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Digital Education Game for TK-A Level Students Using Multimedia Development Life Cycle Method Benawan, Ivan; Nugraheni, Dinar Mutiara Kusumo; Noranita, Beta; Aryotejo, Guruh
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 7 No 1 (2023): February 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/intensif.v7i1.18671

Abstract

COVID-19 pandemic has changed human life. One of the impacted sectors is education. Ministry of Education urges students to implement distance learning. No exception with early childhood education or Pendidikan Anak Usia Dini (PAUD). Although distance learning has been widely implemented, PAUD sector has the lowest online learning implementation in Indonesia with 13.2% of total 98.4% of PAUD students implementing distance learning, whereas early age is considered capable of gaining an understanding of digital technology and equipment. One possible step in conducting digital learning in PAUD is through a digital educational game, because game is an important element in PAUD. In this study, a digital educational game was developed for TK-A level students using Scratch 3 with multimedia development life cycle method. After development, the game goes through two stages of testing. Alpha testing in the form of black box testing, and beta testing in the form of usability testing with 94,39% result, confidence testing with 97,8% result, and summative evaluation with 90% result on TK-A students, as well as interviews with PAUD teachers. The test results indicate that the game has been successfully developed and is feasible to be played by TK-A students.
Factors Influencing the Use of Mobile Social Commerce Application with UTAUT2 Extended Model Hakim, Muhammad Malik; Sonia, Putrisya Novatiara; Aryotejo, Guruh; Adhy, Satriyo; Ashari, Yeva Fadhilah; Alfarisi, Salman
Journal of Information Systems Engineering and Business Intelligence Vol. 10 No. 1 (2024): February
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/jisebi.10.1.25-37

Abstract

Background: Mobile social commerce is a collection of e-commerce activities accessed via mobile devices and supported by users actively engaging in commercial activities on social media. As a country with a substantial number of social media users, Indonesia has sufficient opportunities to implement mobile social commerce as application for online shopping. Objective: This study aimed to identify the factors influencing the use of mobile social commerce for online shopping, using Unified Theory of Acceptance and Use of Technology 2 (UTAUT2). In this context, some variables were excluded, namely user behavior, price value, and moderating variables (age, gender, and experience). Additional variables considered included price saving orientation (PSO), privacy concerns (PC), social commerce construct (SCC), social support (SS), and trust (TR). Methods: Data were collected by distributing questionnaires to respondents who had used mobile social commerce for shopping, resulting in 320 collected responses. Furthermore, the collected data were analyzed using Partial Least Square-Structural Equation Modeling (PLS-SEM) method through SmartPLS 3.3.3 application. Results: The results showed that among the 17 proposed hypotheses, 6 were rejected, while 11 were accepted. Conclusion: In conclusion, the factors influencing the use of mobile social commerce consisted of effort expectancy, habit, hedonic motivation, SCC, SS, and PC. Therefore, future studies should concentrate on exploring the continued intention of users towards mobile social commerce application.   Keywords: Mobile Social Commerce, Privacy Concern, Social Construct, Social Support, UTAUT
Design and Development of Tourism Geographical Information System of Semarang City Based On Android Mobile Shobirin, Achmad; Aryotejo, Guruh; Danang, Danang
Advance Sustainable Science, Engineering and Technology Vol 2, No 1 (2020): November-April
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/asset.v2i1.6018

Abstract

The development of information technology that exists today is very rapid, making us to keep abreast of the development of these technologies. Technology is able to present all information quickly and instantly, leaving old patterns such as gathering information manually which may require more time. Information technology today is very effective and efficient as indicated by the speed of processing time and the accuracy of the information needed. One of them is the information about tourist attractions, which is currently increasingly in demand by people who want to vacation with friends, relatives and family. However, the lack of information about the location of attractions that want to be visited, especially for potential tourists from outside the area of Semarang, make the author interested in design and creating the Semarang City Geographic Tourism Information System Based on Android Mobile to facilitate the search for the nearest route to the desired tourist attraction. The method used is using the Geographic Information System based on the data from the Semarang City Culture and Tourism Service. The Semarang City Tourism Geographic Information System Based on Android Mobile is a solution to problem solving as a medium to obtain information and tourism locations in the Semarang, which is applied in Android Smartphone devices, especially for the people from outside the city of Semarang. 
Pelatihan Efisiensi Sumber Daya Sistem Operasi Windows pada Masa Pandemi Covid 19 Aryotejo, Guruh; Hakim, Muhammad Malik; Firmansah, Fery; Safarizki, Hendramawat Aski
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 4 No 2 (2021): Volume 4 Nomor 2 Tahun 2021
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v4i2.14906

Abstract

The Ministry of Education and Culture is implementing online learning as a learning method of choice during this pandemic. The obstacle that is often faced in terms of teaching media is the inadequate specification of a computer or laptop for online learning, especially in terms of operating systems that do not match the specifications of a computer or laptop. The objective of this community service is to increase the ability of educators and the general public to optimize the Windows 10 operating system on a computer or laptop with minimal specifications. This community service was carried out by organize an online training using Zoom. The result shows that online training participants are able to optimize Windows 10 on their respective hardware. This shows that the participants already understand how to optimize Windows 10 in the minimum computer or laptop specifications.
A Web-Based Tourism Recommendation System for Boyolali Using Content-Based Filtering and Cosine Similarity Arkan, Muhammad Naufal; Widodo, Aris Puji; Aryotejo, Guruh
Jurnal Masyarakat Informatika Vol 17, No 1 (2026): May 2026 (Ongoing)
Publisher : Department of Informatics, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jmasif.17.1.72520

Abstract

Tourism is a primary economic driver for Boyolali Regency. However, destination information remains fragmented, lacking a personalized approach to meet diverse visitor preferences. To address this issue, this study developed "BoyTure", a web-based tourism application integrated with a recommendation system. The system development followed the ICONIX Process methodology, selected for its Robustness Analysis phase, which validates system logic before code implementation. The recommendation engine uses Content-Based Filtering with the Cosine Similarity algorithm, applied to a curated dataset of 74 verified destinations sourced from the Youth, Sports, and Tourism Office (Disporapar) of Boyolali Regency. Unlike standard approaches, the TF-IDF feature extraction in this system explicitly concatenates four textual attributes, destination name, category, facilities, and description, to mitigate data sparsity and enrich the semantic context. A comparative analysis justifies the selection of Cosine Similarity over Euclidean Distance or Jaccard Similarity because of its robustness in handling variable-length tourism text descriptions. Testing was conducted using the Black-Box method to ensure functional compliance, and a System Usability Scale (SUS) evaluation yielded an average score of 81.5. This SUS score demonstrates that BoyTure successfully abstracts complex algorithms into a user-friendly interface to provide accurate and personalized tourism recommendations.