Alfan, Muhammad Bahauddin
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Internship and Entrepreneurship in computer science Alfan, Muhammad Bahauddin; Sangjaya, Sabri; Rusdiansyah, Muhammad Rizal; Arfabuma, Fandi M; Kurubacak, Gulsun
Bulletin of Social Informatics Theory and Application Vol. 7 No. 1 (2023)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v7i1.206

Abstract

Graduated students of State University of Malang majoring in Computer Science have required to do an internship in industry. Generally, the chosen private industry is in the form of a startup such as learning media applications and games. In this case, the authors would like to conduct research related to the impact of an internship program and another Computer Science subject related to entrepreneurial skills. It is expected that this research can improve the quality of student graduates in order to have an entrepreneurial spirit.
Analyzing interaction and player experience of game based learning using feature importance based clustering Alfan, Muhammad Bahauddin; Yuhana, Umi Laili; Herumurti, Darlis
Bulletin of Social Informatics Theory and Application Vol. 8 No. 2 (2024)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v8i2.772

Abstract

This study explores the dynamics of the gaming experience and its impact on learning efficiency through digital game-based learning (DGBL). Leveraging the Fingerstroke Level Model-GOMS (FLM-GOMS) for interaction analysis and the In-Game Experience Questionnaire (iGEQ) for player experience assessment, we examine the relationship between game-play mechanics and educational outcomes. Our research incorporates a comprehensive dataset, focusing on 40 features encompassing motivation and efficiency outcomes. Through clustering, we identify distinct player groups exhibiting signif-icant variations in efficiency outcomes and game experiences. We utilized the feature selection technique to identify the crucial features that differentiate groups of students who excel in implementing DGBL from those who do not. Through the Random Forest feature importance method, we have found that FLM-GOMS features and positive player in-game feedback play a pivotal role in determining the effectiveness of DGBL.
Analisis Penerimaan Pengguna terhadap Gamifikasi Shopee Games dan Dampaknya pada Perilaku Pembelian Online: Perspektif Technology Acceptance Model (TAM) Alfan, Muhammad Bahauddin; Wea, Ernesta
Jurnal Ilmiah Sistem Informasi Vol 5 No 2 (2026): May: Jurnal Ilmiah Sistem Informasi
Publisher : LPPM Universitas Sains dan Teknologi Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/xegbnc57

Abstract

Penelitian ini bertujuan menganalisis penerimaan pengguna terhadap fitur gamifikasi Shopee Games serta dampaknya terhadap perilaku pembelian online menggunakan kerangka Technology Acceptance Model (TAM). Pendekatan kuantitatif dengan metode survei diterapkan pada 100 responden pengguna Shopee Games. Analisis jalur berbasis regresi berganda digunakan untuk menguji hubungan antar konstruk TAM: persepsi kemudahan penggunaan (PEOU), persepsi kegunaan (PU), sikap penggunaan (ATU), niat perilaku (BI), dan penggunaan aktual (AU). Hasil penelitian menunjukkan bahwa PEOU berpengaruh signifikan terhadap PU (β=0,828; p<0,001), PU berpengaruh signifikan terhadap ATU (β=0,831; p<0,001), namun PEOU tidak berpengaruh langsung terhadap ATU (p=0,531). Selanjutnya, ATU dan PU berpengaruh signifikan terhadap BI (masing-masing β=0,322; p=0,001 dan β=0,367; p=0,003), dan BI berpengaruh sangat kuat terhadap AU (β=0,878; p<0,001) dengan kontribusi sebesar 58,5%. Temuan ini mengonfirmasi bahwa manfaat yang dirasakan (reward) lebih dominan dalam membentuk sikap pengguna dibandingkan kemudahan teknis. Penelitian ini memberikan implikasi praktis bagi pengelola platform e-commerce untuk merancang fitur gamifikasi yang berfokus pada nilai reward dan pembentukan kebiasaan pengguna.