Claim Missing Document
Check
Articles

Found 3 Documents
Search

Analisa Kepuasan Pengguna Aplikasi SKP (Sasaran Kerja Pegawai) Online Menggunakan Metode Servqual Chandy Ophelia S
Jurnal Sistem Informasi Kaputama (JSIK) Vol. 7 No. 2 (2023): Volume 7, Nomor 2, Juli 2023
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jsik.v7i2.98

Abstract

SKP (Employee Performance Targets) online is a website-based application used by the Tebo Regency Government. This application was made to measure the Work Performance (Performance) of Civil Servants in the Tebo Regency Government environment, especially the Education and Culture Office. This application was made in 2019, the purpose of this study was to find out the extent to which government employees use the SKP Online application in terms of satisfaction in using the application. In this study the authors used the Servqual (Service Quality) method. By using 5 variables, namely tangibles, reliability, responsiveness, assurance, empathy for user perceptions. In this study, 25 ASN respondents were actively using the application. Data processing in this study uses smartPLS 3.0 software. The results of this study indicate that 4 variables, namely tangibles, responsiveness, empathy, and assurance have a significant effect on user perceptions, and 1 variable, namely Reliability, which has no significant effect on user perceptions.
Influencing the Success of SPBE Jambi Provincial Government Using the SEM Method Chandy Ophelia S; Lola Yorita Astri
Journal of Artificial Intelligence and Engineering Applications (JAIEA) Vol. 5 No. 3 (2026): June 2026
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59934/jaiea.v5i3.2321

Abstract

The Electronic-Based Government System (SPBE) is a strategic instrument for digital governance in Indonesia, but its success in local government remains uneven. The problem addressed in this study is the fluctuating SPBE performance of the Jambi Provincial Government, which is associated with network instability, changing application coordinators, overlapping data input, diverse user age groups, and uneven digital literacy among state civil apparatus (ASN) and service users. This study aims to identify the determinants of SPBE success from the ASN perspective and to explain how system quality and information quality shape perceived ease of use, perceived usefulness, user satisfaction, and net benefits. A quantitative explanatory survey was conducted with 385 ASN respondents who interact with SPBE services in the Jambi Provincial Government. The research model integrates constructs from technology acceptance and information system success perspectives and was tested using partial least squares structural equation modeling. The measurement results show that all indicators are valid, with outer loading values above 0.70, AVE values above 0.50, and Cronbach alpha values above 0.80. The structural results indicate that information quality has the strongest effect on perceived usefulness (beta = 0.861), followed by user satisfaction on net benefits (beta = 0.844) and system quality on perceived ease of use (beta = 0.834). Perceived usefulness also has a stronger effect on user satisfaction than perceived ease of use. These findings confirm that SPBE success in Jambi depends primarily on accurate, complete, timely, and relevant information that creates real work benefits and sustained user satisfaction.
Fun Coding with Scratch: Pengenalan Visual Programming untuk Menumbuhkan Minat IT Anak SD 005 Tanjung Jabung Barat: Learning Visual Programming with scratch MUHAMMAD WARDANI; Febri; M. Riza Pahlevi; Lola Yorita Astri; Chandy Ophelia S; Irawan; Tiko Nurhaliza; Ni Luh Ayu Yaticha
Jurnal Pengabdian Masyarakat UNAMA Vol 5 No 1 (2026): JPMU Volume 5 Nomor 1 April 2026
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/jpmu.2026.5.1.2745

Abstract

Perkembangan teknologi informasi dan komunikasi menuntut peserta didik memiliki keterampilan berpikir kritis, kreatif, literasi digital, serta kemampuan berpikir komputasional sejak usia dini. Namun, pada jenjang sekolah dasar pembelajaran TIK masih cenderung bersifat pasif dan belum mengenalkan konsep pemrograman secara mendalam, sehingga minat siswa terhadap bidang teknologi informasi relatif rendah. Visual programming melalui platform Scratch dinilai sebagai pendekatan yang efektif karena menggunakan blok visual yang mudah dipahami dan sesuai dengan karakteristik anak. Pendekatan Fun Coding with Scratch menekankan pembelajaran yang menyenangkan, eksploratif, dan berpusat pada siswa melalui pembuatan animasi, permainan, dan cerita interaktif. Berdasarkan observasi awal di SD 005 Tanjung Jabung Barat, siswa belum mendapatkan pengenalan visual programming secara terstruktur. Oleh karena itu, penelitian ini bertujuan mengkaji penerapan Fun Coding with Scratch sebagai media pengenalan visual programming dalam menumbuhkan minat teknologi informasi siswa. Diharapkan penelitian ini berkontribusi terhadap pengembangan pembelajaran TIK yang inovatif dan menyenangkan di sekolah dasar.