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Pengaruh motivasi dan persepsi dalam penyelesaian studi mahasiswa Fakultas Ilmu Komputer di Batam Audrey Saudjhana; Jose Manuel Budiman; Kendy Junianto; Kisusyenni Venessa; Steven Salim
Jurnal Pendidikan Informatika dan Sains Vol 10, No 1 (2021): Jurnal Pendidikan Informatika dan Sains
Publisher : IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v10i1.2640

Abstract

Meningkatnya kebutuhan tenaga ahli di bidang Ilmu Komputer menjadi tantangan tersendiri bagi perguruan tinggi di Indonesia untuk meningkatkan lulusan Fakultas Ilmu Komputer. Penelitian ini bertujuan untuk menyelidiki faktor motivasi dan persepsi mahasiswa Fakultas Ilmu Komputer agar dapat menjadi wawasan tambahan bagi perguruan tinggi dalam upaya meningkatkan retensi para mahasiswa mereka. Pengumpulan data penelitian dilakukan terhadap 301 mahasiswa dari perguruan tinggi se-Kota Batam menggunakan pendekatan kuantitatif dengan instrumen penelitian berdasarkan Skala FICSS (Factors Influencing Computer Science Studies) dan analisis data menggunakan SEM (Structural Equation Modeling). Hasil dari penelitian ini adalah nilai intrinsik pada diri mahasiswa menjadi pengaruh terbesar pada motivasi dan pandangan mahasiswa bahwa Ilmu Komputer adalah bidang dengan pekerjaan yang tinggi tuntutannya menjadi pengaruh terbesar pada persepsi mahasiswa untuk menyelesaikan studi mereka di Fakultas Ilmu Komputer. Hasil dari penelitian diharapkan dapat menjadi bahan pertimbangan perguruan tinggi, khususnya di Kota Batam, dalam membangun program perkuliahan sehingga pada akhirnya dapat meningkatkan jumlah lulusan Fakultas Ilmu Komputer.
Konsep Pengembangan Teknologi pada Health Assistant dengan Menciptakan Holo Buddy Bagi Masyarakat Jose Manuel Budiman; Vincent v; Calvin Yantson; Novita Chris; Nelson Donglas; Tri Susanti; Elbert Sun
Journal of Information System and Technology (JOINT) Vol 1 No 2 (2020): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v1i2.4320

Abstract

These days people struggle to keep their health, especially in these pandemic days. To keep our health conditions and undergo the health protocol by the Government, we need a technology that can help us keep our health condition, one of it is by avoiding meeting directly (face-to-face) the medical personnel such as doctors and nurses. That is why the society needs Holo Buddy, an AI that uses Machine Learning and Big Data System in keeping human health condition whether it’s physical or mentally. By using Holo Buddy, we hope that this AI (Artificial Intelligence) Hologram Technology can handle these problems and help in keeping our health condition as our own Personal Healthcare Companion. Keywords: Healthcare, Artificial Intelligence, Hologram, Big Data, Machine Learning
Analisis Kualitatif Terhadap Persepsi Efektivitas Gamifikasi e-Marketplace di Indonesia: Studi Kasus Kota Batam Jose Manuel Budiman; Tony Wibowo
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 15 No 1d (2023): Jupiter Edisi April 2023
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./6310/15.jupiter.2023.04

Abstract

Currently, gamification and appearance are one of the main things that users pay attention to when visiting an e-Marketplace website. This is because the appearance is one of the main things user sees when visiting the website. Meanwhile, gamification helps in beautifying e-Marketplace websites with various features such as mini-games, ranks, and points. With the development of the game industry in Indonesia, the demand for game products such as top-ups, game-related merchandise, and some services such as game boosting is increasing. Seeing the relationship between the appearance of a website by users and the increasing popularity of e-Marketplace games that are full of potential, researchers researched to see user perceptions of the appearance of e-Marketplace games that implement gamification. The results of the study show that the implementation of this gamification can work properly. Other result include user perceptions also showing an interest in the interaction and experience of using display gamification of an e-Marketplace game.