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SOCIAL MEDIA AS POLITICAL PARTY CAMPAIGN IN INDONESIA Abdillah , Leon Andretti
JURNAL ILMIAH MATRIK MATRIK Vol.16 No.1 April 2014
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (634.61 KB)

Abstract

Social media as a trend in the Internet is now used as a medium for political campaigns. Author explores the advantages and social media implementation of any political party in Indonesia legislative elections 2014. Author visited and analyzed social media used by the contestants, such as: Facebook, and Twitter. Author collected data from social media until the end of April 2014. This article discusses the use of social media by political parties and their features. The results of this study indicate that social media are: 1) effective tool for current and future political campaigns, 2) reach the voters and supporters instantly, 3) used by Political parties to show their logo/icon, and 4) last but not least quick count results also show that political parties which using social media as part of their campaigns won the legislative elections.
Exploring Student’s Blended Learning through Social Media Abdillah, Leon Andretti
ComTech: Computer, Mathematics and Engineering Applications Vol 7, No 4 (2016): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v7i4.2495

Abstract

Information technology (IT) has been used widely in many aspects of our daily life. Social media as a leading application on the internet has changed many aspects of life become more globalized. This article discussed the use of social media to support learning activities for students in the faculty of computer science. The author used Facebook and WordPress as an alternative to electronic learning, those were: 1) online attendance tool, 2) media storage and dissemination of course materials, 3) and event scheduling for the lectures. Social media succeed to change the way of modern learning styles and environment. The results of this study are some learning activities such as (1) Preparation, (2) Weekly meeting activities, (3) Course Page, (4) Social Media as Online Attendance Tool, (5) Social Media as Learning Repository and Dissemination, and (6) Social Media as Online Event Scheduling. Change conventional learning model becomes visual and distanceless.
Analisis Aplikasi Mobile Transportasi Online Menggunakan User Experience Questionnaire pada Era Milenial dan Z Abdillah, Leon Andretti
JSINBIS (Jurnal Sistem Informasi Bisnis) Vol 9, No 2 (2019): Volume 9 Nomor 2 Tahun 2019
Publisher : Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (219.834 KB) | DOI: 10.21456/vol9iss2pp204-211

Abstract

Online transportation becomes so popular in the ride-sharing industry. Young millennial and z generation users utilize their smartphone not only for communications but also for ordering online transportation services like Gojek. This study examines the experience of millennial and z generation students in using the well-known Gojek online transportation mobile service. A number of 154 millennial computer science students as respondents are involved in this study. Their experience in using online mobile transportation services via smartphone was collected through an online questionnaire made using google forms and distributed via Facebook. The tool used in this study is Online User Experience Questionnaire (UEQ). The results showed that all UEQ categories scored in positive areas. The highest score is in the "Perspicuity" category, while the lowest score is in the "Novelty" category. The benchmark value of the Gojek application indicates that the Gojek application has a rating scale that is on the scale of "above average" and "good". Suggestions that can be taken from the results of research that the Gojek application in general has been very good in providing experience for its users, things that need to be improved is in terms of the renewal of the application.
Prototype Software Monitoring Sarana dan Prasarana Perguruan Tinggi Abdillah, Leon A; Atika, Linda; Kurniawan, Kurniawan; Purwaningtias, Fitri
JSINBIS (Jurnal Sistem Informasi Bisnis) Vol 9, No 1 (2019): Volume 9 Nomor 1 Tahun 2019
Publisher : Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (513.26 KB) | DOI: 10.21456/vol9iss1pp18-24

Abstract

This study aims to facilitate the management system of monitoring infrastructure program of university facilities and infrastructure, through software engineering technology approach as an effort to improve productivity and quality of monitoring process become more efficient and effective. The software in this research is built in a systematic and organized approach to monitoring infrastructure of facilities and infrastructure using appropriate tools and techniques. Through this research, universities are expected to be able to develop the necessary quality measures to support the process of planning and controlling infrastructure infrastructure monitoring. The research was conducted using survey method, development of monitoring management and software. Up to the design stage of this program prototype, research has produced a special picture of the software requirements to be built in the next year. Software development process starting from the analysis phase of system and software requirements, designing data structures up to the architecture stage of the program has produced a list of needs/requirements, the design of program prototype contained in the design of input/output for the monitoring process facilities and infrastructure.
FinTech E-Commerce Payment Application User Experience Analysis during COVID-19 Pandemic Abdillah, Leon A.
Scientific Journal of Informatics Vol 7, No 2 (2020): November 2020
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v7i2.26056

Abstract

Application of information technology in the era of big data and cloud computing has led to the trend of electronic payments through financial technology, or FinTech. One of the most popular FinTech applications in Indonesia is Go-Pay in the Gojek start-up application. This research will analyze how the FinTech Go-Pay user experience both for transactions on Gojek and at merchants that collaborate with Gojek. User Experience (UX) is analyzed using the User Experience Questionnaire which consists of 6 (six) variables (Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty). Total data collected amounted to 258. After analyzing the calculation results, the mean scores are obtained in the following order: Efficiency, Perspicuity, Stimulation, Attractiveness, Dependability, and Novelty. Then when compared with benchmark data the following sequence is obtained: Efficiency, Perspicuity, Stimulation, Attractiveness, Dependability, and Novelty. Overall the Go-Pay service is efficient and perspicuity, but the Go-Pay service needs to improve its novelty.
Collaborating Digital Social Media For Teaching Science And Arabic in Higher Education During COVID-19 Pandemic Abdillah, Leon; Handayani, Trian; Rosalyn, Ellen R; Mukti, Yogi I
Ijaz Arabi Journal of Arabic Learning Vol 4, No 1 (2021): Ijaz Arabi Journal Of Arabic Learning
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/ijazarabi.v4i1.10793

Abstract

Globalization does not only involve the spread of massive information technology throughout the world. In the early 2020s the world also experienced a global pandemic COVID-19 which plagues almost all countries in the world. COVID-19 forces learning activities di higher education level to be carried out with social distancing concepts. Online learning can be done using a number of popular information technology applications. The study involved college students from the faculty of computer science and engineering. They took courses on enterprise resource planning, human-computer interaction, and research methods. The results showed that COVID-19 did not impede learning activities. A number of social technologies such as Dropbox, Facebook, Google Forms, Moodle, WhatsApp, WordPress, YouTube, and Zoom have seen a surge in usage to support distance learning activities during the COVID-19 pandemic. With online distance learning mode, all learning activities can be done with the concept of work from home. This learning scheme can be used not only for science and technology fields but also Arabic learning.
FinTech E-Commerce Payment Application User Experience Analysis during COVID-19 Pandemic Abdillah, Leon A.
Scientific Journal of Informatics Vol 7, No 2 (2020): November 2020
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v7i2.26056

Abstract

Application of information technology in the era of big data and cloud computing has led to the trend of electronic payments through financial technology, or FinTech. One of the most popular FinTech applications in Indonesia is Go-Pay in the Gojek start-up application. This research will analyze how the FinTech Go-Pay user experience both for transactions on Gojek and at merchants that collaborate with Gojek. User Experience (UX) is analyzed using the User Experience Questionnaire which consists of 6 (six) variables (Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty). Total data collected amounted to 258. After analyzing the calculation results, the mean scores are obtained in the following order: Efficiency, Perspicuity, Stimulation, Attractiveness, Dependability, and Novelty. Then when compared with benchmark data the following sequence is obtained: Efficiency, Perspicuity, Stimulation, Attractiveness, Dependability, and Novelty. Overall the Go-Pay service is efficient and perspicuity, but the Go-Pay service needs to improve its novelty.
Analisis Kualitas Layanan Website E-Commerce Bukalapak Terhadap Kepuasan Pengguna Mahasiswa Universitas Bina Darma Menggunakan Metode Webqual 4.0 Adellia Adellia; Leon Andretti Abdillah
Journal of Software Engineering Ampera Vol. 1 No. 3 (2020): Journal of Software Engineering Ampera
Publisher : APTIKOM SUMSEL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalsea.v1i3.52

Abstract

Pertumbuhan teknologi baru, memotivasi beberapa pemasaran produk dilakukan secara online.Faktor yang mendukung perkembangan online salah satunya adalah situs jual beli online (E-Commerce). “Faktor- faktor pendukung E-Commerce salah satunya dengan menggunakan situs web.Website atau juga biasa disebut web merupakan salah satu bentuk media yang dapat diartikan suatu kumpulan-kumpulan halaman yang menampilkan berbagai macam informasi teks,data,gambar diam ataupun bergerak, data animasi,suara,video, baik itu yang bersifat statis maupun dinamis. Perusahaan E-Commerce berinteraksi dengan konsumen melalui web salah satunya adalah website Bukalapak yang merupakan penyedia situs online membeli dan menjual produk yang akan dipasarkan. Untuk mengetahui kualitas sebuah website maka perlu dilakukan pengukur.Dengan melakukan pengukuran kualitas suatu website dapat diketahui persepsi pengguna terhadap website tersebut. Dalam penelitian ini menggunakan metode Webqual 4.0 yang terdiri dari 3 (tiga) dimensi yaitu kegunaan,kualitas informasi dan kualitas interaksi terhadap kepuasan pengguna. Data yang digunakan adalah data primer yang merupakan sumber data yang diperoleh langsung dari sumber asli dengan menyebar kuesioner.Data yang didapat keseluruhan berjumlah 104 responden. Responden dalam penelitian ini adalah Mahasiswa Universitas Bina Darma yang diharapkan dapat memberikan penilaian secara obyektif terhadap website yang akan dianalisis
Web-based Computerized Land Activities Analysis Boby Febriansah; Leon A. Abdillah
Journal of Information System and Informatics Vol 2 No 1 (2020): Journal of Information Systems and Informatics
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/journalisi.v2i1.60

Abstract

Information technology (IT) development in internet and web technologies have grown a variety of web-based services. Public services no longer require face-to-face activity, but can already be done virtually through web media. This research will evaluate land services at the ATR/BPN office in Ogan Ilir South Sumatra. The evaluation method used is the PIECES framework which consists of performance, information, economy, control, efficiency, and service. The questionnaire consists of 23 items and distributed using Google Forms. After analyzing the results of the questionnaire, five (5) variables are included in the "Excellent" category (Performance, Information, Control & Security, Efficiency, and Service), and only 1 (one) variable is included in the "Good" category (Economy).
STUDENTS LEARNING CENTER STRATEGY BASED ON E-LEARNING AND BLOGS Leon Andretti Abdillah
Prosiding SNST Fakultas Teknik Vol 1, No 1 (2013): PROSIDING SEMINAR NASIONAL SAINS DAN TEKNOLOGI 4 2013
Publisher : Prosiding SNST Fakultas Teknik

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

Abstract

Education is the main infrastructure for promoting a nation  and increasing  their competitiveness in globalization era that  involves the use of information technology (IT). This paper has goal to  expand  the alternative  for  learning strategy based on IT for final year students that will conduct a research for their final report. The final year students are expected have the ability to learn independently to manage the needness of their learning supply. In this paper, the author will discuss how to use the e-learning media and blogs to manage the independently learning environment or self-learning. E-learning offers the flexibilities in term of time and place in supporting the learning activities as well as a media for faculty/lecturer to disseminate learning materials. While the blog has been a  free medium for the publication of variety contents, including academic contents.  In  this papaer, author suggests some the institutions regulations, lecturers roles, and students participations are involve in set the learning environment based on e-learning and blog. These  activities able to support students in learning independently or self-learning.  Keywords: student learning center, e-learning, blog, IT-based learning