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Analisis Kualitatif Pengaruh Cyberloafing pada Karyawan Work From Home pada Masa Pandemi Covid-19 Afifah Khairunnisa; Diah Priharsari; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Covid-19 pandemic has pushed companies to change the way they work from the office to work from home (WFH). The WFH policy requires companies to maximize the use of technology to carry out WFH properly. This poses its own challenges. the use of technology during WFH can eliminate working hours restrictions and increase the use of social media during working hours which is known as cyberloafing behavior. Cyberloafing is the activity of surfing on the internet for personal purposes. Based on previous research, cyberloafing can have positive and negative impacts on employees. The purpose of this research is to carry out an analysis process regarding how employees work during WFH during the Covid-19 pandemic and to record further about cyberloafing activities and their impacts. The results of the study show that the WFH policy is still changing frequently and has an impact on the adjustment of the way employees work. In addition, cyberloafing activities that are often carried out by employees are accessing social media, listening to digital music, making video calls with friends, and watching streaming videos. The impacts felt by employees are feeling better prepared to work, more focused, and increasing productivity.
Evaluasi Usability pada Aplikasi Mobile Pawoon Pos dengan Menggunakan Metode Usability Testing Elsa Fajar Prakoso; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Pawoon POS is an online-based cashier application that can be accessed using mobile phones and tablets, where we can use the POS System to manage transactions in business easily. Based on data on the Google Playstore PAWOON POS received a rating of 4.0 on a scale of 5 (21/01/2021) and received reviews from approximately 1696 users. The application is felt by some users to still have problems in the usability section. The purpose of this study is to find out and calculate the usability aspects that exist in the application and identify what usability problems the respondents encountered, after knowing what problems were encountered then these problems were used as a reference for improving the interface design. The conclusions and results obtained from the usability evaluation of the PAWOON POS application based on the results from the initial evaluation to the final evaluation are, the learnability matrix for the old user category has decreased, from 1.33 to 1.18. The increase occurred in the efficiency criteria in further evaluation, all categories increased to 100%. There is also a slight increase in the memorability value where the average number of clicks from 57 clicks for respondents in the old user category becomes 58.6 in the follow-up evaluation. For the criteria for errors in further testing, the percentage of errors made by all categories of users decreased to 0%. The last criterion that has increased is satisfaction where the score obtained is 72.9.
Analisis dan Perancangan Sistem Informasi dalam Membantu UMKM dalam Memasarkan Produk Muhammad Fadhil Risyad; Diah Priharsari; Kariyoto Kariyoto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

MSMEs are one of the drivers of the economy in Indonesia. MSMEs are the largest business units in Indonesia with a number reaching 99.9% of the total business fields (Santia, 2020). The development of MSMEs must include improvements in all aspects again in terms of sales. This increase can be achieved by digitizing MSMEs. Through the digitization process, MSMEs can optimize the opportunities and opportunities that exist because the targets that can be achieved are wider. This research is a research related to the process of optimizing MSMEs digitally. The digitization of MSMEs in this study was carried out by designing an e-MSME system. E-MSME is a system design that can help MSMEs in marketing their products. This marketing is done by providing a marketplace for MSMEs and consumers. So that consumers can find the product they are looking for according to their needs. This study uses a prototype model method that comes from the design process, using modeling using UML (Unified Modeling Language). Data collection in this research process is using data from three resource persons who are engaged in MSMEs. The next process after UML modeling is prototype design using the Figma platform. The finished prototype is then returned so that the repair process can be carried out. The results obtained from this study are the system has obtained "good" and "acceptable" results.
Perancangan User Experience Aplikasi Jasa Jahit "Tailorku" untuk Membantu Masyarakat di Masa Pandemi Devita Natalia Krisdayanti; Ratih Kartika Dewi; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Sewing is the work of connecting cloth, fur, animal skins, and other materials that a sewing needle and thread can pass through. Sewing can be done by hand using a hand needle or with a sewing machine (Toni, 2015). The community feels the impact of the government's implementation and restrictions, namely the difficulty of meeting needs that must be done directly so they have to move online. However, many things made sewing services less attractive to the public before the pandemic, namely various things, namely unknown or distant locations, less extensive orders consisting of only people around, sewing not according to consumer desires, and long sewing times. To overcome these problems, a mobile application is needed to help the community during the pandemic, so a solution is needed to help connect tailors and the wider community as potential customers. To realize this solution, the researcher proposes a sewing application solution design to help people find tailors according to their wishes and needs. This user experience design will later be carried out by designing a solution design in the form of a user experience which is designed based on the results of interviews with potential users using the Human-Centered Design method. The test uses Usability testing, namely the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). From the results of using usability testing on the design of my Tailorku application solution, the following results are obtained, the effectiveness value is 100%, efficiency is 0.145 goals/s and user satisfaction results get 82.5 with category A which means the adjective rating is Excellent. The next user experience test was using UEQ with the result that the attractiveness aspect got 2.28, the perspicuity aspect got 2.09, the efficiency aspect got 2.15, the dependability aspect got 2.09, and the stimulation aspect got 2.09, and the novelty aspect got 2.14.
Analisis Minat Penggunaan Cashless Payment dalam Transaksi Jual Beli Selama Pandemi pada UMKM Kota Malang Ananda Yuke Wahyu Putra Pratama; Intan Sartika Eris Maghfiroh; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Cashless Payment is an innovation from the development of digital services in facilitating the transaction process. The benefits of digital payments that are felt by users are getting convenience in using the system, getting evidence of transaction results, practicality in conducting transactions, and the level of security of the system related to the transaction process. This study was conducted to ease identify the effect of interest in use of perceived ease to use and perceived usefulness. The digital payment applications studied in this study are OVO, GoPay, ShopeePay, Dana, and LinkAja. The sampling technique used was purposive sampling technique on two categories of UMKM respondents and buyers. Through questionnaire statements distributed through Google Form, 130 respondents were obtained from UMKM and 135 respondents were buyers. From the two categories of respondents, it is known that the variableso perceive ease to use and perceived usefulness have an influence on interest in using non-cash payment applications. It is known that in both categories of respondents there is a partial or simultaneous influence on interest in use from perceptions of ease of use and perceptions of usefulness with the results of the significance value below 0.05. From the results of the regression model equation, the intention to use of digital payments will increase positively according to the regression coefficient value getting a positive value, if it is known from perception ease to use of and perceived usefulness has increased positively.
Eksplorasi Hybrid Learning dari Perspektif Guru (Studi Kasus: SMAN 3 Pasuruan) Selly Aqidatul Izza; Diah Priharsari; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Hybrid Learning is a learning model that combines online and offline learning. Hybrid Learning is expected to be a learning solution during the COVID-19 pandemic because offline learning cannot be eliminated. SMAN 3 Pasuruan applies hybrid learning with a composition of 50% online learning is carried out by providing materials and assignments through Google Classroom and 50% offline learning is carried out offline by dividing 2 sessions per class. Hybrid learning is considered a learning solution in the midst of a pandemic, but it does not rule out the possibility of creating new problems. This study aims to determine the results of hybrid learning exploration from the teacher's perspective, a case study at SMAN 3 Pasuruan Data collection techniques were carried out by semi-structured interviews with 12 teachers of SMAN 3 Pasuruan. Data analysis was carried out using a qualitative coding method, using the help of the QDA Miner Lite application. Data analysis was carried out by using a qualitative coding method, using the help of the QDA Miner Lite application. The results of data analysis found that hybrid learning at SMAN 3 Pasuruan from the teacher's perspective was implemented quite well in terms of the schedule, time, learning media and communication media that went well according to the school's direction when implementing hybrid learning. Other results found that during hybrid learning teachers became innovators because they applied interesting learning models during hybrid learning, and looked for support to help the ease of the implementation of hybrid learning. It was also found the impact during the implementation of hybrid learning such as the decline in student attitude and manners, the improvement of students' creativity, teachers' demotivation, and the piling up of teachers' assignment. The obstacle of the implementation of hybrid learning from the teacher's perspective is the lack of students' facilities.
Pengaruh Kualitas Informasi terhadap Niat Pembelian Kembali Konsumen pada E-Commerce Remizar Fahrezi Achyar Firdaus; Diah Priharsari; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mobile technology is currently increasing every time so that it can create innovation and also technology adoption. One of the impacts of the existence of technology is in terms of buying and selling transactions. Nowadays, buying and selling online activities have become a common thing for everyone. Customer repurchase intentions of a product company or service is one thing that the company expects. It is not easy for companies to be able to create repurchase intentions for customers. Several factors that can influence the intention of repurchase customers are satisfaction and trust as well as trust and satisfaction of these customers by the quality of the information. This research aims to determine how the influence of information quality on consumers' repurchase intentions in e-commerce. In addition, this study also explains how the influence of user satisfaction and customer loyalty on consumers' repurchase intentions. This study uses the SEM-CB method by distributing questionnaires to 326 respondents. From the results of the research that has been done, it was found that one of the hypotheses that was declared not accepted was customer satisfaction with repurchase intentions with a P-Value of 0.116. There's too many sellers in e-commerce, it will make the buyers have many options for benchmarking before repurchasing a product.
Pengaruh Reputation dan EWOM terhadap Repurchase Intention Konsumen pada E-Commerce Faried Fajar; Diah Priharsari; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the industrial revolution 4.0, companies are required to be able to carry out various innovations in order to adapt and compete with other companies. The use of technology in the community is also getting higher. E-commerce as the result of technology provides several benefits such as being able to improve information and also product sales transactions widely spread in the global market. In buying and selling activities, every company will certainly try to retain their customers. Increasing consumer repurchase intention towards the company's products or services is a challenge for every company. There are many factors that encourage consumers to make repeat purchases. Some factors those are discussed in this study are reputation, eWOM, and trust. This study aims to determine whether these factors affect consumer attitudes in repurchasing a product. The method used in processing the data in this study is SEM-CB. The use of the SEM-CB method is due to the confirmation of several theories related to this research. While the technique used to obtain data is by using a survey. After the survey, 326 data were obtained from respondents from e-commerce users. The results from this research are reputation, trust, and eWOM affected consumers' repurchase intentions.
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

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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.
Pengaruh Perceived Usefulness & Kepercayaan terhadap Intensitas Penggunaan Teknologi E-Wallet sebagai Alat Transaksi Muhammad Aulia Utama; Diah Priharsari; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 7 (2022): Juli 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

E-wallet is an electronic service that allows to store data on payment instruments such as credit cards and electronic money, which can also be used to make payments. Consumers' attention or interest in using e-wallet will grow along with perceived usefulness and trust in service providers and the technology used by e-wallet providers. In acceptance of technology and adoption of e-wallet the importance of perceived usefulness has been proven, which implies that a higher level of technology usefulness is in the intention to use by merchants or merchants and is well received by consumers. This research is a quantitative research using SEM-CB. After distributing the questionnaires to 327 respondents, the results of the data processing showed that 4 hypotheses were accepted with Hypothesis 1 and Hypothesis 3 being accepted at a P-Value value of 0.000, then hypothesis 2 with a P-Value value of 0.005, and hypothesis 4 being accepted with a P-Value value of 0.003. Based on the results of the research that has been done, it can provide a new perspective along with references to the usefulness of e-wallet technology as a transaction tool.
Co-Authors Achmad Rizki Raharjo Adithia Sandi Josua Aditya Rachmadi Admaja Dwi Herlambang Afifah Khairunnisa Agi Putra Kharisma Agung Sudarmawan Ahmad Haydar Aisyah Altus Sholikah Alfan Azizi Alfin Rizqiansi Ansory Alifdaffa Nurfahmi Dekatama Alma Nissa Salsabila Ananda Rizki Oktavianti Ananda Yuke Wahyu Putra Pratama Anatasha Eka Syavina Andi Reza` Perdanakusuma Anggi Riza Amirullah Sidharta Anindya Agustina Damayanti Annisa Meidy Aprivisi Ewa Abbas Ardiansyah Dwi Cahyo Arifatus Sholikhah Arinto Bagas Satyoko Arnold Agung Christianto Arya Saputra Ayu Pramadita Dewi Bagas Noor Rachman Bambang Pramudhita Budhiman Belqis Putri Himmatul Karimah Bernadetta Br Haloho Bhagaskoro Putra Nindyalit Bhaktiar Adi Nugraha Buce Trias Hanggara Budi Santoso Christie Viviah Chandra Denny Sagita Rusdianto Devin Prayogo Devita Natalia Krisdayanti Dewi Yanti Liliana Dhiyaa' Ayu Widaad Citra Dhuha Rizky Ramadhan Dian Ika Fitriani Dika Esa Pramudya Dimas Hamdhan Prasetyo Dio Hilmi Habibi Dwi Cahya Astriya Nugraha Eko Ardyanto Elora Dosi Melindasari Elsa Fajar Prakoso Endar Wahyu Pamungkas Evita Ilma Elina Sari Faizal Bachtiar Fajar Pradana Fandika Rakhman Nanda Faried Fajar Faris Wibowo Putro Fatwa Ramdani, Fatwa Fauzan Zuhdi Wiryawan Ferrinda Aprilia Kautsar Syaharani Hazmi Fikri Nur Hammam Fitria Handayani Gery Raharrdian Sony Ricardo Gilang Pradana Giovani Hasna Indriani Giri Hartono Gumilar Hendra Kusuma Haidar Giri Tidar Hamidah, Siti Hamim Nizar Yudistira Hanifah Muslimah Az-Zahra Hanum Dwi Rosidi Hanum Dwi Rosidi Hening Endawila Noviani Herman Tolle Humam Huwaidi Al-Marzuq I Gede Surya Rahayuda Imam Cholissodin Indira Putri Hendini Intan Sartika Eris Maghfiroh Irfan H. Djunaidi Irfan H. Djunaidi Irtiyah Izzaty Mindiasari Ismiarta Aknuranda Issa Arwani Ivan Arrilya Eka Trexano Johan Fajar Eka Kamalia Fitriana Kariyoto Kariyoto Kevin Naphan Dwiputra Khansa Nabila Ulayya Khoirul Anwar Lalu Muhammad Dzuu Mirrotin Nurkholis Lutfi Fanani Luthfi Baihaqy M. Daffas Athadiansyah M. Gilvy Langgawan Putra M. Radhitya Rivan Pamungkas Malik Fajar Mas Ayu Ambayoen Mas Ayu Ambayoen Mervin Mervin Moch. Fahmi Reza Mohamad Zakaria Al Ansori Mohammad Ilham Pratama Elba Wahid Mohammad Khaafi Radja Rihan Muhammad Arya Dwi Septianto Muhammad Aulia Utama Muhammad Fadhil Risyad Muhammad Faisal Shabri Muhammad Faqih Fahmi Asyifa' Muhammad Fathur Rahman Muhammad Hilal Alifian Muhammad Nicco Gumaisa Muhammad Rayhan Ravandika Muhammad Vionda Novrian Muhammad Wildan Cahya Purnama Munggarhanna Aschi Putra Jayana Nabila Septa Paramita Nadya Nur Fadhila Nanang Yudi Setiawan Neneng Al-Anis Naudhatul Marik Neyla Nuril Fauziyah Nila Ayu Rosyidah Noveria Anggraeni Fiaji Nurma Afi Nirmala Nurma Afi Nirmala Nurul Inayah Rafi Audian Rafly Ardiansyah Ikhsantyo Rahadian Fitra Syakura Raka Rachmanda Putra Rama Arief Permana Ramdaning Puri Pradani Ratih Kartika Dewi Remizar Fahrezi Achyar Firdaus Retno Indah Rokhmawati Ringgo Abriovenandita Risky Danamonika Pratiwi Risma Putri Auliasari Rosaria Indah Sabda Norman Hayat Salsabila Fairuz Rizky Satrio Agung Wicaksono Satrio Hadi Wijoyo Selly Aqidatul Izza Siti Azizah Siti Azizah Siti Hamidah Supraptoa Supraptoa Syahri Awan Purnomo Taufiqurrachman Ilham Tibyani Tibyani Vicky el Fathea Kamiza Vigo Hernando Welly Purnomo Widhy Hayuhardhika Nugraha Putra Wiryawan Yurih Kaloko Yan Giska Pranandita Yushinta Prassanty Antoroputri Yusi Tyroni Mursityo Zahra Aulia Rahmadianti Zainul Anshor Zulvarina, Prima