32 research outputs found
Examining the Adoption of Mobile Payment Service: Expectation Confirmation Model with Trust
This study has a purpose to examine the acceptance of mobile payment services by employing a modified ECM model with Trust. Several related studies on e-commerce and mobile payment have been investigated to derive important variables which can be employed on a wanted model. The model expresses the effect of customers' trust on their satisfaction in using mobile payment services and their continuance intention in using it. The online questionnaires constructed based on the proposed model were distributed to mobile payment users to gather their perceptions in using it. The 338 questionnaires gathered were analyzed statistically by SEM to test the hypotheses of the study. The results of the analysis reveal that customers' trust is an significant variable to enhance customers' satisfaction and continuance intention in using mobile payment services. Other output refer that Trust and Confirmation have a direct effect on the Perceived Usefulness of the services. Furthermore, both Perceived Usefulness and Trust will make consumers feel satisfied and tend to continuance their intention in using mobile payment services. This study contributes to financial service providers in delivering an obviousness, how was the trust of services can make consumers feel satisfy and use the service continually
sebagai reviewer Journal of Information Systems and Informatics Volume 4, Issue 4, December 2022
sebagai reviewer Journal of Information Systems and Informatics Volume 4, Issue 4, December 202
Designing Learning Game for Human Digestive System Based on Motion Sensors
Nowaday rapid development of communication and information technology also influences the sector of education. The main activity in the education process is learning. Learning is a process of interaction between students and their environment, leading to better behavior changes [1].
One of the learning subjects that students must learn is science. But Indonesian student’s scientific literacy is still low [2]. Students still consider science subjects difficult and boring [3]. One learning material that is classified difficult is the human digestive system [4]. Therefore a solution is needed to make interesting learning one of them by using learning media.
Learning media that can be used for the solution is game based on motion sensors. By using games, students will be happy to accept the learning process. Based on a survey conducted on 30 respondents of junior high school students in the Semarang, it turns out that the game used as a human digestive system learning media is able to provide positive results. Through this game students can understand the digestive system material and more enthusiastic in learning
User Sentiment Analysis in the Fintech OVO Review Based on the Lexicon Method
Abstract—User reviews are important in the new approach
to fintech services. To learn this information, a simple sentiment
analysis can make the right observations to support the OVO
fintech system in analyzing the success of the fintech system.The
analysis has several stages, starting from how to extract
comment data from the play store, extracting meaningful
information from the play store platform, and extracting the
data into valuable information. Moreover, accurate topic
modeling and document representation is another challenging
task in sentiment analysis. We propose a lexicon-based topic
modeling in observing user sentiment simply by looking at the
number of words that appear. The proposed system retrieves
OVO fintech comment data from the Play Store, removes
irrelevant content to extract meaningful information, and
generates topics and features from the extracted data using
NLTK. Data processing using google collab in Python language
where data is used freely. Data analysis using the word cloud method, Exploratory Data Analysis (EDA), correlation analysis between words, ordering the number of words in sentences revealed that OVO comments in that period tended to be
negativ
Modest Android Application Development for the Entrepreneurship in Art and Culture Organization
Currently, several platforms to develop an Android
Application are available freely at the internet. People who do not have any major in computer science are able to create the mobile application by themselves. The technical aspects on creating the
application have been successfully minimized and the creators do
not need to type any programming code to create the application.
However, most of them need to understand the pattern to create
the menu and its function to work. The simplicity in making the
Android application could help the managers of art and culture
performances to spread the information and knowledge of their
business to the modern users. This paper explores the possibility
and technical aspects in developing a simple Android application
for the entrepreneurship in art and culture organization. The
approach in developing the Android application should be able to
help the organization that manages art and culture in spreading
the information to the people simultaneously
Preservation of Indonesian Culture through Traditional Games Application
In the face of technological developments that are more advanced, it takes action to preserve the culture. Preservation of Indonesian culture can be done through the media game. Although the game play still has a bad image in the eyes of the parents, but slowly this negative stigma may be reduced if the digital game can be packaged properly as an example as a means to educate children.
For that traditional game application titled Ensiklo Dolanan made with the concept of educational games by presenting information and games around the traditional games are packaged in an interesting way to increase the enthusiasm of children in the effort to preserve the traditional gam
DESIGNING ANDROID BASED GAME TO EDUCATE THE CENTRAL JAVA TRADITIONAL MUSIC INSTRUMENT FOR CHILDREN
This research was held to design create games that can provide children with knowledge of traditional musical
instruments in Central Java. The initial design of the game is done by collecting data by interviewing the speakers.
The game was created using Construct 2. This game has 5 different gameplay and when completing each stage you will get 3 traditional musical instruments except stage 5. Players can get information about traditional musical instruments and the sounds they produce. The game was tested
on 41 respondents and the results of the game had a positive impact on players and provided new knowledge about traditional
musical instruments
The Difference Adoption of E-Commerce Technology among Z and Y Generations
The rapid growth of e-commerce transactions among Y and Z generations in Indonesia goes along with the large number of internet users on both of the generations. Indonesia has become a potential market for the digital creative industry, especially to applications of online payments, online shopping, online booking, and online banking. In-depth investigations into these two generations in the form of developing e-commerce technology adoption models will provide valuable contributions in the development of models
and implementation of e-commerce industries in Indonesia. This study aims to obtain factors that influence the acceptance of generation Z and Y against e-commerce technology and reveal the differences in their acceptance of it. Investigation was done by collecting 343 questionnaires in age range of Y and Z generations. The results of this study reveal that all variables employing in the model naming Satisfaction, Trust, Perceived
Information Quality, Perceived Service Quality, Performance
Expectancy, Effort Expectancy, Hedonic Motivation, Social
Influence, Price Value, Habit, and Facilitating Conditions have statistically significantly correlation to Behavioral Intention and to each other. The significantly difference of adoption of ecommerce technology among Z and Y generations are only found on Hedonic Motivation and Social Influence. The other difference on gender is found on Age, Education, Satisfaction, Effort Expectancy, and Perceive Information Quality. This study can contribute to who have concern on enhance adopting of e-commerce technology especially to the
two generations, especially developers of e-commerce application considering the factors that have correlation
to intention to use e-commerce