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Contact Name
Muhammad Rifai Katili
Contact Email
mrifaikatili@ung.ac.id
Phone
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Journal Mail Official
syafri.tuloli@ung.ac.id
Editorial Address
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Location
Kota gorontalo,
Gorontalo
INDONESIA
Jambura Journal of Informatics
ISSN : 2656467X     EISSN : 26854244     DOI : 10.37905/jji
Core Subject : Science,
Jambura Journal of Informatics (JJi) is a peer-reviewed open access journal published by Department of Informatics Engineering, Faculty of Engineering, Universitas Negeri Gorontalo (UNG), Indonesia. The journal is an archival journal serving the scientist and engineer involved in all aspects of computer science, information technology, information systems, software engineering and education of information technology. JJI publishes original research findings and high quality scientific articles that present cutting-edge approaches including methods, techniques, tools, implementations and applications.
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Articles 7 Documents
Search results for , issue "VOL 6, N0 2: OKTOBER 2024" : 7 Documents clear
Evaluasi Penerimaan dan Penggunaan Aplikasi Mobile Banking menggunakan Model UTAUT 2 Amali, Lanto Ningrayati; Takdir, Rahman; Diko, Yulianti; Pakaya, Nikmasari; Ashari, Sri Ayu; Lahay, Sri Nilawaty; Tuloli, Mohamad Syafri
Jambura Journal of Informatics VOL 6, N0 2: OKTOBER 2024
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v6i2.25973

Abstract

This study aims to identify factors in the UTAUT 2 model that significantly influence the acceptance and use of the XYZtouch mobile banking application in Gorontalo City. The research employed a quantitative approach with data from 129 respondents analyzed using PLS-SEM. The results reveal that of the seven independent variables in the UTAUT 2 model, only three variables significantly influence behavioral intention: social influence (β=0.133, p0.05), hedonic motivation (β=0.153, p0.05), and habit (β=0.374, p0.001). Meanwhile, performance expectancy, effort expectancy, facilitating conditions, and price value do not have significant effects. Based on these findings, the study recommends the adoption of enhancement strategies focusing on strengthening social influence, developing the hedonic aspects of the application, and establishing usage habits. This research contributes to validating the UTAUT 2 model for the context of regional bank mobile banking in Indonesia. Penelitian ini bertujuan untuk mengidentifikasi faktor-faktor dalam model UTAUT 2 yang secara signifikan mempengaruhi penerimaan dan penggunaan aplikasi mobile banking XYZtouch di Kota Gorontalo. Penelitian menggunakan pendekatan kuantitatif dengan data dari 129 responden yang dianalisis menggunakan PLS-SEM. Hasil penelitian menunjukkan bahwa dari tujuh variabel independen dalam model UTAUT 2, hanya tiga variabel yang berpengaruh signifikan terhadap behavioral intention, yaitu social influence (β=0,133, p0,05), hedonic motivation (β=0,153, p0,05), dan habit (β=0,374, p0,001). Sementara performance expectancy, effort expectancy, facilitating conditions, dan price value tidak berpengaruh signifikan. Berdasarkan temuan ini, direkomendasikan strategi peningkatan adopsi yang berfokus pada penguatan pengaruh sosial, pengembangan aspek hedonis aplikasi, dan pembentukan kebiasaan penggunaan. Penelitian ini berkontribusi dalam validasi model UTAUT 2 untuk konteks mobile banking bank regional di Indonesia
Implementasi framework Laravel dalam Pengembangan Website Layanan Administratif Program Studi Usman, Wahyu Setiawan; Mulyanto, Arip; Kadim, Ahmad Azhar; Suhada, Sitti; Dai, Roviana H.; Padiku, Indhitya R.
Jambura Journal of Informatics VOL 6, N0 2: OKTOBER 2024
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v6i2.27803

Abstract

The development of information technology has brought significant changes to various aspects of life, including academic services in higher education. This study addresses issues faced in educational administration management within the Information Technology Education Program at Universitas Negeri Gorontalo. The Laravel framework was implemented to develop a website for educational administrative services using the 4D development model (Define, Design, Develop, Disseminate) to achieve this. In the Define stage, various administrative issues requiring solutions were identified, while the Design stage involved designing a system tailored to user needs. The development stage covered system coding and testing, and the dissemination stage focused on distributing the website to users. The study results show that the website effectively resolves existing administrative issues and received positive user responses based on the PSSUQ. Thus, the Laravel framework has proven to enhance the efficiency and quality of educational administrative services and significantly contribute to optimizing the use of information technology in academic environments. Perkembangan teknologi informasi telah membawa perubahan signifikan dalam berbagai aspek kehidupan, termasuk dalam bidang layanan akademik di perguruan tinggi. Penelitian ini bertujuan untuk mengatasi permasalahan yang dihadapi dalam pengelolaan administratif pendidikan di Program Studi Pendidikan Teknologi Informasi Universitas Negeri Gorontalo. Untuk itu, diimplementasikan framework Laravel dalam pengembangan website layanan administratif pendidikan menggunakan model pengembangan 4D (Define, Design, Develop, Disseminate). Pada tahap Define, diidentifikasi berbagai masalah administratif yang perlu diselesaikan, sedangkan tahap Design melibatkan perancangan sistem yang sesuai dengan kebutuhan pengguna. Tahap Develop mencakup pengkodean dan pengujian sistem, sedangkan tahap Disseminate berfokus pada penyebaran website kepada pengguna. Hasil penelitian menunjukkan bahwa website ini efektif dalam mengatasi masalah administratif yang ada dan mendapatkan respons positif dari pengguna berdasarkan PSSUQ. Dengan demikian, framework Laravel terbukti meningkatkan efisiensi dan kualitas layanan administratif pendidikan, serta memberikan kontribusi signifikan dalam optimalisasi penggunaan teknologi informasi di lingkungan akademik.
Development of Interactive Learning Media using Adobe Animate for Computational Thinking Materials Dwinanto, Arif; Bouty, Abd. Aziz; Latief, Mukhlisulfatief; Novian, Dian; Rijal, Bait Syaiful; Rambing, Ilsan
Jambura Journal of Informatics VOL 6, N0 2: OKTOBER 2024
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v6i2.28064

Abstract

Based on initial observations conducted at SMA Negeri 1 Tilamuta, researchers found several problems in the learning process, including students often leaving the classroom during lessons and having difficulty understanding the material given by the teacher. The purpose of this study was to determine how to develop interactive learning media, to determine the feasibility test in media development, and to determine the practicality test or user response. The method used in this study is R&D (Research and Development) with the ADDIE approach model consisting of 5 stages, namely analysis, design, development, implementation, and evaluation. The results of the feasibility test in the interactive learning media validity test category for media experts are in the "very feasible" category with a percentage of 92%, and material experts are also in the "very feasible" category with a percentage of 90%, and the results of the practicality test or user response to interactive learning media on computational thinking material are in the "very feasible" category with a percentage value of 94%.
Pengembangan Media Animasi Kartun berbasis Model 4D untuk Meningkatkan Pemahaman Algoritma Pengurutan Antula, Nur Savira; Bouty, Abd. Aziz; Suhada, Sitti; Amali, Lanto Ningrayati; Pakaja, Jemmy; Bau, Rahmat Taufik R. L.
Jambura Journal of Informatics VOL 6, N0 2: OKTOBER 2024
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v6i2.26966

Abstract

Students often face difficulties in understanding sorting algorithm material due to its abstract nature and the lack of engaging and interactive learning media. This study aims to develop cartoon animation-based learning media as an innovative solution to improve students' understanding of sorting algorithm material. The research method used was Research and Development (R&D) with the 4D model (Define, Design, Develop, Disseminate). The developed media was evaluated by subject matter experts, media experts, and students to assess its feasibility, practicality, and effectiveness. The results showed that the media is highly feasible, with a feasibility score of 99% from subject matter experts, 85% from media experts, and a practicality response of 96% from students. Additionally, the media effectively enhanced students' understanding, with an average learning outcome improvement of 75%. This cartoon animation-based media not only facilitates students in comprehending complex algorithm concepts but also provides a significant contribution to the development of technology-based learning. Kesulitan siswa dalam memahami materi algoritma pengurutan sering kali disebabkan oleh sifatnya yang abstrak dan minimnya media pembelajaran yang menarik dan interaktif. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis animasi kartun sebagai solusi inovatif untuk meningkatkan pemahaman siswa terhadap materi algoritma pengurutan. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model 4D (Define, Design, Develop, Disseminate). Media yang dikembangkan dievaluasi oleh ahli materi, ahli media, dan siswa untuk menilai kelayakan, kepraktisan, dan efektivitasnya. Hasil penelitian menunjukkan bahwa media ini sangat layak digunakan, dengan skor kelayakan 99% dari ahli materi, 85% dari ahli media, dan respons kepraktisan sebesar 96% dari siswa. Selain itu, media ini terbukti efektif dalam meningkatkan pemahaman siswa dengan rata-rata peningkatan hasil belajar sebesar 75%. Media animasi kartun ini tidak hanya mempermudah siswa dalam memahami konsep algoritma yang kompleks, tetapi juga memberikan kontribusi penting dalam pengembangan pembelajaran berbasis teknologi.
Evaluasi Kinerja Algoritma AdaBoost dan XGBoost Menggunakan Dataset Penyakit Obesitas Pada Populasi Dewasa Sukmawati, Cici Emilia; Nur Masruriyah, Anis Fitri; Juwita, Ayu Ratna; Tejayanda, Rigger Damaiarta; Nurmayanti, Trisya
Jambura Journal of Informatics VOL 6, N0 2: OKTOBER 2024
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v6i2.27342

Abstract

Penelitian ini membahas terkait evaluasi kinerja AdaBoost dan XGBoost pada penyakit obesitas . Penelitian tersebut menggunakan dataset yang diperoleh dari sumber kaggle dengan jumlah data 2111 dengan 17 atribut. Selanjutnya, data tersebut dilakukkan preprocessing data sehingga berkurang menjadi 591 data. Kemudian, data tersebut dilakukan split data dengan perbandingan 70:30 dengan rincian data uji 119 dan data training sebanyak 472. Pengujian dilakukan menggunakan accuracy, precision dan recall. Berdasarkan hasil penelitian yang telah dilakukan, bahwa metode XGBoost terbukti lebih unggul dibandingkan dengan AdaBoost. Adapun accuracy, precision dan recall sebesar 92%. Sedangkan untuk accuracy dan recall untuk metode AdaBoost sebesar 40% sertaa precision 39%.
Integrasi Model VAK dan Case Method untuk Meningkatkan Efektivitas Praktikum Jaringan Komputer Ristanto, Riska Dami; Nashiroh, Putri Khoirin; Ekarini, Fitria
Jambura Journal of Informatics VOL 6, N0 2: OKTOBER 2024
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v6i2.27580

Abstract

The era of disruption demands that graduates possess future skills to meet the current needs of the workforce. The urgency to train graduates with future skills lies in the development of technology and learning innovation, especially at the higher education level. The lack of integration of knowledge, skills, and attitudes, as well as differences in students' learning styles, are the main factors that affect the achievement of learning in computer networking courses. The aim of this study is to integrate the VAK (Visualization Auditory Kinesthetic) Model and Case Method to improve the effectiveness of practical learning in computer networking courses. The Research and Development (R&D) method with the Dick and Carey model approach was used in this study, which includes analysis, design, development, and testing stages. Initial identification is needed to determine the needs of students' learning styles. A field test was conducted on 60 students taking computer networking courses to determine the achievement of learning in the cognitive, skill, and attitude domains for each learning style. The results of the development of practical computer networking learning media with the integration of the VAK Model and Case Method were declared feasible based on the assessment of material experts at 96.7% and media experts at 95%. The results of the test show that this learning media can meet the learning outcomes of the computer networking course in the cognitive domain with a N-Gain value of 0.78 in the high category, as well as the skill and attitude domains with an effectiveness level of 83.2%. The application of the VAK Model and Case Method is effective in practical learning to improve students' future skills, particularly in terms of communication, collaboration, critical thinking and problem-solving across all learning styles.
Implementasi Markerless Location-based dalam Aplikasi Konstruksi Augmented Reality Berbasis Web Prayitno, Kintung; Sunardi, Sunardi; Yuliansyah, Herman
Jambura Journal of Informatics VOL 6, N0 2: OKTOBER 2024
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v6i2.25194

Abstract

Augmented Reality (AR) technology is becoming increasingly popular and holds great potential for application in various fields, including construction. Utilizing AR technology can mitigate problems faced by construction project workers. Construction workers often encounter numerous challenges that hinder the smoothness and efficiency of their work. Common issues include difficulty in design visualization, lack of collaboration, errors in tasks, safety deficiencies, and inefficiency. This study aims to develop a web-based AR application that uses markerless location-based technology to assist construction workers in project visualization and collaboration. The application uses Global Positioning System (GPS) sensors and location data in the form of longitude and latitude to activate and display 3D construction models at actual locations. Users can interact with the 3D model to view detailed information, measure distances, and conduct simulations. The research demonstrates that a web-based AR application using markerless location-based technology can significantly enhance the efficiency and effectiveness of construction work. AR.js enables developers to create web-based AR applications directly in mobile browsers without the need for special app installations. This plugin operates by leveraging the device's camera and recognizing markers such as location, images, or other 2D objects. Once recognized, digital content like 3D models, animations, videos, or other web pages can be displayed on or near the object. Teknologi Augmented Reality (AR) semakin populer dan memiliki potensi besar untuk diaplikasikan dalam berbagai bidang, termasuk bidang konstruksi. Memanfaatkan teknologi AR bisa mengurangi masalah para pekerja proyek konstruksi. Pekerja konstruksi seringkali dihadapkan dengan berbagai tantangan yang dapat menghambat kelancaran dan efisiensi pekerjaan. Masalah umum yang dihadapi pekerja konstruksi adalah kesulitan visualisasi desain, kurangnya kolaborasi, kesalahan dalam pekerjaan, kurangnya keamanan dan kurangnya efisiensi. Penelitian ini bertujuan untuk mengembangkan aplikasi AR berbasis website yang menggunakan teknologi markerless location-based untuk membantu pekerja konstruksi dalam visualisasi dan kolaborasi proyek. Aplikasi ini menggunakan sensor Global Positioning System (GPS) dan data lokasi berupa garis bujur (longitude) dan garis lintang (latitude) untuk aktivasi menampilkan model 3D elemen konstruksi di lokasi yang sebenarnya. Pengguna dapat berinteraksi dengan model 3D untuk melihat informasi detail, mengukur jarak, dan melakukan simulasi. Penelitian ini menunjukkan bahwa aplikasi web AR berbasis web dengan teknologi markerless location-based dapat membantu meningkatkan efisiensi dan efektivitas pekerjaan konstruksi. AR.js memungkinkan developer untuk membuat aplikasi web AR langsung di browser handphone, tanpa perlu instalasi aplikasi khusus. Plugin AR.js ini bekerja dengan memanfaatkan kamera perangkat pengguna dan mengenali penanda berupa lokasi, gambar, lokasi, atau objek 2D lainnya. Setelah dikenali, konten digital seperti model 3D, animasi, video, atau halaman web lain dapat ditampilkan di atas atau dekat objek tersebut.

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