Claim Missing Document
Check
Articles

Found 3 Documents
Search

Faktor Pendorong Keputusan Pembelian Virtual Item Pada Mobile Commerce (Studi Kasus: Game Mobile Legends) Elkaf Fahrezi Soebianto Putra; Betty Purwandari; Imairi Eitiveni; Mardiana Purwaningsih
RESEARCH : Journal of Computer, Information System & Technology Management Vol 5, No 1 (2022)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/research.v5i1.12396

Abstract

MOBA atau Multiplayer Online Battle Arena atau biasa disebut action real-time strategy (ARTS) merupakan bagian dari real-time strategy (RTS). Salah satu jenis game aksi Multiplayer Online Battle Arena (MOBA) pada perangkat seluler adalah Mobile Legend. Game tersebut dibuat dan dikembangkan oleh perusahaan pengembang game dari Shanghai, China yang bernama Moonton. Game ini telah memiliki jutaan pemain di dunia. Terbukti dari sebuah market aplikasi play store dengan jumlah unduhan pada bulan April 2021 mencapai lebih dari 100 juta. Dapat disimpulkan 100 juta lebih perangkat smartphone telah menginstal game ini sejak peluncuran global untuk platform android pada 11 Juli 2016. Di Indonesia sendiri pengguna aktif bulanan dari jumlahnya mencapai 50 juta lebih, kondisi tersebut merupakan pencapaian terbesar dibandingkan dengan negara-negara lain. Adanya perkembangan sedemikian cepatnya dalam industri game, khususnya Mobile Legends, maka perlu adanya strategi bersaing secara efektif yang berfokus pada pelanggan. Penelitian ini berusaha untuk mengetahui faktor pendorong pembelian skin pada game Mobile Legends. Penelitian ini mengadopsi Theory of Consumption Value (TCV) dan juga Stimulus Organism Response sebagai dasar pembangunan model konseptual. Berdasarkan 100 data yang valid, keseluruhan hipotesis diterima. Seluruh variabel memiliki hubungan positif dan juga signifikan.
Analisis Usability pada Human Capital Management System PT. XYZ menggunakan WEBUSE Model Alia Mutia Mayanda; Agnes Sondita Payani; Adenia Adiresta; Imairi Eitiveni
Journal of Applied Computer Science and Technology Vol 4 No 1 (2023): Juni 2023
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52158/jacost.v4i1.504

Abstract

Human Capital Management System (HCMS) has become a necessity for organizations to perform administrative personnel services. PT XYZ started implementing HCMS in 2019 as an online self-service for personnel administration, which was previously done manually. During this transition phase, not all employees understand how to use the HCMS system due to its confusing interface. As a result, many employees still prefer assistance from the HR/IT team to make changes to their data rather than doing it themselves. This research was conducted to analyze the usability of the HCMS system using the WEBUSE method. There are four categories used: Content, Organization, and Readability (COR); Navigation and Links (NAL); User Interface Design (UID); and Performance and Effectiveness (PAE). Each category serves as a basis for measuring usability. Data was collected through questionnaires and interviews with respondents to obtain values and levels of WEBUSE usability based on user satisfaction aspects In the case study of this research, it was obtained from the results of the questionnaire distributed as many as 13 respondents stated that in general, the usability of the HCMS system was at the Good level. This research provides recommendations for improving the self-service HCMS based on the needs or experiences of employees using the system. Also contributes to the scientific study of UI/UX and provides an ideal overview practitioner in developing an HCMS system.
Analysis of Factors influencing the successful use of Massive Open Online Courses (MOOCs) to prepare Digital Talent Muh Syaiful Romadhon; Betty Purwandari; Imairi Eitiveni; Mardiana Purwaningsih
Journal of Educational Science and Technology (EST) Volume 9 Number 2 August 2023
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v9i1.44936

Abstract

One type of e-learning category is Massive Open Online Courses (MOOCs). MOOCs or MOOC promote the "democratization of education" that allows education to be accessed by everyone from anywhere and anytime. The use of MOOCs gives students access to a wide variety of resources. MOOs enable students to have the sufficient storage capacity to store their materials. MOOCs have the potential to improve digital capabilities in the face of digital transformation. The intention to use MOOC is relatively high, however, in terms of class completion rate and motivation to pass on MOOC is relatively low. These conditions need to be examined to increase the success rate of MOOCs usage. This research develops a model and identifies factors that influence the successful use of MOOCs to prepare digital talent. The approach is a mixed method that collects quantitative data using an online questionnaire and qualitative data via interviews. The researcher took data from 91 samples and eight informants for interviews. In the study results, 6 out of 12 hypotheses are accepted in this study. The factors that influence a person in completing MOOC either directly or indirectly include Performance expectancy, willingness to earn certificates, MOOC quality, and Intrinsic motivation. This research also produces recommendations that can be used as consideration for parties related to MOOC.