Goat farm businessman should considered environmental and financial criteria in breeding their commodities. The environmental factors are temperature, humidity, rain intensity, and altitude. For financial criteria, used several sub criteria i.e NPV (Net Present Value), ROI (Return On Investment), BCR (Benefit Cost Ratio), PBP (Payback Period), and BEP (Break Event Point) to determine financial feasibility. This research aims to develop a decision support system for selecting type of goat to breed by combining AHP, Profile Matching, and TOPSIS. AHP method was used for calculating the weight, Profile Matching for environment suitability evaluation, and TOPSIS for producing a valid decision that represents the goat expert's decision. The result showed that three methods can be integrated, and an experimental results which was validated by expert show that Bligon goat had the highest preference value (0.8835847). This can be concluded that DSS decision was valid and it successfully represented expert’s consideration.
Indonesia is one of the countries which the numbers of mobile phone number users exceed its population. Most of them choose mobile phones with android operating system. This fact opens opportunities for application developers to develop applications for a variety of purposes by using android as their platform. This research aims to make Physics educational application especially for Planet material for Senior High School. Learning process which previously using material from a textbook is converted to an android application form so anyone who has android phone can access this material and be able to learn wherever and whenever they want. This educational application displays material using text and picture and contents inside it are tailored to the applicable senior high school curriculum and at the end, there are some multiple choice evaluation questions that can directly provide feedback to users who have answered the question. Test results from this educational application indicate that this application has been well received, both in the aspect of ease of use and conformity with the curriculum and otherwise useful to enrich the learning experience of physics, especially about the Planet.
Today the use of Information Technology (IT) in business is a must since IT is useful to obtain competitive advantage. It can be achieved by alignment of IT and business, which is performed by developing a good IT infrastructure. Higher educational organization is one of business which requires competitive advantage to compete with their competitors. However, there are some problems encountered. These include the lack of a systemic approach to IT implementation, the lack of awareness to use IT, the lack of commitment and the leader's interest to implement IT, the weakness of technical support for IT implementation, poorly targeted staff development, lack of ownership and insufficient funds. Furthermore, an evaluation is need to determine the condition of IT infrastructure problems to deal with issues faced by a higher education organization. Balanced Scorecard is potential framework for analyzing IT infrastructure since it is one of the well-known performance measurements which embrace the important aspect in business. To do performance evaluation in the IT of higher education organization, Balance Scorecard perspective needs to be customized since IT division is more likely to serve internal rather than external parties commonly. The results of this study are expected to give an illustration of the state of IT infrastructure governance of higher education according to four perspectives in IT Balanced Scorecard. Based on this illustration, it can be identified critical recommendation to IT Infrastructure governance in higher education.
Pandemi COVID-19 yang menjadi wabah sejak Desember 2019, telah mengubah tatanan kehidupan dunia. Kegiatan sosial yang biasanya dilakukan secara langsung terpaksa harus dilakukan secara online, termasuk bekerja, belajar dan berbelanja. Hal ini menyebabkan penggunaan sosial media meningkat, salah satunya adalah aplikasi Tik-Tok. Pada aplikasi Tik-Tok ini terdapat suatu tren yang diminati oleh pengguna sosial media yaitu Racun Tik-Tok. Racun Tik-Tok adalah sebuah tren yang menampilkan konten - konten yang berisi informasi mengenai suatu produk, seperti unboxing atau review menarik sehingga menarik minat para penontonnya untuk ikut berbelanja online. Hal ini tentunya dapat berdampak kepada tingkat konsumerisme pengguna sosial media. Oleh sebab itu, tujuan dari penelitian ini untuk mengetahui bagaimana pengaruh tren Racun Tik-Tok dan kaitannya dengan perilaku konsumtif pada generasi milenial, khususnya pada mahasiswa di masa pandemi COVID-19. Penelitian ini menggunakan metode kualitatif dengan pendekatan fenomenologi. Dari penelitian ini diketahui bagaimana perilaku mahasiswa, dampak yang diperoleh, tanggapan dan alasan mahasiswa terhadap racun tiktok yang mempengaruhi tingkat konsumerisme mereka.
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