This paper has purpose to investigate the impact of quality factors on satisfaction and continuing intention in using e-learning system. The study employs expectationconfirmation model (ECM) to express the effect of Information Quality, System Quality, Service Quality on Confirmation and Satisfaction and adds Perceived Usefulness and Self efficacy to reveal their effect on Satisfaction. The proposed model was tested using 325 respondents. They are young people that live in digital native culture. The analysis of data was carried out in two stages, the first stage is validity and reliability checking to perform correlation analysis of variables when pass the checking. The second stage, the causal effects of variables are examined using Structural Equation Modelling (SEM) using Partial Least Square (PLS). The findings of the study reveal quality factors as the determining factors for the confirmation of the satisfying and using e-learning continually. The confirmation also was determined by the perceived usefulness of the system and the self-efficacy in using the system. The findings disclose the quality of e-learning system is prominent factor on continuance intention to use the system.
Sometimes it’s hard for the university to get the information about their own alumni after the graduation ceremony. The situation of the alumni is also the same. They felt difficult to reach their university after they got a job. Some services and documents are still needed by the alumni for any reason. In fact, people nowadays live with their smartphone really closely. The smartphone could help people to get information and services while keeping them close to their community. The mobile application should be built to connect alumni and university through a smartphone via information sharing about job vacancy and providing some university’s services. Some methods are used in the process of mobile application development, such as designing the application, programming, testing, and launching. Interview and survey are done to know the responses in using the application. The conclusions of the research are the application could help the alumni to get information and services, the university is able to gain the updated data of their alumni, and make both of them closer.
-An educational game is a digital game in which its design uses the education elements and it supports teaching and learning by using technology of interactive media. Generally, an educational game has a fun look, an easy-to-use menu, as well as color combinations that are used by GUIbased (Graphic User Interface) so as to appeal the users. It is undeniable that the human brain tends to more quickly capture learning through visual images rather than writings. Therefore, graphic design of an educational game becomes one of the important points. Software applications become one of the solutions in making game design, one of which is a vector-based software application. Varioussoftware applications can be used in accordance with the function and utility, but in general the way the software works almost same.
Garbage is one of the big problems in society.lack of awareness of throwing garbage in its place worsen the situation. Waste processing has also become more difficult because waste is not sorted. lack of knowledge of sorting waste does not make matters better. To deal with this problem, the government launched a bank sampah program to reduce waste problems. But garbage banks don't accept all types of waste. The waste bank only accepts waste that can be recycled. Therefore a game was created to teach sorting garbage and not to litter. It was made with a sound sensor to give a unique impression in the game. The game development is designed with a reward and punishment system to tell players if they do the right thing. After the game is finished, tests are conducted on several elementary school children and the results are that EE, PE, and HM have an influence on the BI variable.
Deer are animals that currently still have conservation status as protected animals. However, for the activities of breeding and caring for deer animals, they are allowed and given legal payment by the government. However, in practice, there is still a lot of illegal deer meat or the result of illegal hunting which is also sold in the Indonesian market. Recording of deer seed genealogy and legality of breeding is one way to differentiate between illegal and legal deer meat sellers. However, due to the manual form of recording, human errors often lead to errors in recording. Therefore we need an application that can handle manual recording coupled with the implementation of RFID on meat so that it is expected to facilitate the existing recording process. The purpose of this research is to create a deer recording system application that can assist users in making sales and purchasing transactions as well as checking the lineage of deer seeds using the implementation of RFID. The method applied is through the design of Use Case Diagrams, Entity Relationship Diagrams, flowcharts, and using the Laravel 7 framework with the application of MVC to produce a Deer Recording System (SRS) application aimed at helping breeders. After the application was generated, testing was carried out on 84 buyers and prospective buyers of deer meat in deer breeding in Kudus, and the results showed that the EE (convenience) and FC (facilities) variables had a significant correlation with the BI variable (desire to return).
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