Jurnal Online Informatika
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Technology Acceptance Model in Government Context: A Systematic Review on the Implementation of IT Governance in a Government Institution
Recent trends of studies on technology acceptance in local government had recently been popular; the studies focused on identifying the predictors of human behavior in potential acceptance or rejection of technology. This study investigated the use of information technology/information system (henceforth, IT/IS) acceptance in government as a means to improve the quality of public service and strive for transparent governance. A mixed-methods (quantitative and qualitative) study was conducted, and data were collected through questionnaires involving 125 respondents, interviews, and observations. Technology Acceptance Model (TAM) is used as a theoretical framework for behavioral information systems and Smart Partial least square (Smart PLS) analysis was employed in elaborating the complex correlation between the determinants. The result showed that the perceived ease-of-use (PEOU) contributed positively to the perceived usefulness (PU) and attitude towards using technology (ATUT). Moreover, the ATUT significantly contributed to Behavioral Intention of Use (BITU); further, the BITU also contributed to actual technology use (ATU). The PU, however, possessed a negative impact on the ATUT. These results further the information regarding the quality and performance of IT/IS services that can be used as a basis for higher-level decision-making
Identification of White Blood Cells Using Machine Learning Classification Based on Feature Extraction
In various disease diagnoses, one of the parameters is white blood cells, consisting of eosinophils, basophils, neutrophils, lymphocytes, and monocytes. Manual identification takes a long time and tends to be subjective depending on the staff\u27s experience, so the automatic identification of white blood cells will be faster and more accurate. White blood cells are identified by examining a colored blood smear (SADT) and examined under a digital microscope to obtain a cell image. Image identification of white blood cells is determined through HSV color space segmentation (Hue, Saturation Value) and feature extraction of the Gray Level Cooccurrence Matrix (GLCM) method using the Angular Second Moment (ASM), Contrast, Entropy, and Inverse Different Moment (IDM) features. The purpose of this study was to identify white blood cells by comparing the classification accuracy of the K-nearest neighbor (KNN), Naïve Bayes Classification (NBC), and Multilayer Perceptron (MLP) methods. The classification results of 100 training data and 50 white blood cell image testing data. Tests on the KNN, NBC, and MLP methods yielded an accuracy of 82%, 80%, and 94%, respectively. Therefore, MLP was chosen as the best classification model in the identification of white blood cells
Model TangselPay Receipts Using the UTAUT 2 Method
The South Tangerang City Government launched a digital financial service called TangselPay. This payment instrument will function as a means of paying levies and other transactions paid by taxpayers, TangselPay is basically a service from the South Tangerang City Government which is accessed via cellular phones (cell phones/smartphones) with the main aim of providing convenience to taxpayers in making levy payments. . . , so that taxpayers do not need to pay cash to the officer. This study aims to determine what factors influence people\u27s interest in using TangselPay services in South Tangerang. The research model used is a modified model of Unified Theory of Acceptance and Use of Technology 2 (UTAUT 2). Data collection using purposive sampling method with the number of respondents in this study as many as 116 people in our market Pamulang. The data analysis technique in this study used Structural Equation Modeling (SEM) with SmartPLS version 3.3.3 software. The results of the analysis illustrate that the variables of Performance Expectations (PE) and Facilitation Condition (FC) have a positive effect on Use behavior and interest in use have a positive effect on usage behavior. While the variables of business expectations, social influence and hedonic motivation do not have a direct effect
Usability of Jawara Sains Mobile Learning Application Using System Usability Scale (SUS)
The application of interactive learning multimedia is one of the factors that impact the learning process for achieving learning outcomes. In developing a mobile application, the main principle is usability. This research goal is to presents a usability evaluation of the Jawara Sains, which is a mobile application to learn science subjects. This research used a System Usability Scale (SUS) questionnaire to measure the level of users’ perceived usability. This score can indicate the usability performance of effectiveness, efficiency, and ease of use. Jawara Sains\u27s SUS score achieved 75.45, which indicates a B grade, acceptable, and categorized in the good range. This score can also indicate whether a user is a promoter or not. The analysis showed that the Jawara Sains is categorized into the passive Net Promoter Score (NPS), which means users will not influence other people. Therefore, recommendations are needed for its usability improvements
Prediction System for Problem Students using k-Nearest Neighbor and Strength and Difficulties Questionnaire
The student counseling process is the spearhead of character development proclaimed by the government through education regulation number 20 of 2018 concerning strengthening character education. Counseling at the secondary school level carries out to attend to these problems that might resolve with a decision support system. So that makes research challenging to measure completion on target because it is not doing based on data. The counseling teacher does not know about student\u27s mental and emotional health conditions, so it is often wrong to handle them. Therefore, we need a system that can recognize conditions and provide recommendations for managing problems and predicting students who have potential issues. The Algorithm used to predict problem students is K-Nearest Neighbor with a dataset of 100 students. The stages of predictive calculation are data collection, data cleaning, simulation, and accuracy evaluation. Meanwhile, building the system is done using the rapid application development methodology where the instrument used to map the student\u27s condition is the Strenght and Difficulties Questionaire instrument. This research is a system to predict problem students with an accuracy rate of 83%. The level of user experience based on the User Experience Questionnaire (UEQ) results in the conclusion that the system reaches "Above Average.". This system is expecting to help counseling teachers implement an early warning system, help students know learning modalities, and help parents recognize the child\u27s personality better
Sundanese Stemming using Syllable Pattern
Stemming is a technique to return the word derivation to the root or base word. Stemming is widely used for data processing such as searching word indexes, translating, and information retrieval from a document in the database. In general, stemming uses a morphological pattern from a derived word to produce the original word or root word. In the previous research, this technique faced over-stemming and under-stemming problems. In this study, the stemming process will be improved by the syllable pattern (canonical) based on the phonological rule in Sundanese. The stemming result for syllable patterns gets an accuracy of 89% and the execution of the test data resulted in 95% from all the basic words. This simple algorithm has the advantage of being able to adjust the position of the syllable pattern with the word to be stemmed. Due to some data shortage constraints (typo, loan-word, non-deterministic word with syllable pattern), we can improve to increase the accuracy such as adjusting words and adding reference dictionaries. In addition, this algorithm has a drawback that causes the execution to be over-stemming
Vehicle Tracking to Determine Position in The Parking Lot Utilizing CCTV Camara
Traveling to a place using a private vehicle is an activity that many people do when visiting an area. The visitors leave their cars in several parking lots within a certain period. The resulted, them having difficulty finding vehicles in the parking lot. This study aims to assist parking service users in finding cars parked at the parking location using CCTV cameras. Apart from being used as a security system, cameras have installed in the parking lot can also be used to track the visitor\u27s cars to the point where they park. The proposed method consists of three large blocks: background subtraction, vehicle recognition, and vehicle tracking. Results this study obtained in the test include the accuracy for the vehicle tracking process of about 91.5%, with a true positive rate of approximately 81.12%, and vehicle recognition about 70%
The Importance of Computational Thinking to Train Structured Thinking in Problem Solving
Ability to do problem solving will be greatly influenced by how the flow of thinking in decomposing a problem until it finds the root of the problem so that it can determine the best solution. There is currently a growing recognition around the world that all fields require a prerequisite ability, namely to think logically, in a structured manner, and use computational tools to rapidly model and visualize data. This ability is known as Computational Thinking (CT). In this study, the author applied the computational thinking key concept in a case study to train structured thinking in problem solving. Computational thinking key concept includes Decomposition, Pattern recognition, Abstraction, and lastly use algorithms when they design simple steps to solve problems. Based on our case study that has been model, the result shows us that Computational Thinking can be used to train structured thinking in problem solving in everyday lif
The Implementation of RPG Concept on Breakout Games Using LibGDX Framework
As technology becomes more global, RPG games runs into a good development. One of which is a combination of RPG with another games. This journal aims to combine the breakout games and the RPG which has its characteristics. This game development uses prototyping method, in which analysing the necessity and determining the goals of the software. Then, prototype will be created and evaluated regularly so that the result can use 2D graphics. This game also can be used as a reference to reflexes practising. A modeling is conducted to design ‘use case,’ scenario process, activity diagram, class diagram, and sequence diagram as well as to conduct an interface design. A calibration that is used, is calibrating the programme which is created as well as the features in the programme itself. It can be concluded that the construction of RPG games combination and breakout using eclipse and libgdx works well. In addition, it uses the components such as TMX tile map, sprite, sprite batching, box2d and input handling
Interactive Learning Media for Cellular Communication Systems using the Multimedia Development Life Cycle Model
Based on the observations conducted to the students of Diploma of Telecommunications Engineering Telkom University. It revealed that the students have difficulty learning and understanding the chapters of call processing and network optimization in the course of cellular communication systems. It has resulted from the current learning media, which are only in the form of textbooks and Powerpoint slides considered less attractive. Hence, the learning process becomes ineffective and has an impact on low learning outcomes. In this study, an interactive learning media was designed with the Multimedia Development Life Cycle (MDLC) method, Adobe Flash professional CS6 software, using the action script 2.0 programming language. Learning media were designed according to users’ needs and learning outcomes of cellular communication system courses. Based on the testing results, the functionality showed 100% of features function as design specifications. Meanwhile, the user satisfaction testing results obtained an average MOS of 4.73, which means that the learning media is classified great. Furthermore, based on the quantitative testing, the average value of Quiz after using this interactive learning media was 81, which means that the learning media can increase students’ interest so that it affects the increase in learning outcomes by 66% from previous years