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INDONESIA
TIN: TERAPAN INFORMATIKA NUSANTARA
ISSN : -     EISSN : 27227987     DOI : -
Jurnal TIN: TERAPAN INFORMATIKA NUSANTARA memuat tentang Kajian Bunga Rampai dari berbagai ide dan hasil penelitian para peneliti, mahasiswa, dan dosen yang berkompeten di bidangnya dari berbagai disiplin ilmu seperti: Komputer, Informatika, Industri, Elektro, Telekomunikasi, Kesehatan, Agama, Pertanian, Pembelajaran, Pendidikan, Teknologi Pendidikan, Ekonomi dan Bisnis, Manajemen, Akuntansi, dan Hukum
Arjuna Subject : Umum - Umum
Articles 6 Documents
Search results for , issue "Vol 5 No 9 (2025): February 2025" : 6 Documents clear
User-Generated Content as a Strategic Marketing Tool: A Multi-Regional Analysis of Consumer Purchase Decisions and Brand Engagement the Home Industry in the Digital Economy Era Rolando, Benediktus; Mulyono, Herry
TIN: Terapan Informatika Nusantara Vol 5 No 9 (2025): February 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v5i9.6896

Abstract

The proliferation of user-generated content (UGC) on social media platforms has fundamentally transformed consumer purchasing behavior in the fashion industry. This study examines the multifaceted impact of UGC on consumer decision-making processes, brand perception, and purchase intentions through a systematic literature review of 51 peer-reviewed articles sourced from Scopus and Google Scholar databases, representing research from diverse geographical regions including Asia, Europe, North America, and the Middle East. Employing a mixed-methods approach combining qualitative analysis of social media interactions and quantitative assessment of consumer survey data, the research reveals three key findings: (1) UGC significantly enhances brand trust and authenticity, particularly when delivered through peer recommendations and influencer partnerships; (2) consumer engagement with UGC correlates strongly with increased purchase intentions, especially among younger demographics; and (3) the effectiveness of UGC varies based on content format, platform selection, and perceived source credibility. Drawing on this geographically diverse body of literature published between 2019-2024, this study contributes to the growing field of digital marketing research by providing actionable insights for fashion brands seeking to leverage UGC in their marketing strategies, while also highlighting the theoretical implications for understanding modern consumer behavior in the social media era.
Pengembangan E-modul Informatika Berbantuan Heyzine Flipbook Pada Elemen Literasi Digital Hidayah, Anissatul; Saputra, Galih Yudha
TIN: Terapan Informatika Nusantara Vol 5 No 9 (2025): February 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v5i9.7009

Abstract

This development research is motivated by the unavailability of an informatics guidebook that discusses digital literacy elements according to the learning outcomes of the independent curriculum based on a Decree from the Curriculum Standards and Education Assessment Agency Number 032/H/KR/2024. Therefore, as a solution, the development of an informatics e-module on digital literacy elements is carried out with the aim of assessing the feasibility level of the product. This research is classified as a development category with the application of 4D models, which consists of 4 stages, namely Define, Design, Development, and Disseminate. The feasibility data of the e-module was obtained from filling out a questionnaire through 1 material expert validator, 3 media expert validators, and a limited trial of the e-module product involving 35 students. The results of the recapitulation of the average score of the feasibility test through 1 material expert showed that the number 68 covered the > range of 63 including the category of "very feasible", the average score of the feasibility test through 3 media experts showed a figure of 55.67 covering the > range of 50.4 categorized as "very feasible", and the average score of the product trial by students showed 53.43 covering the range of > 50.4 also classified as the "very feasible" category. Based on this, it can be concluded that the heyzine -assisted informatics e-module on the digital literacy element is declared very feasible.
Design, Development, and Implementation of a Desktop-Based Laundry Management Application for Optimizing Operational Efficiency Rahmadani, Noni Fauzia; Syahputri, Rifdah; Nugroho, Agung; Nasution, Luftia Rahma; Siregar, Dzilhulaifa; Dewi, Aulia Kartika
TIN: Terapan Informatika Nusantara Vol 5 No 9 (2025): February 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v5i9.7045

Abstract

Manual management of laundry operations often faces various challenges, such as recording errors, limited monitoring of employee activities, and lack of transparency in financial reporting. To address these issues, this research aims to design and develop a desktop-based laundry management application that integrates order management, problem reporting, and financial management efficiently. The application is designed for three main user roles: staff, shop heads, and owners. Staff are responsible for inputting customer orders and reporting operational issues, shop heads monitor staff activities and handle problems, while owners can access financial reports and order activity recaps to support strategic decision-making. This research employs the Research and Development (R&D) method with the Waterfall software development model, encompassing requirements analysis, system design, implementation, and testing. Data collection was conducted through literature studies and direct observation of operational processes in multiple laundry businesses. The application was developed using the Java programming language and MySQL database and operates locally without requiring an internet connection. Testing results indicate that the system improves order processing efficiency by reducing recording time by approximately X% compared to manual methods, accelerates financial transaction recording, and enhances transparency in operational reporting. With this system, laundry management is expected to become more effective, accurate, and easily accessible to all users.
FOMO, Promotions, and Payment Methods Influencing Indonesian E-Commerce Impulse Buying Rolando, Benediktus
TIN: Terapan Informatika Nusantara Vol 5 No 9 (2025): February 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v5i9.7052

Abstract

This study examines the influence of Fear of Missing Out (FOMO), sales promotion techniques, and payment methods on impulsive buying behaviour among Indonesian e-commerce consumers. Drawing on the Stimulus-Organism-Response framework and utilizing data from 176 Indonesian online shoppers aged 17-26, this research employs multiple regression analysis to investigate relationships between these variables. Results demonstrate significant positive influences of FOMO (t = 93.482, p < 0.001), sales promotion (t = 95.763, p < 0.001), and payment methods (t = 91.346, p < 0.001) on impulsive buying behaviour. Collectively, these factors explain 68.6% of the variance in impulsive buying behaviour (F = 38.742, p < 0.001), with sales promotion emerging as the strongest predictor. The findings reveal how psychological anxiety about missing opportunities converges with strategic marketing tactics and frictionless payment technologies to create a digital retail environment conducive to spontaneous purchasing decisions. In Indonesia's rapidly evolving e-commerce landscape, characterized by high social media usage and accelerating digital payment adoption (41.3% growth in 2022), these elements represent critical drivers of consumer behaviour. This research advances theoretical understanding of impulsive buying in digital environments while providing practical insights for e-commerce platforms seeking to optimize conversion rates. The study's integrated perspective on psychological, marketing, and technological factors illuminates the complex mechanisms underlying impulsive purchasing decisions in contemporary digital marketplaces, contributing to both theory development and industry practice in an increasingly important domain of consumer behaviour.
Pengembangan Game Edukasi Rhythm Blade Berbasis Virtual Reality Menggunakan Unity dan MDA Framework untuk Inovasi Pembelajaran Heriadi, Herman
TIN: Terapan Informatika Nusantara Vol 5 No 9 (2025): February 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v5i9.6996

Abstract

Innovation in learning is essential to enhance student engagement and motivation in understanding the material interactively, considering the challenges faced by conventional methods in capturing students' attention. This research aims to develop the Rhythm Blade game based on Virtual Reality (VR) using the Unity Engine as an innovative learning medium. This game is designed by combining elements of music, rhythmic movements, and narrative-based challenges to create an immersive learning experience, aimed at enhancing players' cognitive and motor skills. In its development, this game adopts the Mechanics, Dynamics, Aesthetics (MDA) design approach to balance educational and entertainment aspects. The problem faced is the lack of enjoyable and interactive learning methods in teaching motor and cognitive skills through digital media. The test results show that this game not only succeeded in improving those skills but also provided an enjoyable learning experience. These findings indicate the significant potential of using VR-based games as effective learning aids in the digital era, although improvements are still needed in menu transitions and visual effects to reduce the likelihood of motion sickness in some users. This research makes an important contribution to the application of VR technology in education.
Analisis Kepuasan Pengguna Terhadap Fitur REHAB pada Aplikasi Mobile JKN dengan Menggunakan Metode UEQ Ali, Abdurrahman; Kadafi, Muhamad
TIN: Terapan Informatika Nusantara Vol 5 No 9 (2025): February 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v5i9.7024

Abstract

BPJS Kesehatan, as the organizer of the National Health Insurance (JKN), continues to strive to improve service quality and ease of access for its participants through technology-based innovations. In 2024, the Mobile JKN Application has been downloaded more than 40 million times on Google Play Store, providing convenience for 276.9 million people registered as JKN participants to access effective healthcare services. This study focuses on analyzing user satisfaction with the REHAB feature on the Mobile JKN Application using the User Experience Questionnaire (UEQ) method. UEQ consists of six evaluation aspects: Attractiveness, Perspicuity (Clarity), Efficiency, Dependability, Stimulation, and Novelty. The study employed a questionnaire-based testing method, UEQ, which lasted for one month. The research targeted residents of Palembang City who use the REHAB feature on the Mobile JKN Application, with a total of 131 respondents. For the dimensions of attractiveness, clarity, efficiency, accuracy, stimulation, and novelty, the obtained scores were above 0.8, indicating above-average ratings. This suggests that, overall, user evaluation of the REHAB feature on the Mobile JKN Application is positive. Based on the evaluation conducted using the UEQ method, which assesses user experience across six scales, the aspects of attractiveness, clarity, efficiency, and accuracy received excellent ratings. This indicates that the REHAB feature is highly appealing, easy to understand, efficient, and effective in meeting user needs.

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