{"title":"Analysis of User Satisfaction Virtual Reality Tourism Kemenparekraf Using the End User Computing Satisfaction Method","authors":"Pingki Pingki, Wira Bharata","doi":"10.24036/jtip.v16i1.697","DOIUrl":"https://doi.org/10.24036/jtip.v16i1.697","url":null,"abstract":"Virtual Reality (VR) has developed on the concept of tourism where people can enjoy virtual tourist destinations called VR Tourism. The tourism industry, one of which is Indonesia, is utilizing this technology development as a marketing strategy for tourist objects, one of which is VR Tourism Kemenparekraf. Previous research on how VR affects marketing has been carried out a lot, but this research will focus on user responses to VR Tourism services which are still little done. From this, by utilizing the End User Computing Satisfaction (EUCS) method, it is used to measure the satisfaction of VR Tourism Kemenparekraf users, as well as to see whether this method is still relevant to use. Respondents were determined as many as 75 people who had used VR Tourism Kemenparekraf at least once. The data was processed using SPSS software, where the research results found that all variables contained in the EUCS method had a positive effect on user satisfaction. Users are satisfied with VR Tourism Kemenparekraf. The EUCS method is still relevant for use in testing user satisfaction in VR Tourism Ministry of Tourism and Creative Economy.","PeriodicalId":494071,"journal":{"name":"Jurnal teknologi informasi dan pendidikan","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135927222","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Extract, Transform, Load Monitoring sales Multi Marketplace","authors":"Leonardus Adityo Toto Pratomo, Deni Mahdiana","doi":"10.24036/jtip.v16i1.721","DOIUrl":"https://doi.org/10.24036/jtip.v16i1.721","url":null,"abstract":"This research is made in the design of a database system and online sales files for sales on a medium business scale, Era 5.0 Society many marketplaces make it easy for medium businesses to sell products, So business actors need to see the development of digital business and forecast their merchandise that is sold out online. As for the implementation of 1) database from RDBMS into MYSQL. The research uses an open source database, namely MYSQL, 2) The research method uses Microsoft Access program tools with the link to the Windows 10 operating system odbc in Extract Transform Load (ETL) which is carried out automatically with button 3 process Extract, Transform, Load from the download folder into the relational database management system (RDMS) in ms access and stored in the MySQL database. 3) This research forms raw data facts from several marketplaces and is processed into normalized table dimensions in the data warehouse. This research aims to design a combination of open-source systems and Microsoft access licenses, for business actors who need sales analysis that is sold multichannel (online or offline), to optimize stock and provide products consistently in each sales channel.","PeriodicalId":494071,"journal":{"name":"Jurnal teknologi informasi dan pendidikan","volume":"240 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135927214","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Development of Multiplayer Educational Game as Learning Media to Introduce to Computer Hardware","authors":"Bagas Arisa Atmaja Putra, Sukirman Sukirman","doi":"10.24036/jtip.v16i1.693","DOIUrl":"https://doi.org/10.24036/jtip.v16i1.693","url":null,"abstract":"The large number of students who like to play games and conventional learning media causes students' lack of interest in learning, and an interesting learning media is needed for students. This research was conducted to develop and determine the feasibility of learning media based on multiplayer educational games. This study used the ADDIE development model. The trial process was carried out with media tests, material tests, and direct implementation on 29 grade VII students of SMP Negeri 4 Ngawi. The results of this study show the feasibility rate carried out by media experts of 83% with a very decent category, the feasibility tested by material experts was 93% with a very proper class, and the results of the satisfaction questionnaire were filled out by students. calculated using SUS calculations showing a value of 80.6 with the EXCELLENT category including grade scale B, it can be concluded from these results that this multiplayer educational game-based learning media is suitable for use as a learning medium.","PeriodicalId":494071,"journal":{"name":"Jurnal teknologi informasi dan pendidikan","volume":"112 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135381221","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}