STMIK Pringsewu Lampung (Sekolah Tinggi Manajemen Informatika dan Komputer): Portal OJS
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Analisis Behavioral Intention Dan Use Behavior Terhadap Pengguna Fintech Dana Menggunakan Metode Utaut 2
Fintech DANA is currently used for non-cash transactions due to the convenience and practicality of transactions offered by service providers. However, it is currently unknown to what extent the success of the electronic wallet that has been implemented and there are still problems such as loss of balance, failure to top up balances and the features of the DANA application that are still poorly understood. One of the determining factors for the success of a system that is implemented is from the side of user acceptance, namely behavioral intention (user interest) and use behavior (user behavior). The purpose of this study was to find out what factors could influence the Behavioral Intention and Use Behavior of DANA Fintech Users towards private workers in the city of Denpasar. This research was conducted using a quantitative approach, distributing online questionnaires, and analyzing data processing using SPSS version 25 and SmartPLS 3.0 software. the results of the 12 (twelve) hypotheses proposed, 7 (seven) hypotheses were declared insignificant and rejected because the T-statistical value of the hypothesis was less than 1.96, while 5 (five) hypotheses were declared significant and accepted because the T-statistical value of the hypothesis is more than 1.96. The results of this study are expected to be one of the considerations in making decisions for electronic wallet service providers to be implemented more optimally
BEHAVIORAL INTENTION AND USE BEHAVIOR ANALYSIS OF DANA FINTECH USERS USING THE UTAUT 2 METHOD
DANA Fintech is currently used for non-cash transactions due to the convenience and practicality of transactions offered by service providers. However, it is currently unknown to what extent the success of the electronic wallet has been implemented and there are still problems such as loss of balance, failure to top up balances and the features of the DANA application which are still poorly understood. One of the determining factors for the success of a system which is implemented is from the side of user acceptance, behavioral intention (user interest) and use behavior (user behavior). This study aimed to determine what factors could influence the Behavioral Intention and Use Behavior of DANA Fintech Users towards private workers in the city of Denpasar. This research was conducted using a quantitative approach, distributing online questionnaires, and analyzing data processing using SPSS version 25 and SmartPLS 3.0 software. The results of the 12 (twelve) hypotheses proposed, 7 (seven) hypotheses were declared insignificant and rejected because the T-statistical value of the hypothesis was less than 1.96, while 5 (five) hypotheses were declared significant and accepted because the T-statistical value of the hypothesis is more than 1.96. The results of this study are expected to be one of the considerations in making decisions for electronic wallet service providers to be implemented more optimally
ANALYSIS OF E-LEARNING ACCEPTANCE IN GENERATION Z STIKI INDONESIA DURING THE COVID-19 PANDEMIC
E-Learning has been applied for a long time in Indonesia and other developed and developing countries. However, research by Salloum et.al., said that E-Learning systems in developing countries were partially or completely not adopted; utilization has not been completed and is considered less than a satisfactory level. This refers to the lack of understanding of the factors that influence adoption. One of the latest studies on distance learning during the COVID-19 pandemic said that there were several obstacles experienced by students, and teachers. This study aims to analyze the adoption of E-Learning technology in Generation Z at one of university in Bali during the COVID-19 pandemic. Results of this study indicate that there is a positive impact of computer self-efficacy and accessibility on the perception of the ease with which students use the E-Learning system. The factors of information quality and content quality positively affect the students' perceived ease of use and usefulness of the E-Learning system. It is this perception of the usefulness and ease of use of the E-Learning system that has an increasing impact on students' intentions and attitudes to use the E-Learning system in the future
PENGARUH PENGGUNAAN APLIKASI BELANJA ONLINE TERHADAP KEPERCAYAAN KONSUMEN DAN KEPUASAN PEMBELIAN
In today's digital era, more and more people who have online shopping applications by using these applications find it helpful and can save time for shopping. The online shopping application is a form of social media designed to make it easier for consumers to shop, although there are various cases of online shopping fraud, such as the quality of goods that do not match the picture, different types of goods, people still use e-commerce to shop online, which where online shopping is inseparable from the relationship of trust between sellers and consumers, as well as the fulfillment of consumer satisfaction. As a formulation of the problem whether the online shopping application has an effect on consumer confidence and purchase satisfaction. This study uses a quantitative descriptive method, as the object is the community of West Pringsewu Village, Environment Six with a sample of 37. Data analysis uses simple linear regression analysis with the help of SPSS version 20 program and conclusions are drawn. As a result of research that there is a positive influence of online shopping applications on consumer confidence and purchase satisfaction. This is evidenced by the t-count X, Y1 of 1.695 > t-table 1.689 and t-count X,Y2 of 2.062 > t-table 1.689
DISEASE PREDICTION FROM COVID-19 MEDICAL DATA USING DATA MINING ALGORITHM
The study was designed to introduce a technique for disease prediction by using a data mining algorithm. Here in this paper, a significant discussion has been made on the Novel Corona Virus and the creation of a model for disease prediction. The novel Coronavirus (COVID-19) pandemic has created chaos in the world. People from both developed and developing countries are facing many death tolls due to insufficient ways to prevent COVID-19. It is observed that the environment requires a quick and effective way to control the spread of COVID-19 across the globe. The use of non-clinical methods like data mining techniques can be an effective way to combat the spreading of Covid-19. To minimize the immense pressure on the healthcare system, improved ways of patients’ detection and diagnosis of the nature of the Covid-19 pandemic need to be ensured. In this study, an epidemiological dataset, and data mining models were applied for forecasting the extent of Covid-19 patients. To construct the models, the decision tree and logistic regression were used. Besides, a random forest algorithm was applied to the dataset by using ‘Python Programming Language’. The results reveal that the model created with a ‘Random Forest Data Mining Algorithm’ is more effective in predicting the likelihood of Covid virus-infected patients with the correctness (accuracy) of up to eighty percent (80%)
DESIGNING AN ANDROID-BASED DIGITAL MUSEUM APPLICATION AS A VIRTUAL VISIT TO THE MUSEUM
The Sang Nila Utama Museum is one of the most comprehensive museums in Riau Province. Currently, the Sang Nila Utama Museum has more than 4000 collections divided into ten classifications: Geology, Biology, Ethnography, Archeology, Historics, Numismatics, Philology, Ceramics, Arts, and Technology. From founded in 1991 to 2018, visits to Sang Nila Utama Museum can be done offline; however, since the COVID-19 pandemic began to enter Pekanbaru City, Sang Nila Utama Museum has been closed to the public. With the closure of the Sang Nila Museum, the museum's function as an educational tour, cultural and heritage tourism has been inhibited. The digital museum application is a solution to make museum visits no longer limited to offline visits but can also be done virtually. The application exhibits all museum collections, which consist of ten classifications, with a total collection of nearly 300 collections. Based on the test results, the digital museum application got good responses from the users and has met the five aspects of usability testing with an average usability value above four which is above the median value on a scale of five
STUDY AND IMPROVEMENT OF PERFORMANCE OF NoSQL DATABASES: MongoDB, HBase and OrientDB.
This dissertation adds to the various research works in the field of NoSQL "Not only SQL" databases. These new models propose a new way of organizing and storing data designed mainly to remedy the constraints imposed by the ACID properties on relational models. Our objective was to develop a comparative performance study, between three NoSQL solutions widely used in the market, namely: MongoDB, HBase and OrientDB, to propose to decision makers, elements of information for possible choices of the best appropriate solution for their companies. The Benchmark used to decide between these solutions is the Yahoo Cloud Serving Benchmark
THE NAÏVE BAYES METHOD AS A MEASUREMENT MODEL EFFECTIVENESS OF ONLINE LEARNING
The rapid development of technology requires the world of education to be able to take advantage of its positive impact, making various new innovations by utilizing technology to support education such as online learning in the learning process amid the Covid-19 pandemic. Changes in learning methods which occur suddenly from conventional learning methods or directly face-to-face switching to distance learning methods or using online learning media greatly impact and influence students who come from underprivileged families and students who are in remote areas where internet access and inadequate infrastructure. This study aims to create a classification model for measuring the effectiveness of online learning in Pringsewu using the classification method. The classification method is used to classify data based on the nature of the data which each class already recognizes. There are various methods which can be used to classify data using the Naïve Bayes method. The results of the research conducted are a classification for measuring the effectiveness of online learning in Pringsewu. The feasibility of the model obtained is supported by the results of the analysis of the Naïve Bayes model which has an accuracy rate of 98.48%, an AUC value of 0.995, a precision level of 98.17% and a 100% recall. In this study, the level of accuracy of the performance of the model used reached values above 90%. In addition, the AUC value of the two methods used is also more than 90% which is a value that is categorized as Excellent Classification. Further research can be carried out using other different parameters such as Economic Capability, Regional Location, Connectivity Mode, Digital Literacy, and others. In addition, this research was conducted only from the student's point of view. Inclusion of school opinion in future research will be useful in determining the exact effectiveness of online learning
ANALISIS KOMPETENSI DAN KESELARASAN PENGGUNA LULUSAN DALAM PELAKSANAAN TRACER STUDY IST AKPRIND YOGYAKARTA
Tracer study results is used to make meaningful decisions regarding study design and practical solutions based on tracer study results. The results of the tracer study conducted at IST AKPRIND provide many benefits because apart from being monitoring, the tracer study also serves as feedback for study programs and institutions to evaluate and support an independent learning curriculum so that graduates can meet the needs of society and the demands of the world of work. Currently, the implementation of tracer studies at IST AKPRIND is carried out by each study program. Data collection and coordination of tracer studies are carried out by the Student Administration Section. Although not optimal, IST AKPRIND continues to make improvements and innovations to obtain the desired data. With the assistance of the tracer study facilitation program which was organized by the Directorate General of Higher Education, Ministry of Education and Culture of the Republic of Indonesia, it’s hoped that response rate will increase. The research method used is a quantitative method through the distribution of questionnaires were distributed to graduates throughout 2019 and 2020. The results of the study explain that the competencies possessed by graduates are in accordance with the needs of the world of work and the relevance or linkage between the fields between the fields of science and alumni work is at a close level
Mobile Commerce Pemasaran Produk Olahan Kelompok Wanita Tani (KWT) Flamboyan Berbasis Android Di Desa Kalirejo
The Women Farmers Group (KWT) is a group of farmers who empower women to build an agricultural group. The activities of the farmer groups are agricultural cultivation and processing of agricultural products which can be useful for increasing farmers' income. However, the current income of farmers is still low due to a lack of media transactions and promotions. One of the ways to increase agricultural output is by utilizing farmer groups. This research was conducted at the Flamboyan Women Farmers Group (KWT), which is a group of women in Kalirejo Village, Kalirejo District, Central Lampung Regency who have agricultural products that are processed into food products. The KWT has only been established for about a year and has ten members. However, KWT Flamboyan has not been able to promote its products widely in other regions. Until now, the promotion has been ineffective because it was done when there was a gathering. Therefore, to help increase sales of processed agricultural products. This study uses Android-based M-commerce as a medium for the transaction, promotion, communication, and information to increase the income of the farmer group. Researchers used a structured prototyping system development method with the interaction and system users and used a fishbone research framework to identify causes and effects in the group. In the discussion, the researcher uses the Context Diagram system design, Data Flow Diagrams (DFD), interface design as an illustration of the information display design between the user and the system, the implementation of the program description of the interface design then the program is made and the analysis of the test results of this system is made to test the pages has been made and then tested whether the system needs to be evaluated or not. The results obtained are in the form of an Android-based M-commerce sales application that can be accessed online which can serve online sales transactions and can reduce expenses