Pub Date : 2022-09-20DOI: 10.1109/CITSM56380.2022.9936040
W. B. Zulfikar, A. Wahana, Richcy Dian Sukma, D. R. Ramdania, D. Maylawati
During the COVID-19 pandemic, various activities of people outside the home were disrupted and made people move more indoors. For some companies take advantage of this pandemic period as their advantage, especially digital game industry companies. Various games have been released and promoted, these games are published on various game platforms. Currently, Steam is one of the biggest gaming platforms. On this platform, there are a lot of games offered by game developers and provide game pages that are currently popular. However, the website does not provide the popularity level of the currently popular games. This causes ambiguity in determining which games have high, medium, or low popularity. This study tries to create a machine learning model to cluster these games into groups using Agglomerative Hierarchical Clusterin. The distance measure used is euclidean, cosine and manhattan/cityblock and uses single, average, complete and ward linkage. Based on the evaluation results, the best cluster results are the silhouette value of 0.639 and the calinski-harabasz value of 90.192.
{"title":"Game Popularity Level During Covid-19 Pandemic Using Agglomerative Hierarchical Clustering","authors":"W. B. Zulfikar, A. Wahana, Richcy Dian Sukma, D. R. Ramdania, D. Maylawati","doi":"10.1109/CITSM56380.2022.9936040","DOIUrl":"https://doi.org/10.1109/CITSM56380.2022.9936040","url":null,"abstract":"During the COVID-19 pandemic, various activities of people outside the home were disrupted and made people move more indoors. For some companies take advantage of this pandemic period as their advantage, especially digital game industry companies. Various games have been released and promoted, these games are published on various game platforms. Currently, Steam is one of the biggest gaming platforms. On this platform, there are a lot of games offered by game developers and provide game pages that are currently popular. However, the website does not provide the popularity level of the currently popular games. This causes ambiguity in determining which games have high, medium, or low popularity. This study tries to create a machine learning model to cluster these games into groups using Agglomerative Hierarchical Clusterin. The distance measure used is euclidean, cosine and manhattan/cityblock and uses single, average, complete and ward linkage. Based on the evaluation results, the best cluster results are the silhouette value of 0.639 and the calinski-harabasz value of 90.192.","PeriodicalId":342813,"journal":{"name":"2022 10th International Conference on Cyber and IT Service Management (CITSM)","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122805403","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}
Pub Date : 2022-09-20DOI: 10.1109/CITSM56380.2022.9935831
Rizal Broer Bahaweres, Mutia Salsabila, Nurul Faizah Rozy, I. Hermadi, A. Suroso, Y. Arkeman
Software defect prediction enables efficient management of time and resources in the form of improving software quality. Therefore, research to improve the performance or accuracy score of the software defect prediction model is still being carried out. However, datasets for SDP often have a large number of attributes and imbalance between the defective and non-defective class samples, which reduces classification performance. In this study, we propose combining PCA with SMOTE with aims to produce models with better performance and visualization approach to represent the model created to help understanding and analysis for modeling in the future. The SVM, RF, NB, and NN classification algorithms which the best parameters are sought, are evaluated based on the Recall, AUC and G-Mean values in five different NASA datasets. The authors then compare the results of the evaluation of the proposed model with the PCA model without SMOTE to find out whether the performance of the model has improved. Visual analytics is successfully built after the model is created for all stages of the model building so it provides confidence, helps users understand and gain insights from the resulting model. The findings indicate that the proposed method outperforms the model using PCA alone on average by 60%, 47%, and 16% for Recall, AUC, and G-Mean scores, respectively. SMOTE is proven to overcome the effect of class imbalance by increasing the g-mean score in all models and NN is the best algorithm based on the average score in the proposed model.
{"title":"Combining PCA and SMOTE for Software Defect Prediction with Visual Analytics Approach","authors":"Rizal Broer Bahaweres, Mutia Salsabila, Nurul Faizah Rozy, I. Hermadi, A. Suroso, Y. Arkeman","doi":"10.1109/CITSM56380.2022.9935831","DOIUrl":"https://doi.org/10.1109/CITSM56380.2022.9935831","url":null,"abstract":"Software defect prediction enables efficient management of time and resources in the form of improving software quality. Therefore, research to improve the performance or accuracy score of the software defect prediction model is still being carried out. However, datasets for SDP often have a large number of attributes and imbalance between the defective and non-defective class samples, which reduces classification performance. In this study, we propose combining PCA with SMOTE with aims to produce models with better performance and visualization approach to represent the model created to help understanding and analysis for modeling in the future. The SVM, RF, NB, and NN classification algorithms which the best parameters are sought, are evaluated based on the Recall, AUC and G-Mean values in five different NASA datasets. The authors then compare the results of the evaluation of the proposed model with the PCA model without SMOTE to find out whether the performance of the model has improved. Visual analytics is successfully built after the model is created for all stages of the model building so it provides confidence, helps users understand and gain insights from the resulting model. The findings indicate that the proposed method outperforms the model using PCA alone on average by 60%, 47%, and 16% for Recall, AUC, and G-Mean scores, respectively. SMOTE is proven to overcome the effect of class imbalance by increasing the g-mean score in all models and NN is the best algorithm based on the average score in the proposed model.","PeriodicalId":342813,"journal":{"name":"2022 10th International Conference on Cyber and IT Service Management (CITSM)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122931032","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}
Pub Date : 2022-09-20DOI: 10.1109/CITSM56380.2022.9936036
Norzariyah Yahya, Siti Sarah Maidin
Hybrid agile is a software development model that combines the agile approach with a non-agile development strategy. A software engineering team chooses the hybrid agile to best fit the development process based on project needs; some projects require a plan-driven approach, and at the same time, agility is a must. However, among many agile methodologies and plan-driven development models, which methodologies or models adopted by a software engineering team lead to hybrid agile. This research aims to identify the software engineering team's approach and model that resulted in the emergence of a hybrid agile model. Data for this research were acquired through a qualitative study using interviews as the data collection instrument and thematic analysis is used to analyze the data and identify the theme. In the context of this paper, we focus on only one (1) theme, which is “models used in a software project”. According to the research findings, the agile Scrum and Waterfall models are the models that have been practised in software projects that have resulted in the hybrid agile model. In the near future, further research will be conducted to determine which process model is employed in certain software process phases of a software project.
{"title":"The Waterfall Model with Agile Scrum as the Hybrid Agile Model for the Software Engineering Team","authors":"Norzariyah Yahya, Siti Sarah Maidin","doi":"10.1109/CITSM56380.2022.9936036","DOIUrl":"https://doi.org/10.1109/CITSM56380.2022.9936036","url":null,"abstract":"Hybrid agile is a software development model that combines the agile approach with a non-agile development strategy. A software engineering team chooses the hybrid agile to best fit the development process based on project needs; some projects require a plan-driven approach, and at the same time, agility is a must. However, among many agile methodologies and plan-driven development models, which methodologies or models adopted by a software engineering team lead to hybrid agile. This research aims to identify the software engineering team's approach and model that resulted in the emergence of a hybrid agile model. Data for this research were acquired through a qualitative study using interviews as the data collection instrument and thematic analysis is used to analyze the data and identify the theme. In the context of this paper, we focus on only one (1) theme, which is “models used in a software project”. According to the research findings, the agile Scrum and Waterfall models are the models that have been practised in software projects that have resulted in the hybrid agile model. In the near future, further research will be conducted to determine which process model is employed in certain software process phases of a software project.","PeriodicalId":342813,"journal":{"name":"2022 10th International Conference on Cyber and IT Service Management (CITSM)","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127848747","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}
Pub Date : 2022-09-20DOI: 10.1109/CITSM56380.2022.9935859
Mufti Ismi Rizqi, Muhammad Arinal Rido, Yanto Setiawan
Automated house budget plan application is an application that is used by architects to support their productivity during building a house budget plan. House budget plan is a reference document in house construction so that the costs used when building a house are close to or even in accordance with the budget plan. Usually, the creation of a house budget plan was done manually by creating a worksheet and filling in the information manually, the process will take around 2 hours and is prone to human error. Even though there was some system that can help architect or person to create house budget plan automatically, but most of the current system is strict with their template and the user cannot customize them. This study aims to build a system where an architect can easily create a house budget plan with a template or customize it. The data collection method used in this research is secondary data by using cipta karya data on the wages of workers and materials. This system is a mobile-based application with modified kanban as SDLC (Systems Development Life Cycle), the process of testing this application is using blackbox, unit testing, and devbox testing methodologies. The system is any budget plan template, depending on how the user will use it. By comparing the time taken and calculating past house budget plans using this system, the architect can create a house budget plan in 30 minutes. This means the system is able to increase productivity 4 times faster.
{"title":"Automated House Budget Plan Application","authors":"Mufti Ismi Rizqi, Muhammad Arinal Rido, Yanto Setiawan","doi":"10.1109/CITSM56380.2022.9935859","DOIUrl":"https://doi.org/10.1109/CITSM56380.2022.9935859","url":null,"abstract":"Automated house budget plan application is an application that is used by architects to support their productivity during building a house budget plan. House budget plan is a reference document in house construction so that the costs used when building a house are close to or even in accordance with the budget plan. Usually, the creation of a house budget plan was done manually by creating a worksheet and filling in the information manually, the process will take around 2 hours and is prone to human error. Even though there was some system that can help architect or person to create house budget plan automatically, but most of the current system is strict with their template and the user cannot customize them. This study aims to build a system where an architect can easily create a house budget plan with a template or customize it. The data collection method used in this research is secondary data by using cipta karya data on the wages of workers and materials. This system is a mobile-based application with modified kanban as SDLC (Systems Development Life Cycle), the process of testing this application is using blackbox, unit testing, and devbox testing methodologies. The system is any budget plan template, depending on how the user will use it. By comparing the time taken and calculating past house budget plans using this system, the architect can create a house budget plan in 30 minutes. This means the system is able to increase productivity 4 times faster.","PeriodicalId":342813,"journal":{"name":"2022 10th International Conference on Cyber and IT Service Management (CITSM)","volume":"235 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114188199","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}
Pub Date : 2022-09-20DOI: 10.1109/CITSM56380.2022.9935995
Nia Kumaladewi, M. Iqbal, M. Q. Huda
Organized data management can support the reporting system in an organization and facilitate decision making. At the time of the research, the management of the integrated public space data had not yet optimized the use of the database so that data redundancy often occurred and caused ambiguity of the data to be re-managed, the unintegrated data on booking facilities caused a messy schedule, and it was difficult and long in making activity reports. This study aims to design a Child Friendly Integrated Public Space management information system (RPTRA) with the Laravel framework. The system is expected to facilitate the management of integrated public space use data and facilitate the preparation of RPTRA activity reports. This study uses data collection methods with observations, interviews and literature studies, for system development researchers use the Rapid Application Development (RAD) method and the UML Diagram tool to design system requirements. The result of the research is a child-friendly integrated public space management information system with facility booking features, approve booking facilities, and input forms to add daily activities that occur in RPTRA.
{"title":"LaravelFramework on Child Friendly Integrated Public Space Management Information System","authors":"Nia Kumaladewi, M. Iqbal, M. Q. Huda","doi":"10.1109/CITSM56380.2022.9935995","DOIUrl":"https://doi.org/10.1109/CITSM56380.2022.9935995","url":null,"abstract":"Organized data management can support the reporting system in an organization and facilitate decision making. At the time of the research, the management of the integrated public space data had not yet optimized the use of the database so that data redundancy often occurred and caused ambiguity of the data to be re-managed, the unintegrated data on booking facilities caused a messy schedule, and it was difficult and long in making activity reports. This study aims to design a Child Friendly Integrated Public Space management information system (RPTRA) with the Laravel framework. The system is expected to facilitate the management of integrated public space use data and facilitate the preparation of RPTRA activity reports. This study uses data collection methods with observations, interviews and literature studies, for system development researchers use the Rapid Application Development (RAD) method and the UML Diagram tool to design system requirements. The result of the research is a child-friendly integrated public space management information system with facility booking features, approve booking facilities, and input forms to add daily activities that occur in RPTRA.","PeriodicalId":342813,"journal":{"name":"2022 10th International Conference on Cyber and IT Service Management (CITSM)","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115214175","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}
Pub Date : 2022-09-20DOI: 10.1109/CITSM56380.2022.9935851
Nanang Husin, Albert Budiyanto, Albertus Karjono, M. Christiningrum, Novan Yurindera, D. Nuryanti, Tiwi Herninta, Susi Adiawaty, Bambang Wahyudi Wicaksono
The Digital Music Transformation has reshaped the music industry. It has three leading players with significant roles: user consumer, artist creator, and music label. The streaming service is currently the biggest revenue contributor, with 16,9 Billion USD in 2021. Sadly, the other form of digital music fell short in their revenue. But, even with the massive revenue increase from the streaming service, just a few greatly benefit from it. With the ‘pro rata’ business model, the small artist and label will only have a small cut of the subscription money the user paid. If all non-major artist fans only listen to their favorite indie artist music day and night, their subscription fee will mainly still go to the top major label and the service provider. And with the decline of other forms of music revenue made it worse. Presently, there is little to nothing about other proposed forms of digital music service offering research or the new implementation of it. There is preliminary research from Turkey that shows the advantages and disadvantages of using NFTs in the music industry, which concludes that the use of NFTs has the potential to provide significant benefits in the music industry. In this regard, the research tries to study the implementation of the NFT in the digital music service that could become an alternate or complement for digital music streaming service. The research will use the mixed method to capture and determine whether the NFT implementation form in digital music does give benefits. The quantitate used the 469-participant data survey from the KereHore Facebook group, while the qualitative was performed using interviews with the three main players of digital music services. The research result shows that NFT implementation in the Perceived e-collectible has merits and benefits.
{"title":"Analyzing the Non-Fungible Tokens (NFT) Implementation in Digital Music Industry: A Mix Method Study","authors":"Nanang Husin, Albert Budiyanto, Albertus Karjono, M. Christiningrum, Novan Yurindera, D. Nuryanti, Tiwi Herninta, Susi Adiawaty, Bambang Wahyudi Wicaksono","doi":"10.1109/CITSM56380.2022.9935851","DOIUrl":"https://doi.org/10.1109/CITSM56380.2022.9935851","url":null,"abstract":"The Digital Music Transformation has reshaped the music industry. It has three leading players with significant roles: user consumer, artist creator, and music label. The streaming service is currently the biggest revenue contributor, with 16,9 Billion USD in 2021. Sadly, the other form of digital music fell short in their revenue. But, even with the massive revenue increase from the streaming service, just a few greatly benefit from it. With the ‘pro rata’ business model, the small artist and label will only have a small cut of the subscription money the user paid. If all non-major artist fans only listen to their favorite indie artist music day and night, their subscription fee will mainly still go to the top major label and the service provider. And with the decline of other forms of music revenue made it worse. Presently, there is little to nothing about other proposed forms of digital music service offering research or the new implementation of it. There is preliminary research from Turkey that shows the advantages and disadvantages of using NFTs in the music industry, which concludes that the use of NFTs has the potential to provide significant benefits in the music industry. In this regard, the research tries to study the implementation of the NFT in the digital music service that could become an alternate or complement for digital music streaming service. The research will use the mixed method to capture and determine whether the NFT implementation form in digital music does give benefits. The quantitate used the 469-participant data survey from the KereHore Facebook group, while the qualitative was performed using interviews with the three main players of digital music services. The research result shows that NFT implementation in the Perceived e-collectible has merits and benefits.","PeriodicalId":342813,"journal":{"name":"2022 10th International Conference on Cyber and IT Service Management (CITSM)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126761209","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}
Pub Date : 2022-09-20DOI: 10.1109/CITSM56380.2022.9935938
D. R. Romadhon, M. D. Rahiem, R. Faeruz, A. Lubis
Mathematical Physics is a mandatory course for undergraduate physics education majors. This course requires a significant amount of study time; therefore, it is necessary to develop learning strategies in which students can watch educational videos on the subject before class and do exercises during the course, so they are more prepared for the lesson. This study aimed to determine how students felt about utilizing Edpuzzle and Zoom meeting Flipped classroom in a Mathematical Physics course at a university. Researchers employed exploratory qualitative methods to explore how students perceive the flipped classroom using the Edpuzzle and Zoom meeting apps. A questionnaire with open-ended questions was administered to 59 students in the Mathematical Physics course during the second semester of the 2021/22 academic year, and nine students were interviewed. The data shows that students have different thoughts about using Edpuzzle and Zoom meeting to flip the classroom. They have both positive and negative things to say about the method. For example, some students think the approach will help them understand the course better, while others said the methods and media used were hard to understand and confusing. This paper talks in depth about the contradictory comments. Learning about the good and bad feedback tells us what to do to improve the flipped classroom and lessen the bad effects. At the end of the paper, suggestions are made for how to make the most of the approach and minimise its problems.
{"title":"Student Perceptions of the Flipped Classroom Using Edpuzzle and the Zoom Meeting App in Undergraduate Mathematical Physics Course","authors":"D. R. Romadhon, M. D. Rahiem, R. Faeruz, A. Lubis","doi":"10.1109/CITSM56380.2022.9935938","DOIUrl":"https://doi.org/10.1109/CITSM56380.2022.9935938","url":null,"abstract":"Mathematical Physics is a mandatory course for undergraduate physics education majors. This course requires a significant amount of study time; therefore, it is necessary to develop learning strategies in which students can watch educational videos on the subject before class and do exercises during the course, so they are more prepared for the lesson. This study aimed to determine how students felt about utilizing Edpuzzle and Zoom meeting Flipped classroom in a Mathematical Physics course at a university. Researchers employed exploratory qualitative methods to explore how students perceive the flipped classroom using the Edpuzzle and Zoom meeting apps. A questionnaire with open-ended questions was administered to 59 students in the Mathematical Physics course during the second semester of the 2021/22 academic year, and nine students were interviewed. The data shows that students have different thoughts about using Edpuzzle and Zoom meeting to flip the classroom. They have both positive and negative things to say about the method. For example, some students think the approach will help them understand the course better, while others said the methods and media used were hard to understand and confusing. This paper talks in depth about the contradictory comments. Learning about the good and bad feedback tells us what to do to improve the flipped classroom and lessen the bad effects. At the end of the paper, suggestions are made for how to make the most of the approach and minimise its problems.","PeriodicalId":342813,"journal":{"name":"2022 10th International Conference on Cyber and IT Service Management (CITSM)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131759981","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}
The outbreak of the COVID-19 pandemic has resulted in various studies to find out various solutions, from economic, cultural, social and political perspectives. Changes in lifestyle to survive in the pandemic era have led, scientific communities attempt to seek information and knowledge. This study aims to investigate related to knowledge sharing by utilizing ICT during the Covid-19 pandemic by utilizing a systematic literature review. The search for scientific literature was carried out by using Publish or Perish and PRISMA2000 through the keywords ‘knowledge sharing’, ‘ICT’ and ‘COVID-19’ and found 32 journal articles during the period of 2020 until the first half of 2022. The study found that there has been an increasing trend in research on knowledge sharing based on ICT during the period in question. ICT is very helpful for the community in sharing knowledge and the more people can take advantage of ICT, the faster people will acquire knowledge.
{"title":"A Systematic Literature Review of Knowledge Sharing Based on ICT During COVID-19 Era","authors":"Resty Jayanti Fakhlina, Lolytasari Lolytasari, Zulkifli, Lailatur Rahmi","doi":"10.1109/CITSM56380.2022.9935893","DOIUrl":"https://doi.org/10.1109/CITSM56380.2022.9935893","url":null,"abstract":"The outbreak of the COVID-19 pandemic has resulted in various studies to find out various solutions, from economic, cultural, social and political perspectives. Changes in lifestyle to survive in the pandemic era have led, scientific communities attempt to seek information and knowledge. This study aims to investigate related to knowledge sharing by utilizing ICT during the Covid-19 pandemic by utilizing a systematic literature review. The search for scientific literature was carried out by using Publish or Perish and PRISMA2000 through the keywords ‘knowledge sharing’, ‘ICT’ and ‘COVID-19’ and found 32 journal articles during the period of 2020 until the first half of 2022. The study found that there has been an increasing trend in research on knowledge sharing based on ICT during the period in question. ICT is very helpful for the community in sharing knowledge and the more people can take advantage of ICT, the faster people will acquire knowledge.","PeriodicalId":342813,"journal":{"name":"2022 10th International Conference on Cyber and IT Service Management (CITSM)","volume":"16 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120856104","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}
Pub Date : 2022-09-20DOI: 10.1109/CITSM56380.2022.9935957
N. J. Setiadi, Alvendo Christianto, H. Sutanto
Learning agility is the main requirement and prerequisite to be able to adapt to changing business patterns during the Covid-19 pandemic. This research was originally intended to examine the relationship and causality between digital culture and online training with the formation of learning agility from commercial bank. The research, which was designed as a quantitative study, with a survey method using a questionnaire, was conducted on 109 selected respondents from a total population of 150 employees of the selected commercial bank's branch. From the data processing and processing results and hypothesis testing using SPSS25 software, it was evident that digital culture and online training, either partially or simultaneously, have a positive and significant effect on learning agility. At the same time, the results of this study prove the existence of an alsignment of commercial bank at a macro level with their branches in a micro scope
{"title":"The Effectiveness of Digital Culture and Online Training in Improving Learning Agility of Bank Employees as an Adaptation Step to the Covid-19 Pandemic (Empirical Study on a Branch of Commercial Bank)","authors":"N. J. Setiadi, Alvendo Christianto, H. Sutanto","doi":"10.1109/CITSM56380.2022.9935957","DOIUrl":"https://doi.org/10.1109/CITSM56380.2022.9935957","url":null,"abstract":"Learning agility is the main requirement and prerequisite to be able to adapt to changing business patterns during the Covid-19 pandemic. This research was originally intended to examine the relationship and causality between digital culture and online training with the formation of learning agility from commercial bank. The research, which was designed as a quantitative study, with a survey method using a questionnaire, was conducted on 109 selected respondents from a total population of 150 employees of the selected commercial bank's branch. From the data processing and processing results and hypothesis testing using SPSS25 software, it was evident that digital culture and online training, either partially or simultaneously, have a positive and significant effect on learning agility. At the same time, the results of this study prove the existence of an alsignment of commercial bank at a macro level with their branches in a micro scope","PeriodicalId":342813,"journal":{"name":"2022 10th International Conference on Cyber and IT Service Management (CITSM)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130776903","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}
Pub Date : 2022-09-20DOI: 10.1109/CITSM56380.2022.9936003
D. Yuniarto, Aedah Abd Rahman, A'ang. Subiyakto, D. Herdiana, E. Firmansyah, Reny Rian Marliana
It was found that the implementation of quality education is a reaction to a number of changes in circumstances related to changes in context related to the distribution of student profiles, the internalization of higher education and the job market, the emergence of the workforce and students, dissatisfaction from workers and students, pressure due to limited funds, and demands for accountability to institutions. Sebelas April University has implemented Information Systems Internal Quality Assurance Systems to avoid these problems. The purpose of this study was to analyze and determine the Usability factor in Information Systems Internal Quality Assurance Systems at Sebelas April University, which was recently formed. The measurement model used is the Usability Model from Nielsen's. The results obtained from the evaluation of the Internal Quality Assurance System for Information Systems that refer to the Nielsen Model variables (Learnability, Efficiency, Memorability, Errors, and User Satisfaction) are considered adequate by the user, with a significance level used of 0.1 (10%), total 743 respondents and 88 samples, resulting in a continuum line value for each variable, namely the Learnability variable 1730 (enough), the Efficiency variable 1620 (good), the memory variable 1107 (enough), the Error variable 1380 (enough) and the Satisfaction variable 1441 (enough). The results of this evaluation can be considered to be used as a guide in the framework of the Information System development process.
{"title":"Enhancing the Usability of Information Systems Internal Quality Assurance Systems: Recently Formed Universities Study","authors":"D. Yuniarto, Aedah Abd Rahman, A'ang. Subiyakto, D. Herdiana, E. Firmansyah, Reny Rian Marliana","doi":"10.1109/CITSM56380.2022.9936003","DOIUrl":"https://doi.org/10.1109/CITSM56380.2022.9936003","url":null,"abstract":"It was found that the implementation of quality education is a reaction to a number of changes in circumstances related to changes in context related to the distribution of student profiles, the internalization of higher education and the job market, the emergence of the workforce and students, dissatisfaction from workers and students, pressure due to limited funds, and demands for accountability to institutions. Sebelas April University has implemented Information Systems Internal Quality Assurance Systems to avoid these problems. The purpose of this study was to analyze and determine the Usability factor in Information Systems Internal Quality Assurance Systems at Sebelas April University, which was recently formed. The measurement model used is the Usability Model from Nielsen's. The results obtained from the evaluation of the Internal Quality Assurance System for Information Systems that refer to the Nielsen Model variables (Learnability, Efficiency, Memorability, Errors, and User Satisfaction) are considered adequate by the user, with a significance level used of 0.1 (10%), total 743 respondents and 88 samples, resulting in a continuum line value for each variable, namely the Learnability variable 1730 (enough), the Efficiency variable 1620 (good), the memory variable 1107 (enough), the Error variable 1380 (enough) and the Satisfaction variable 1441 (enough). The results of this evaluation can be considered to be used as a guide in the framework of the Information System development process.","PeriodicalId":342813,"journal":{"name":"2022 10th International Conference on Cyber and IT Service Management (CITSM)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134011204","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}