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KADOKU: Digital Innovation in Finding the Best Gifts Through Web Platform Purwanto, Heri; Kamaulid, Tabiya Rayna; Andriansyah, Edi; Anggraeni, Octa Putri; Manaf, Khaerul
@is The Best : Accounting Information Systems and Information Technology Business Enterprise Vol 9 No 2 (2024): @is The Best : Accounting Information Systems and Information Technology Business
Publisher : Labkat Press KA FTIK UNIKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/aisthebest.v9i2.15025

Abstract

Gift exchange is a significant social phenomenon, serving as a form of communication and emotional expression. However, the challenges of modern life often make it difficult for individuals to select and acquire suitable gifts within a limited timeframe. This research addresses the issue by designing and developing a Gift Sales Website named Kadoku, which integrates the concept of E-Commerce to support gift outlet business owners. Utilizing the Scrum methodology, the website incorporates a live help feature to assist users in finding their desired gifts efficiently. The system underwent black box testing to ensure functional validity, and its usability was evaluated through a survey of 15 respondents. The findings revealed that 85% of users considered the website easy to operate, 84% stated it facilitated their gift selection process, and 83% expressed overall satisfaction with the platform as a solution for simplifying gift searches. By averaging the user feedback scores, the website achieved an overall agreement level of 77.02%, demonstrating its effectiveness in addressing user needs. This study highlights the potential of E-Commerce platforms, developed with agile methodologies like Scrum, to enhance user experience and provide practical solutions for everyday challenges. Kadoku serves as a viable model for future innovations in the gift retail sector.
DAMPAK PENERAPAN SERVANT LEADERSHIP DI INSTITUSI PENDIDIKAN TINGGI: SEBUAH TINJAUAN LITERATUR Andriansyah, Edi
Journal of Management and Innovation Entrepreneurship (JMIE) Vol. 1 No. 3 (2024): April
Publisher : Yayasan Nuraini Ibrahim Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59407/jmie.v1i3.671

Abstract

This literature review examines the impact of servant leadership implementation in higher education institutions. Through a synthesis of existing research, it identifies the benefits, challenges, and outcomes associated with servant leadership practices in academia. The review highlights how servant leadership fosters collaboration, empowerment, and trust among faculty, staff, and students, leading to improved communication, engagement, motivation, and community within institutions. It also underscores the positive correlation between servant leadership behaviors and employee engagement, job satisfaction, and organizational commitment. Additionally, the review emphasizes the impact of servant leadership on student learning outcomes, including academic achievement, engagement, retention, and satisfaction. Scholars are increasingly focusing on developing servant leadership competencies among academic administrators and faculty and conducting longitudinal studies to assess long-term effects and best practices. Overall, the findings underscore the significant impact of servant leadership on higher education quality and organizational success, emphasizing the need to integrate servant leadership principles into leadership practices within higher education institutions. Further research in this area can provide deeper insights into effective servant leadership practices and their practical implications in higher education.
APLIKASI PENGENALAN IKAN HIAS UNTUK PELAJAR MENGGUNAKAN TEKNOLOGI AUGMENTED REALITY BERBASIS ANDROID Purwanto, Heri; Maulana, Dimas Dwi; Sofian, Rudy; Nugraha, Rikky Wisnu; Andriansyah, Edi
Djtechno: Jurnal Teknologi Informasi Vol 6, No 2 (2025): Agustus
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v6i2.6944

Abstract

Indonesia’s marine biodiversity requires early education, yet conventional learning media are less engaging for children. This study develops an Augmented Reality (AR)-based learning application to introduce Indonesia’s ornamental fish interactively. The application features 3D models, allowing children to engage directly with fish visualizations. The Extreme Programming (XP) method was applied with continuous iterations to ensure application quality. Black Box Testing conducted on 30 early childhood learners showed a 40% increase in learning interest compared to conventional media, along with improved understanding of marine biodiversity. The results demonstrate that this application effectively enhances children's interest in learning and raises awareness of marine conservation. Future developments may include additional features such as interactive quizzes and gamification to improve user engagement.