Deki Satria
Institut Teknologi dan Bisnis Bank Rakyat Indonesia

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Clustering Fuzzy C-Means Pola Dispersi Asap Kebakaran Lahan Gambut di Kabupaten Bengkalis Hendrawan, Satya Arisena; Satria, Deki
BRITech, Jurnal Ilmiah Ilmu Komputer, Sains dan Teknologi Terapan Vol 1 No 1 (2019): Periode Juli
Publisher : Institute Teknologi dan Bisnis Bank Rakyat Indonesia

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Abstract

The case of peat fires has became a serious problem in Indonesia. It?s impact of peatland fires was felt to the public. One technique to prevent the impact of these problems is try to analyze the pattern of the movement direction so that the smoke peatland can be a form of early prevention solutions. HYSPLIT model is one of technique to analyze the pattern of trajectories based on the meteorological conditions in the region. Fuzzy C-Means clustering is used for providing better result than the cluster of other techniques such as k-means. Based on cluster processing using fuzzy c-means formed fom the value of partition entropy of 0.4554 and partition coefficient of 0.7057, from these factors produce 2 clusters. The results that produce 2 clusters which in the first cluster, smoke peatland fires is at an altitude of 15.89 m AGL and second cluster that the smoke from peatland fires is at an altitude of 135.81 m AGL. Than, the smoke haze has moved to Malaysia, of course the smoke haze is dangerous for societies
Knowledge Sharing Driver in Virtual Community : A Systematic Review Satria, Deki; Hendrawan, Satya Arisena
BRITech, Jurnal Ilmiah Ilmu Komputer, Sains dan Teknologi Terapan Vol 1 No 1 (2019): Periode Juli
Publisher : Institute Teknologi dan Bisnis Bank Rakyat Indonesia

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Abstract

Virtual community is one of the most used platforms to share knowledge. Virtualcommunity usually composed by people who shared vision or specialty in certain aspect. This paper is systematic literature review using PRISMA. The goals of this papers is to find what is the driving factor of the people to share their knowledge in this kind of community. The end result of this papers is driving factors which can be used to create knowledge sharing model in virtual community.
Whats drive someone to share their knowledge? Indonesia virtual community case Satria, Deki
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 7, No 2 (2021): July
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v7i2.2142

Abstract

A virtual community is one form of Community of Practices that resides on the internet. This community consists of people who share problems or interests in specific topics. A lot of knowledge comes from this kind of community where the members shared their knowledge voluntarily. Knowledge itself is a valuable resource that gives the owner have an advantage. This research tried to observe what are the driver of this behavior. Knowing these variables could help the organization in defining knowledge sharing system functionality. The variables collected using PRISMA Systematic Literature Review (SLR) protocols, and the hypotheses tested using Partial Least Squares Structural Equation Modeling (PLS-SEM). From this research, we observed that self-efficacy and supporting others significantly influence someone to share their knowledge.
E-LEARNING IMPLEMENTATION BARRIER IN INDONESIA: A CASE STUDY Deki Satria; Neneng Rachmalia Feta; Fitria Fitria
Techno Nusa Mandiri Vol 19 No 2 (2022): TECHNO Period of September 2022
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/techno.v19i2.3034

Abstract

Abstract—Pandemic forces many educational institutions to change their learning delivery. One of the solutions is using eLearning. But, eLearning implementation faces a lot of barriers. This study tried to find the main barrier in eLearning in Indonesia. Systematic Literature Review and Descriptive statistics were used to collect and analyze our findings. The results of this study are separated into four categories: human, technology, organizational, and financial factors. Human factors include lack of interaction, hard to assimilate material, boredom, exhaustion, lack of preparation, and harder to meet the need. Technological factors include lack of technical advice, device, the internet, and power problems. The organizational factor is a lack of technical support. From the financial factors are expensive internet and device. These obstacles need to be addressed separately because each barrier has a different approach to solve. Keywords: Barriers, Covid-19, eLearning, SLR, Statistic Descriptive Intisari— Pandemi covid-19 memaksa banyak sekali institusi Pendidikan untuk mengubah pola pengajaran yang dilakukan. Salah satu cara yang paling banyak diterapkan adalah pembelajaran dalam jaringan (daring). Namun dalam pengimplementasia pembelajaran daring ini, ditemukan banyak kendala atau penghalang. Penelitian ini berusaha untuk menemukan kendala implementasi pembelajaran daring di Indonesia. Untuk menemukan penghalang tersebut digunakan systematic literature review (SLR) dan deskriptif statistic. Dari hasil penelitian yang dilakukan didapatkan empat kategori penghambat yaitu Manusia, teknologi, organisasi dan keuangan. Dari hasil penelitian tersebut didapatkan hasil hambatan manusia yaitu kurangnya interaksi, sulitnya memahami materi, kebosanan, kelelahan, kurang persiapan dan sulitnya memenuhi keinginan siswa. Dari faktor teknologi ditemukan kendala yaitu kurangnya perangkat, sering kali adanya kendala teknis, internet dan mati lampu. Dari faktor organisasi adalah kurangnya dukungan teknis dari organisasi. Sedangkan dari faktor keuangan adalah mahalnya perangkat dan internet yang dibutuhkan. Masing-masing faktor ini harus diselesaikan secara individu dikarenakan setiap faktor memiliki penyelesain yang unik Kata Kunci: Covid-19, eLearning, Penghambat Implementasi, Statistik Deskriptif, SLR.
eLearning Gamification Prototype Development using User Centered Design Approach Deki Satria
Jurnal Komtika (Komputasi dan Informatika) Vol 7 No 1 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v7i1.8958

Abstract

Abstract eLearning is one of the tools used by the educational institution. Unfortunately, many eLearning systems were not fully utilized by the user. These problems occur because of a lack of interaction in the eLearning system, dulling the learning process. Another problem is the lack of preparation from the user. This research tried to tackle these problems using gamification. The gamification adopted in this prototype is Medals, Ratings, and Discussion. The development prototype development using User Centred Design to gather the requirements and system flows. The use of these elements is hoped to be able to elevate the eLearning adoptions. The results of this research are the prototype of the gamification features and the business process of discussion in the eLearning system