Dalam implementasi sebuah sistem informasi di suatu institusi, perlu dipertimbangkan bagaimana penerimaan pengguna terhadap sistem informasi tersebut. Penerapan sistem informasi dapat dikatakan gagal jika pengguna ternyata tidak dapat menerima atau tidak mau menggunakan sistem informasi tersebut. Sebagai sebuah institusi pendidikan, Universitas Atma Jaya Yogyakarta (UAJY) juga mengimplementasikan sistem e-learning untuk mendukung proses belajar mengajar. Pengguna wajib dari e-learning ini adalah dosen dan mahasiwa. Sejak diterapkan belum pernah diadakan evaluasi mengenai penerimaan pengguna terhdap sistem e-learning ini. Penelitian ini dilakukan untuk melakukan pengujian terhadap penerimaan pengguna (mahasiswa) terhadap e-learning dengan menggunakan Technology Acceptance Model (TAM). Pengujian dilakukan dengan mengukur pengaruh antar variabel dalam model TAM yang meliputi variabel Perceived Ease of Use, Perceived Usefulness, Attitude Toward Using, Behavioral Intention dan Actual Usage. Metode pengujian statistik yang dilakukan yaitu uji statistik validitas, reliabilitas, normalitas, dan menguji pengaruh faktor menggunakan Structural Equation Model (SEM). Sumber data didapatkan dengan metode kuesioner yang dibagikan kepada responden mahasiswa UAJY dari seluruh fakultas. Dari enam hipotesis yang diajukan satu hipotesis dinyatakan tidak diterima, yaitu hipotesis yang menyatakan Perceived Usefulnes berpengaruh terhadap Behavioral Intention. Kelima hipotesis yang lain yaitu Perceived Ease of Use berpengaruh terhadap Perceived Usefulnes, Perceived Usefulnes berpengaruh terhadap Attitude Toward Using, Perceived Ease of Use berpengaruh terhadap Attitude Toward Using, Attitude Toward Using berpengaruh terhadap Behavioral Intention, Behavioral Intention berpengaruh terhadap Actual Usage dinyatakan dapat diterima.
The COVID-19 pandemic has changed how the education system operates. The shift from face-to-face learning to online learning generated many problems, including decreasing students’ motivation and engagement. Gamification has been used as one of the solutions to overcome the problem of low motivation and engagement in learning. The current study aims to examine students’ behavioral change when using e-learning with gamification, investigate gamification elements that are important to students and how it influences students’ motivation and engagement, and investigate whether population characteristics may influence students’ motivation and engagement. Qualitative methods were employed to gather and analyze the data. The thematic analysis resulted in six main themes. The findings revealed that there were behavioral changes in students during gamification implementation, i.e., from negative to positive and from positive to negative. Four gamification elements were found to be the most important gamification elements to students, i.e., points, leaderboard, badges, and gamified test. The mechanism of how these elements influenced motivation and engagement was discussed. The population characteristics of final-year students also had an impact on gamification effectiveness. Despite gamification’s capabilities to influence motivation and engagement, there are some concerns related to negative impacts that must be addressed in the future.
1 October 2018 in International Journal of Electrical and Computer Engineering (IJECE)
Emotion detection is a very exhausting job and needs a complicated process; moreover, these processes also require the proper data training and appropriate algorithm. The process involves the experimental research in psychological experiment and classification methods. This paper describes a method on detection emotion using Galvanic Skin Response (GSR) data. We used the Positive and Negative Affect Schedule (PANAS) method to get a good data training. Furthermore, Support Vector Machine and a correct preprocessing are performed to classify the GSR data. To validate the proposed approach, Receiver Operating Characteristic (ROC) curve, and accuracy measurement are used. Our method shows that the accuracy is about 75.65% while ROC is about 0.8019. It means that the emotion detection can be done satisfactorily and well performed.
7 June 2023 in KONSTELASI: Konvergensi Teknologi dan Sistem Informasi
Abstrak. Pengujian merupakan bagian atau tahapan yang sangat penting dalam proses pengembangan perangkat lunak. Pengujian yang dilakukan secara tepat akan menghasilkan perangkat lunak berkualitas tinggi yang akhirnya dapat meningkatkan kepuasan pengguna dalam menggunakan perangkat lunak tersebut. Penelitian yang berjudul implementasi pengujian alpha dan beta testing pada aplikasi Gamelan Virtual Reality dilakukan dengan tujuan untuk menguji seluruh fungsionalitas aplikasi Gamelan Virtual Reality dan mengukur seberapa besar tingkat penerimaan pengguna terhadap aplikasi yang dikembangkan tersebut. Pengujian Fungsionalitas aplikasi dilakukan dengan menggunakan metode alpha testing, sedangkan pengukuran tingkat penerimaan pengguna dilakukan dengan metode beta testing. Pada pengujian alpha testing, penulis secara langsung menguji dan membandingkan output aplikasi Gamelan Virtual Reality. Jika output yang dihasilkan berbeda dengan output yang diharapkan, maka fungsionalitas itu gagal dikembangkan. Pengujian ini menghasilkan sebuah kesimpulan bahwa fungsionalitas aplikasi Gamelan Virtual Reality telah dikembangkan dengan baik. Pada pengujian beta testing, penulis menganalisis jawaban kuesioner yang diisi oleh responden setelah menggunakan dan menguji aplikasi Gamelan Virtual Reality. Hasil dari proses analisis tersebut adalah pengguna sangat menerima aplikasi Gamelan Virtual Reality yang dikembangkan. Abstract. Testing is an essential part and stage of software development. Properly conducted testing will result in high-quality software that ultimately enhances user satisfaction in utilizing the software. The research entitled "Implementation of Alpha and Beta Testing in Virtual Reality Gamelan Application" aims to test the entire functionality of the virtual reality gamelan application and measure the level of user acceptance towards the developed application. The functionality testing of the application was carried out using the alpha testing method, while the measurement of user acceptance was done through the beta testing method. In the alpha testing, the authors directly tested and compared the output of the virtual reality gamelan application. If the produced output differed from the expected output, it indicated a failure in functionality development. This testing leads to the conclusion that the functionality of the virtual reality gamelan application had been well developed. In the beta testing, the authors analyzed the questionnaire responses filled out by the participants after using and testing the virtual reality gamelan application. The result of this analysis shows that users highly accepted the developed virtual reality gamelan application
Despite the negative role of IT in digital addiction development, IT may have a positive role in dealing with digital addiction. The present study undertakes a systematic literature review to explore the state of play and the trend regarding the use of IT in digital addiction research. Using predefined keywords, the Scopus database was searched for relevant literature published from 2017 to 2020. The initial search found 1655 papers. Six stages of study selection were completed using a set of inclusion and exclusion criteria. The study selection and quality assessment process were applied, then 15 papers were selected for further review. The results show that addiction detection using IT is the most researched topic in digital addiction research. The most commonly used IT in the selected studies are AI methods and biosignal recording systems. Various approaches in detection, prevention, and intervention are suggested in the selected studies. The advantages and limitations of each approach are discussed. Based on these results, some future research directions are suggested.