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ANALISIS KUALITAS LAYANAN E-COMMERCE MENGGUNAKAN TWITTER API (Studi Kasus: Tokopedia, Lazada dan Bukalapak) Pulakiang, Anthoni Rivai; Wiranatha, I Made Nomo; Batmetan, John Reimon
IJIS - Indonesian Journal On Information System Vol 4, No 1 (2019): APRIL
Publisher : POLITEKNIK SAINS DAN TEKNOLOGI WIRATAMA MALUKU UTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (521.21 KB) | DOI: 10.36549/ijis.v4i1.47

Abstract

Berkembangnya internet memberikan akses yang kuat pada penggunaan media social dan proses komunikasi bisnis dalam ruang digital. Penggunaan media social untuk melakukan proses transaksi bisnis semakin ramai digunakan dikalangan generasi milenial. Dalam beberapa e-commerce yang sedang berkembang di Indonesia, banyak evaluasi layanan yang diberikan oleh pelanggan lewat komentar di social media twitter. Dengan data yang diambil berdasarkan pencarian atas pendapat customer pada layanan e-commerce yang terhubung pada Twitter API ditemukan hasil yang berbeda dari 3 e-commerce yang diteliti. Hasil ini menunjukan bahwa e-commerce yang paling banyak mendapat komentar negative atau evaluasi dari pelanggan ada pada Lazada sedangkan pada tokopedia dan bukalapak hasil analisis menunjukan kesamaan presentase. Artinya tokopedia dan bukalapak mempunyai tingkat evaluasi dan komentar negative yang sama. Kedepannya diharapkan penggunaan e-commerce di Indonesia semakin baik dan terus memberikan layanan yang baik bagi kepuasan pelanggan.
PERANCANGAN DAN IMPLEMENTASI SISTEM TRANSAKSI JUAL BELI PRODUK BERBASIS WEB Nehemia Weldy Kusbin, Daniel R. Kaparang, Johan Reimon Batmetan
Ismart Edu: Jurnal Pendidikan Teknologi Informasi Vol. 2 No. 1 (2021): Juni
Publisher : Program Studi Pendidikan Teknologi Informasi dan Komunikasi, Universitas Negeri Manado

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Abstract

Penelitian ini bertujuan untuk membuat suatu sistem transaksi jual beli produk berbasis web (transaksi online) berupa e-marketplace yang dapat membantu UMKM beserta konsumen produk multimedia dalam mengatasi masalah dalam proses jual beli yang masih bersifat manual khususnya dalam transaksi, yang dimana pelanggan datang langsung ke lokasi Seller untuk mencari produk dibutuhkan, dan jika tidak menemukan produk yang dibutuhkan, pelanggan harus berpindah ke lokasi Seller yang lain untuk menemukan produk yang dibutuhkan kemudian melakukan transaksi secara langsung, dan hal ini sangatlah memakan biaya dan waktu. Sistem ini dirancang menggunakan model MVC (Model, View, Controller) dengan konsep OOP (Object Oriented Programming). Metodologi yang digunakan yaitu metodologi RAD (Rapid Application Development). Bahasa pemrograman yang dipakai yaitu PHP dengan menggunakan framework codeigniter dengan implementasi model MVC. Dengan adanya sistem ini diharapkan dapat membantu para UMKM bidang multimedia dalam proses jual beli produk khususnya transaksi, serta dapat membantu para konsumen produk multimedia dalam masalah biaya dan waktu.
Web-Based Learning Media Using Hypertext Markup Language as Course Materials Hiskia Kamang Manggopa; Christine Takarina Meitty Manoppo; Peggy Veronica Togas; Alfrina Mewengkang; Johan Reimon Batmetan
Jurnal Pendidikan Teknologi dan Kejuruan Vol 25, No 1 (2019): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (324.084 KB) | DOI: 10.21831/jptk.v25i1.23469

Abstract

Recently, numerous   web-based applications with attractive user interface, brand-new and advanced features, and friendly operation are rapidly developed and widely used, particularly in education context. This study aims to produce web-based learning media that are feasible for delivering materials of web programming subject. The course material of this subject is Hypertext Markup Language (HTML).This study is located at Manado State University, at the study program of information and communication technology. The method of this study employs the research and development model. The data were obtained by four questionnaires, including (1) the feasibility testing by the lecturer, (2) the media expert feasibility testing, (3) the materials expert feasibility testing, and (4) the students’ feasibility testing. Based on the experimental results, it can be stated that the developed web learning is considered useful. It can be concluded that the web-based learning media is feasible to be used and effectively improve the quality of learning.
Algoritma Ant Colony Optimization (ACO) untuk Pemilihan Jalur Tercepat Evakuasi Bencana Gunung Lokon Sulawesi Utara Johan Reimon Batmetan
AITI Vol 13 No 1 (2016)
Publisher : Fakultas Teknologi Informasi Universitas Kristen Satya Wacana

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Abstract

As one of the areas located on the ring of fire, North Sulawesi has a natural disaster threat level is high enough. Mount Lokon, located in the North Sulawesi region is an active volcano with fairly high seismic activity. Mount Lokon eruption disaster management such as casualty evacuation and early warning system towards the arrival of this eruption to be slow. This is caused by the difficulty of determining the fastest evacuation path resulting in many casualties. The purpose of this study was to determine the fastest track in the evacuation of the eruption of Mount Lokon. The method used is Ant-Colony Optimization is a method in computing, artificialintelligence and tried as one method of determining the shortest path effectively. The results obtained from this study is the Ant-Colony Algorithm method can be used to determine the fastest track in the evacuation process volcanic eruption where evacuation points and pathways that must be passed can be determined quickly and effectively in the evacuation process.
Perilaku Pelanggan untuk Mengadopsi M-Commerce di pada Generasi Y Johan Reimon Batmetan; Jaime Da Costa Lobo Suares; Suyoto Suyoto
CogITo Smart Journal Vol 4, No 1 (2018): CogITo Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (588.812 KB) | DOI: 10.31154/cogito.v4i1.111.188-199

Abstract

M-commerce adalah pilihan belanja online menggunakan smartphone yang semakin berkembang di Indonesia. Indonesia telah menjadi negara berkembang dengan tingkat penetrasi internet yang terus bertambah. Banyak faktor yang mempengaruhi penggunaan aplikasi m-commerce oleh generasi Y. Pengguna m-commerce sebagian besar merupakan generasi Y dan terus mendominasi dalam penggunaan m-commerce di Indonesia. Masalah dalam penelitian ini adalah bagaimana menjelaskan perilaku generation Y sebagai pelanggan m-commerce di Indonesia. Penelitian ini bertujuan menemukan perilaku generasi Y sebagai m-commerce dalam melakukan transaksi m-commerce dan mengadopsi m-commerce. Metode yang digunakan pada penelitian ini adalah Structural Equation Models (SEM) untuk menganalisis faktor-faktor yang mempengaruhi perilaku Generasi Y dalam penggunaan m-commerce. Hasil penelitian ini menunjukkan bahwa mayoritas generasi Y sebanyak 82,8% memiliki perilaku untuk tetap mengadopsi m-commerce dan mempertahankannya di masa depan. Hasil penelitian ini menegaskan bahwa kegunaan, kemudahan penggunaan, m-commerce yang mudah dipelajari, fleksibilitas dan kompatibel dalam berbagai perangkat mempengaruhi tingkat adopsi m-commerce di Indonesia. Penelitian ini diakhiri dengan diskusi tentang hasil untuk m-commerce dan akan terus mengadopsinya di masa depan.Keywords : Perilaku Pelanggan, M-Commerce, Y Generation, SEM, Indonesia
Analisis e-Learning Readiness Pada Sekolah menengah Kejuruan Mei Litha Saleppa; Jimmy Waworuntu; Johan Reimon Batmetan
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 2 No. 2 (2022): EduTIK : April 2022
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/edutik.v2i2.4433

Abstract

Analisis e-learning readiness dilakukan dengan tujuan untuk (1) mengetahui tingkat kesiapan SMK Kristen 2 Tomohon pada penerapan e-learning, (2) mengindentifikasi faktor-faktor yang memiliki kekurangan dan perlu untuk ditingkatkan dalam implemntasi e-learning di SMK Kristen 2 Tomohon. Penelitian ini menggunakan metode penelitian kuantitatif deskriptif. Dalam Penelitian ini untuk memprhitungkn tingkat kesiapan sekolah dalam penerapan e-learning dengan memakai model e-learning readiness (ELR) dari Rida Fariani, dimana model ELR ini terdapat enam faktor utama yaitu Sumber Daya Manusia, Organisasi, Teknologi, Materi e-learning, Infrastruktur, dan Keuangan Organisasi. Pengerjaan data memakai metode statistic deskriptif dipetakkan berlandaskan indeks versi model ELR Aydin & Tasci dengan memakai skala 1-5. Responden dalam penelitian ini yaitu guru dan siswa SMK Kristen 2 Tomohon. Hasil penelitian menyatakan bahwa SMK Kristen 2 Tomohon mempunyai skor e-learning readiness (ELR) yaitu = 4,13 > 3,41 atau yang berarti SMK Kristen 2 Tomohon siap untuk menerapkan e-learning akan tetapi, masih memerlukan peningkatan di beberapa faktor. Adapun faktor yang perlu ditingkatan yaitu faktor organisasi, faktor materi e-learning dan faktor keuangan.
Empowerment of Copra Farmer Group using E-Commerce Johan Reimon Batmetan
International Journal of Information Technology and Education Vol. 1 No. 3 (2022): June 2022
Publisher : JR Education

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Abstract

Copra farmers in the village of Pondos, South Minahasa, are copra farmers who produce copra traditionally. So far, copra production has only been sold to existing middlemen and at a price determined by the middlemen themselves and regardless of the price of copra in the market. This causes the copra farmers to lose a lot of money because the farmers sell them at too low a price to existing middlemen or brokers. On the other hand, copra farmers do not have the skills to use e-commerce information technology so farmers are increasingly disadvantaged by middlemen. Another problem is that the market reached by copra farmers is only limited to the West Amurang area and is very limited, so the copra production produced by the farmers becomes abundant in the market. This is used by middlemen to speculate on prices so that copra prices fall and are very cheap among farmers. The solution that is trying to be offered is to provide training and assistance on the use of information technology, and e-commerce to copra farmers so that they are able to improve their ability to use e-commerce for marketing copra commodity products. With the increasing ability of copra farmers, they can use it to get copra prices that are in accordance with market prices, they are able to sell copra products through existing e-commerce and are able to reach a wider copra market. The method used to conduct training for copra farmers is a quantitative method of measuring the ability and income of farmers before and after the implementation of assistance. With this service program, it is hoped that copra farmers' skills and abilities in using e-commerce will increase and the income of copra farmers will increase because they are able to sell at market prices and can be monitored in real-time. The expected result is that copra farmers can reach a wide and large market for copra commodities so that they can increase farmers' copra production
Augmented Reality for Geospatial in E-Tourism: Current Status, Research Trends, and Future Directions Hiskia Kamang Manggopa; Trudi Komansilan; Sondy Kumajas; Johan Reimon Batmetan
International Journal of Information Technology and Education Vol. 1 No. 3 (2022): June 2022
Publisher : JR Education

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Abstract

This study discusses the implementation of augmented reality in e-tourism and examines the current state of research on the topic and presents various inventions or innovations of augmented reality in tourism. These findings will provide insight for further research and experimentation opportunities that are aligned with the development of augmented reality for e-tourism in the future. There are a lot of data, models, and innovations about augmented reality that have been published in different and complex ways. It has explained the overall picture of augmented reality. The purpose of this research is to analyze and identify data sets, research trends, and methods that have been used since 2017. We use a systematic literature review method. We carry out the process of identifying, assessing, and interpreting research evidence and reviewing the literature to answer specific research questions. We conducted the analysis by selecting the main study in the field of augmented reality on e-tourism. We have mapped trends, data sets, and methods on augmented reality implemented in e-tourism. This study concludes that we have successfully identified and analyzed research trends in augmented reality in a measurable and systematic way in the last 5 years.
Storyboard Development for Geospatial e-Tourism Based Augmented Reality Hiskia Kamang Manggopa; Sondy Kumajas; Trudi Komansilan; Johan Reimon Batmetan
International Journal of Information Technology and Education Vol. 1 No. 3 (2022): June 2022
Publisher : JR Education

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Abstract

One of the important factors in designing an e-tourism based on the mobile application is the ease of use. Some of the problems often encountered by e-tourism users include the complex nature of the application, making it difficult for users to navigate. To answer user needs related to the ease of display on the application, it is necessary to design a good interface using tools and methods that are fast but effective and efficient. In the initial cycle of user interface design, a storyboard is needed as an initial description of the display that will be made. The storyboard is used as a visualization of ideas so that it can provide an overview of the appearance of the application that will be made. The storyboard makes production performance easier and eliminates trial and error. In developing this geospatial augmented reality, mobile application storyboard, we use the design sprint method. This method is widely used in start-up environments to develop software interfaces and product innovation in the consumer area. This method consists of the stages of understand, define, sketch, decide, prototype and evaluate. The use of the design method has a fast process but still provides optimal results. The results of this study indicate that the development of mobile applications using the design sprint method is able to reduce the time and energy which is relatively longer when using other methods. We conclude that storyboards can make it easier for developers to realize initial sketches into application prototypes that are high fidelity or close to the final appearance.
Model Architecture Software for Geospatial based Augmented Reality Hiskia Kamang Manggopa; Trudi Komansilan; Sondy Kumajas; Johan Reimon Batmetan
International Journal of Information Technology and Education Vol. 1 No. 3 (2022): June 2022
Publisher : JR Education

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Abstract

Software architecture is the basis of every software system and is very important used in software development. Augmented reality (AR) can make it easier for users to interact with virtual objects in a real environment through a camera display that displays 3D objects. In the tourism industry, augmented reality can be used to display the geographical location of tourist attractions, routes to locations, and 3D shapes of buildings that make it easier for users when looking for the nearest tourist destination. Designing an application in this case G-STAR requires several things, namely: Description of needs: Product perspective, product function, user characteristics, both developers and tourists. Specific needs: External interface requirements, namely user interfaces, hardware interfaces, software interfaces, communication interfaces. Software functionality requirements: Application flowchart. Functional requirements specification: Menu feature, function, camera AR function, tourist attraction function, Map function, info function, and guide function. Sequence diagrams. User interface/application prototyping.
Co-Authors Abinarti Paende Albertin Parupang Alfandy Parera Alfrina Mewengkang Anthoni R. Pulakiang Arauna Rangan Pabara Arje Cerullo Djamen Armstrong F. Sompotan Ayu Monika Br Surbakti Chelyca Vira Mita Kaliu Chensui Natania Sage Christine Takarina Meitty Manoppo Daniel Riano Kaparang Debie Kalalo Deitje Adolfien Katuuk Desyemca Florenda Indra Muda Dina Demhi Elni Usoh Feliks Stefanus Raube Fradel R. Sigar, Verry R. Palilingan, Mario T. Parinsi Gilly Marlya Tiwow Gloria Inviniti Milania Lolowang Graldo Sarempa Grasela Wowor Harke Mosey Henny N. Tambingon Herman Koessoy Hiskia Kamang Manggopa Idjie, Elyis Y. C Jaime Da Costa Lobo Suares Jeffry Sony Junus Lengkong Jimmy Waworuntu Joulanda A. M. Rawis Julita Mamonto Kambey, Joseph Kebri Kein Mopudy Pajung Kembuan, Eddy D.R.E Kumampung, Deislie R. Henrieta Liando, Olivia Eunike Selvie Lihart Lumapow Makalunsenge, Sri Wahyu Widiati Mamonto, Julita Veronica Mamuaja, Marlin Penina Mariana Rengkuan Marshel R. Kapahang Mei Litha Saleppa Metsi Daud1 Muhammad Nur Muyu, Ronaldo Natasya Misnawati Sikki Natasya Sikki Nayoan, Leyri Olivia Eunike Selvie Liando Orbanus Naharia Palilingan, Verry Ronny parabelem tinno dolf rompas Parupang, Albertin Peggy Veronica Toga Peggy Veronica Togas Rima Lolong Rotty, Viktory Nicodemus Joufree Ruma, Satin La Rumagit, Selvie Serly Runtuwene, Marcelino M. A Shelty D. M. Sumual Sondy C. Kumajas Songgigilan, Ridho Junior Sumampouw, Merry M. Sumual, Tinneke E. M. Susan Jacobus Suyoto Suyoto Taqwa Hariguna Tarandung, Iszach R P Tentero, Jenifer Yunisha Trudi Komansilan Tulungen, Franky Reintje Turang, Omega S.M. Untu, Avandi E. Veo Rani Sania Br Bangun Verry Ronny Palilingan Wasti Wasti Watung, Hensy Wensi Ronald Lesli Paat Wiranatha, I Made Nomo Yusuf, Yusnia Zalukhu, Grace Natalia