cover
Contact Name
Putu Wuri Handayani
Contact Email
putu.wuri@cs.ui.ac.id
Phone
+62217863419
Journal Mail Official
jsi@cs.ui.ac.id
Editorial Address
Fakultas Ilmu Komputer Universitas Indonesia
Location
Kota depok,
Jawa barat
INDONESIA
Jurnal Sistem Informasi
Published by Universitas Indonesia
ISSN : 20887043     EISSN : 25026631     DOI : https://doi.org/10.21609/
Core Subject : Science,
Jurnal Sistem Informasi (Journal of Information System) aims to provide scientific literatures specifically on studies of applied research in information systems (IS)/information technology (IT) and public review of the development of theory, method and applied sciences related to the subject. The journal not only facilitates local researchers but also international researchers to publish their works exclusively in English.
Articles 235 Documents
User’s Switching Intention from Social Media Freemium to Premium Nabila Clydea Harahap; Luthfi Alnazhary; Shehaanmakya Muhammad Sutoyo Reksohaminoto; Zundullah B. Djibat; Putu Wuri Handayani
Jurnal Sistem Informasi Vol. 21 No. 2 (2025): Jurnal Sistem Informasi (Journal of Information System)
Publisher : Faculty of Computer Science Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21609/jsi.v21i2.1520

Abstract

To date, social media platforms offer many exclusive or special features for making payments on these premium platforms. This study aims to identify the push, pull, and mooring factors that influence users’ intention to switch from freemium to premium social media in Indonesia, drawing on the push-pull-mooring (PPM) theory. An online questionnaire involving 507 social media users in Indonesia and in-depth interviews with 30 users were conducted, with the qualitative data analyzed using content analysis to enrich the quantitative findings. The results show that functionality, advertising intrusiveness, relative advantage, price value, switching cost, and social influence influence switching intention. Theoretically, this study contributes to the PPM framework and the concept of switching intention by extending them to the context of user transitions from freemium to premium social media platforms in Indonesia, a context that has not been previously explored. Practically, the findings provide guidelines for social media platforms to improve premium features and enhance service offerings.
Factor Analysis of Practical Cybersecurity Learning Through Gamified Visual Novel Platform Kevin Alexander; Amril Syalim
Jurnal Sistem Informasi Vol. 22 No. 1 (2026): Vol. 22 No. 1 (2026): Jurnal Sistem Informasi (Journal of Information System)
Publisher : Faculty of Computer Science Universitas Indonesia

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Abstract

A method of applying game elements in non-game media is known as gamification. This method is often used for learning environments to enhance learners' motivation. Gamification can be applied to any range of game genres, such as visual novel, a narrative-focused game that needs the user to interact and engage. In this research, ARCS (Attention, Relevance, Confidence, Satisfaction) questionnaire was employed to identify key factors that affect learner motivation during practical learning activities in a course focusing on cyber security topics. The Exploratory Factor Analysis (EFA) was utilized to uncover the underlying structure that affects the students' motivation. Through factor analysis, three key factors that influence the students' motivation were found. The first factor involves the students' feelings while using the gamification platform. The second is related to the learning experience of the students. Lastly, the third pertains to how confident the students are in conducting the activities on the gamification platform.
An Indonesian Adaptation of the Bot Usability Scale Full Version (BUS-42) Harry Budi Santoso; Budiarti; Martin Schrepp; Mira Suryani; Rizal Fathoni Aji; Baginda Anggun Nan Cenka; Erza Janitradevi Nadine; Dony Abdul Chalid
Jurnal Sistem Informasi Vol. 22 No. 1 (2026): Vol. 22 No. 1 (2026): Jurnal Sistem Informasi (Journal of Information System)
Publisher : Faculty of Computer Science Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The Bot Usability Scale (BUS-42) is a tool specifically designed to evaluate chatbot usability, yet it has not been extensively applied in Indonesian contexts. This study aimed to adapt the BUS for Indonesian users, following Beaton’s cross-cultural adaptation framework to ensure cultural and linguistic relevance. The Indonesian adaptation was tested with 103 participants from the Faculty of Computer Science at one of large public universities in Indonesia, resulting in a high Cronbach’s Alpha of 0.922, confirming strong internal consistency. The adapted BUS-42 covers various usability attributes, including ease of use, accessibility, and response speed, making it suitable for assessing chatbot usability in academic settings. Findings suggest that the Indonesian-adapted BUS-42 is a reliable and comprehensive tool, applicable to different domains beyond education, such as e-commerce and government services. Future research should focus on extending BUS-42 testing to diverse chatbot applications and performing validity and sensitivity analyses to optimize its utility across various Indonesian user contexts.
Evaluation of Open-ended Question’s Answers using Large Language Model (LLM): A Case Study of a Language Learning Center in University Faisal Wilmar; Panca Oktavia Hadi Putra
Jurnal Sistem Informasi Vol. 22 No. 1 (2026): Vol. 22 No. 1 (2026): Jurnal Sistem Informasi (Journal of Information System)
Publisher : Faculty of Computer Science Universitas Indonesia

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Abstract

Massive open online courses (MOOCs) are a transformative tool in education. Their benefits are increasingly significant along with the development of artificial intelligence (AI) in the form of Large Language Models (LLMs). However, the use of LLMs in education raises several ethical issues, such as accuracy and fairness, especially when LLMs are used for assessment or evaluation. This is because of the risk of bias, inaccuracy, and inconsistency in the AI output. These risks can be reduced with the development of LLM capabilities and the use of prompt engineering techniques, namely, a way of communicating with LLM models. This study aims to evaluate the influence of factors affecting the accuracy of evaluation results from open-ended questions in an English MOOC at a university’s language learning center. The results of this evaluation are used to determine recommendations for the consistent and accurate use of LLMs in evaluating open-ended questions in English courses using the MOOC platform. This quantitative quasi-experimental research involved 580 participants divided into three proficiency groups who answered open-ended questions. Participants’ answers were evaluated by one human rater and three LLMs using three prompt engineering techniques to generate an evaluation result. The assessment results were analyzed using a three-way analysis of variance (ANOVA) to examine the factors influencing the LLM output. The mean absolute difference (MAE) between the human and LLM assessment results was used to assess the accuracy of LLM. The evaluation result was then calculated using the quadratic weighted kappa to generate inter-rater reliability to assess the raters’ consistency. The results showed that the participant group, LLM model used, and prompt engineering technique used influenced the assessment results. The ability level of the evaluated participants had the greatest impact on the results. A combination of LLM and prompt engineering technique, ChatGPT-4.1 with Chain-of-Thought, provided the best results, but it should not be used for high-stakes assessments. LLM can be used for initial assessment or as a complement to human assessment results without replacing actual human raters for high-stakes assessments.
Evaluation of the Implementation of Sustainable UI/UX Principles in Environmental Awareness Applications: A Case Study of the Plasticpay App Hagyana Allyssa Salwa; Intan Sartika Eris Maghfiroh; Buce Trias Hanggara; Almira Syawli
Jurnal Sistem Informasi Vol. 22 No. 1 (2026): Vol. 22 No. 1 (2026): Jurnal Sistem Informasi (Journal of Information System)
Publisher : Faculty of Computer Science Universitas Indonesia

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Abstract

Plastic bottle waste remains a critical issue in Indonesia. Plasticpay application encourages people to deposit plastic bottle through Reverse Vending Machines and Drop Box. Since its release, Plasticpay has received various criticisms related to interface quality and user experience. To improve the user experience, improvements are made not only focus on usability but also the implementation of sustainable UX principles to ensure efficient in using digital resources. This study aims to evaluate Plasticpay in implementing sustainable UX principles and provide interface design recommendations using mixed method with data collection through a heuristic evaluation to identify problems and a questionnaire to measure user perceptions using a 1-5 Likert scale based on sustainable UX principles. The results show that the application has been quite good in implementing sustainable UX principles, although several problems were found. Given these problems, recommendations for improvements were made to improve user experience while supporting sustainable UX implementation.

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