky Paian Limbong; Joy Nasten Sinaga; Sabrina Adela Br Sibarani
JMM (Jurnal Masyarakat Mandiri) Vol 10, No 3 (2026): Juni
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v10i3.38974

Abstract

Abstrak: Rumah Belajar merupakan salah satu program pendidikan berbasis komunitas yang bertujuan meningkatkan kualitas pembelajaran bagi peserta didik. Namun, keterbatasan literasi digital dan pemanfaatan teknologi menjadi tantangan dalam mendukung proses pembelajaran yang efektif dan menarik. Kegiatan Pengabdian kepada Masyarakat (Pengabdian) ini bertujuan untuk meningkatkan literasi digital dan pemanfaatan teknologi dalam kegiatan pembelajaran melalui pelatihan penggunaan aplikasi digital dan media pembelajaran interaktif. Metode yang digunakan adalah Participatory Active Learning yang melibatkan 15 tenaga pengajar sebagai mitra. Kegiatan dilakukan melalui tahapan identifikasi kebutuhan, penyusunan materi, pelatihan literasi digital, pelatihan penggunaan Google Apps, serta evaluasi. Evaluasi dilakukan menggunakan metode pre-test dan post-test dengan 10 butir pertanyaan untuk mengukur peningkatan pemahaman peserta. Hasil evaluasi menunjukkan adanya peningkatan nilai rata-rata dari 60,0 menjadi 74,67 atau meningkat sebesar 24,45%, yang menunjukkan adanya peningkatan literasi digital peserta. Dengan demikian, kegiatan ini terbukti mampu meningkatkan kemampuan tenaga pengajar dalam memanfaatkan teknologi untuk mendukung proses pembelajaran yang lebih efektif dan interaktif.Abstract: Rumah Belajar is a community-based educational program aimed at improving the quality of learning for students. However, limited digital literacy and technology utilization pose challenges in supporting effective and engaging learning processes. This Community Service (Pengabdian) activity aims to improve digital literacy and technology utilization in learning activities through training on the use of digital applications and interactive learning media. The method used is Participatory Active Learning, involving 15 educators as partners. The activity was conducted through the following stages: needs identification, material development, digital literacy training, training on the use of Google Apps, and evaluation. Evaluation was conducted using a pre-test and post-test method with 10 questions to measure the participants’ increased understanding. The evaluation results showed an increase in the average score from 60.0 to 74.67, or an increase of 24.44%, indicating an improvement in participants’ digital literacy. Thus, this activity proved effective in enhancing educators’ ability to utilize technology to support a more effective and interactive learning process.