Abstract:This research examines the role of youth in supporting e-government in the era of digital-based government 5.0, highlighting how the younger generation can be the main agent in the digital transformation of government. In…
n this context, youth not only act as users of technology, but also as developers of innovations that support the efficiency, transparency, and responsiveness of public services. Secondary data collected through document searches of literature, journal articles, government reports, and other official documents form the basis of this research analysis. The descriptive-analytical qualitative method is used to describe and criticise various aspects of the role of youth in e-government. Case studies such as "LAPOR!" and "Qlue," as well as hackathon initiatives, show how youth directly contribute to the development of digital solutions. In addition, their participation in e-participation platforms such as "Musrenbang Online" shows active engagement in technology-based decision-making processes. Youth also play a role in digital literacy campaigns, helping less tech-savvy communities to utilise e-government services. Involvement in advocacy and research further underlines the potential of youth as a source of innovative ideas and solutions. The results of this study confirm that the contribution of youth in supporting e-government is significant and covers various aspects, from technology development, participation in policy processes, to education and advocacy. Thus, youth are the main key in accelerating the digital transformation of government, ensuring that technology can be maximally utilised to improve the quality of public services and meet the needs of society in the digital era 5.0.
Keywords: Youth, E-Government, Digital 5.0, Digital Transformation
Abstract:This study aims to comprehensively analyze the capacity of educational institution leaders in managing institutional problem-solving processes through a qualitative literature review approach that focuses on integrating…
theoretical concepts and contemporary educational leadership practices. The study highlights critical stages of leadership, including problem identification and diagnosis, the design of contextually relevant solution strategies, the implementation of adaptive actions, and reflection-based evaluation to ensure continuous improvement. The synthesis of the literature reveals that successful problem-solving is significantly influenced by leaders’ ability to integrate transformational, instructional, and adaptive leadership styles that foster collective participation, professional collaboration, and the establishment of a progressive learning culture. Effective leadership is characterized by reflective capacity, data-driven decision-making, and the ability to create a supportive work climate for innovation and change. Conversely, recurring challenges include limited resources, resistance to transformation, misaligned external policies, and administrative burdens that constrain managerial flexibility. Based on these findings, this study emphasizes the importance of developing context-based leadership models that position problem-solving as a core competency through enhanced data literacy, emotional intelligence, and continuous reflective learning. The main contribution of this article lies in strengthening the theoretical foundation of 21st-century educational leadership and providing practical recommendations for school leaders, policymakers, and leadership training developers to build resilient, adaptive, and continuously improving educational organizations.
Abstract:This study aims to analyze the feasibility of business development for CV. Subur Indah Pertama, located in Pemecutan Kaja Village, North Denpasar, Bali, based on five main aspects of business feasibility studies: market…
and marketing, legal, human resources, environmental, and financial. This research employs a qualitative approach using descriptive methods, with data collection techniques including direct observation, in-depth interviews, and document review. The analysis results show that from the market and marketing aspect, the company has demonstrated positive performance through the optimization of digital platforms such as Tokopedia, Shopee, and TikTok, as well as strategic partnerships with contractors and property developers. Legally, the company is deemed feasible as it has fulfilled all business documents and licenses, including SIUP, NPWP, PKP, and tax compliance. In terms of human resources, a systematic organizational structure and professionally-based HR management indicate the company’s readiness to support business expansion. The environmental aspect also meets feasibility criteria, with evidence of standardized waste management systems and compliance with environmental regulations. From the financial perspective, the project is considered highly feasible based on financial indicators, namely a Net Present Value (NPV) of IDR 13.7 billion, an Internal Rate of Return (IRR) of 32%, and a Payback Period of 5 years, which is below the project’s economic life of 8 years. The IFAS and EFAS analyses show significant internal strengths, while the SWOT matrix places the company in Quadrant I with an aggressive strategy (Strength–Opportunity). Based on the overall findings, the business development of CV. Subur Indah Pertama is declared feasible and has strong prospects for long-term growth.
Abstract:The mobile gaming industry has evolved into a strategic sector within the global digital economy ecosystem, contributing significantly to the overall revenue of the gaming industry. A concrete manifestation of this dynamic…
ic is Honor of Kings (HoK), a 5v5 MOBA game developed by TiMi Studio Group, which has recorded over 100 million daily active players worldwide. The success of HoK is not solely determined by the quality of its game mechanics but also by its ability to deliver an immersive user experience and implement adaptive Content Marketing strategies. This study aims to empirically examine the influence of Game User Experience (GUX) and Content Marketing on Player Loyalty, with Satisfaction serving as a mediating variable. Employing a quantitative approach through Structural Equation Modeling (SEM), data were collected from active HoK players using a validated survey instrument. The results of the analysis indicate that both GUX and Content Marketing have a significant positive effect on Satisfaction, which, in turn, mediates their influence on Loyalty. The proposed mediation model successfully illustrates the affective role of Satisfaction as a key determinant in the formation of player Loyalty in digital contexts. These findings not only reinforce theoretical foundations in the domain of experience-based marketing but also offer practical insights for game developers and marketers in designing sustainable retention strategies through the optimization of gameplay experience and value-driven content delivery. Accordingly, this study presents a relevant conceptual framework for understanding the mechanisms of Loyalty formation within the competitive and dynamic mobile gaming industry.
Abstract:Abstract: In an increasingly competitive business era, information technology is key to managing data and information. E-SCM emerges as a strategic solution to integrate partners and manage inventory efficiently. This study…
udy focuses on the application of the Lean Software Development method to design an E-SCM system in the Banana Chips industry, which faces challenges in managing inventory and production processes. The main problems faced include the inability to manage raw material inventory and non-computerized records, resulting in inefficient use of time and costs. By applying Lean principles, such as eliminating unnecessary features, fast delivery, and team collaboration, the E-SCM Website is designed to be responsive to market needs and easy to understand by users. Before the E-SCM system is applied by users, developers test the system by measuring how well the system is understood by users. Before being implemented, the system was tested using the Usability Scale System (SUS) and prototype testing. The results of the questionnaire filled out by 5 respondents showed an average SUS score of 78, which was categorized as "Acceptable" and "Good".
Keywords: lean software development method; e-scm; banana chips; inventory management; usability testing
Abstrak: Dalam era bisnis yang semakin kompetitif, teknologi informasi menjadi kunci dalam pengelolaan data dan informasi. E-SCM muncul sebagai solusi strategis untuk mengintegrasikan mitra kerja dan mengelola stok barang secara efisien. Penelitian ini fokus pada penerapan metode Lean Software Development untuk merancang sistem E-SCM di industri Banana Chips, yang menghadapi tantangan dalam pengelolaan persediaan dan proses produksi. Masalah utama yang dihadapi mencakup ketidakmampuan dalam mengatur persediaan bahan baku dan pencatatan yang belum terkomputerisasi, mengakibatkan inefisiensi penggunaan waktu dan biaya. Dengan menerapkan prinsip-prinsip Lean, seperti menghilangkan fitur-fitur yang tidak perlu, pengiriman cepat, dan kolaborasi tim, Website E-SCM dirancang agar responsif terhadap kebutuhan pasar dan mudah dipahami oleh pengguna. Sebelum sistem E-SCM diaplikasikan oleh pengguna, pengembang melakukan pengujian terhadap sistem tersebut dengan mengukur seberapa baik sistem dimengeri oleh pengguna. Sebelum diterapkan, sistem diuji menggunakan Sistem Usability Scale (SUS) dan pengujian prototype. Hasil dari kuesioner yang diisi oleh 5 responden menunjukkan skor rata-rata SUS sebesar 78, yang dikategorikan sebagai “Acceptable” dan “Good”.
Kata kunci: metode lean software development; e-scm; banana chips; pengelolaan persediaan; usability testing
Abstract:Abstrak: The selection of housing is a critical decision that involves the consideration of multiple criteria objectively. In Kisaran City, the rapid growth of the property sector has led to a wide variety of housing options,…
ions, each with distinct characteristics, making it difficult for potential buyers to determine the most suitable choice. This study aims to apply the Weighted Aggregated Sum Product Assessment (WASPAS) method to support the decision-making process for selecting the best housing based on five main criteria: location, price, security, public facilities, and environment. Each criterion is analyzed quantitatively through the assignment of weights and scores to each housing alternative. The WASPAS method generates a final ranking, where the alternative with the highest score is considered the optimal choice. The results show that the WASPAS method is effective in simplifying the multi-criteria decision-making process and provides accurate and rational recommendations for selecting housing that best meets the needs of the community. This study is expected to serve as a reference for prospective buyers and property developers in planning and marketing strategies.
Keywords: waspas; housing selection; kisaran city; decision support system; multi-criteria decision-making.
Abstrack: Pemilihan perumahan merupakan keputusan penting yang memerlukan pertimbangan berbagai kriteria secara objektif. Di Kota Kisaran, pertumbuhan pesat di sektor properti menghadirkan beragam pilihan perumahan dengan karakteristik yang berbeda, sehingga calon pembeli sering kali kesulitan dalam menentukan pilihan yang paling sesuai. Penelitian ini bertujuan untuk menerapkan metode Weighted Aggregated Sum Product Assessment (WASPAS) dalam membantu proses pengambilan keputusan pemilihan perumahan terbaik berdasarkan lima kriteria utama, yaitu lokasi, harga, keamanan, fasilitas umum, dan lingkungan. Setiap kriteria dianalisis menggunakan pendekatan kuantitatif dengan pemberian bobot dan penilaian terhadap masing-masing alternatif perumahan. Hasil dari metode WASPAS menghasilkan peringkat akhir dari alternatif perumahan yang dianalisis, di mana alternatif dengan nilai tertinggi dianggap sebagai pilihan terbaik. Penelitian ini menunjukkan bahwa metode WASPAS efektif dalam menyederhanakan proses pengambilan keputusan multikriteria dan memberikan hasil yang akurat dan rasional dalam memilih perumahan yang paling sesuai dengan kebutuhan masyarakat. Temuan ini diharapkan dapat menjadi referensi bagi calon pembeli maupun pengembang dalam perencanaan dan strategi pemasaran properti.
Kata Kunci: waspas; pemilihan perumahan; kota kisaran; sistem pendukung keputusan; multikriteria
Abstract:Abstract: The school management routinely determines the majors of private students at Madrasah Aliya (MAS) every year. YMPI Private Madrasah Ariyah (MAS) is one of the MAs that implements the 2013 curriculum. One of the…
work programs in the MAS Curriculum is to register for the first year majors which will continue to the second year. In this case, a decision support system (DSS) is a computer interactive system that assists school management in making decisions. In this study the system development method used is the Prototyping Method. Prototyping is a system development method that is widely used. With this method, developers and customers can interact with each other during the system creation process. The system prototype method involves the user directly with analysis and design, very effective for system correction. A decision support system with the SAW (Simple Additive Weighting) method is used to solve the problem of choosing a major. The application of the SAW method is expected to support the decision-making process to choose a major that is in accordance with the students' academic grades while still in junior high schools beforehand as well as the IQ abilities of each student and the results of their interest in the chosen major. The research resulted in an application that is able to determine the choice of majors with the results of an application by determining the value/weight using the SAW method so that it can be determined that Abdul Rozak entered the Science major and Abil Akbar entered the Social Sciences major.
Keywords: decision making system; selection of majors; SAW; criteria.
Abstrak: Pihak manajemen sekolah rutin menentukan jurusan siswa swasta di Madrasah Aliya (MAS) setiap tahun. Madrasah Ariyah Swasta YMPI (MAS) merupakan salah satu MA yang menerapkan kurikulum 2013. Salah satu program kerja dalam Kurikulum MAS adalah mendaftar ke jurusan tahun pertama yang akan melanjutkan ke tahun kedua. Dalam hal ini, sistem pendukung keputusan (DSS) adalah sistem interaktif komputer yang membantu pihak manajemen sekolah dalam mengambil keputusan. Dalam penelitian ini metode pengembangan sistem yang digunakan adalah Metode kuantitatif. Dengan mengumpulkan data berupa angka dengan kriteria yang telah ditentukan mulai dari data nilai akademik IPA dan IPS, Nilai tingkat kecerdasan (IQ) serta nilai minat dari setiap siswa yang diperoleh dari kuisoner.Sistem pendukung keputusan dengan metode SAW (Simple Additive Weighting) digunakan untuk menyelesaikan masalah pemilihan jurusan. Penerapan metode SAW diharapkan dapat mendukung proses pengambilan keputusan untuk memilih jurusan yang sesuai dengan nilai akademik siswa saat masih di sekolah SLTP sebelmumnya serta kemampuan IQ masing-masing siswa serta hasil minat mereka ke jurusan pilihan tersebut. Penelitian menghasilkan aplikasi yang mampu menentukan pilihan jurusan dengan hasil sebuah aplikasi dengan menentukan nilai/bobot dengan menggunakan metode SAW sehingga dapat ditentukan bahwa Abdul Rozak masuk ke jurusan IPA serta Abil Akbar masuk kejurusan IPS.
Kata kunci: sistem penentuan keputusan; pemilihan jurusan; SAW; kriteria
Abstract:Abstract: PT. Mitra Zetta Ugraha Lestari is a company engaged in the contractor and developer sector. Company goal to create quality housing with high quality and use value that gives satisfaction to consumers. This study…
y uses the weighted product method. Some of the factors used as measurement tools are density in the population area, land heigh, distance between main roads, distance from shopping centers and market, distance betwen education or school place. The programming language used in this study are visual basic net 2010 and mysql data base
Keywords: Decision support system, weighted product method, housing.
Abstrak: PT. Mitra Zetta Ugraha Lestari adalah perusahaan yang bergerak di bidang Kontraktor dan Developer. Tujuan perusahaan Mewujudkan perumahan yang berkualitas dan memiliki nilai jualiyang tinggi serta nilai pakaiiyang memberikan kepuasan pada konsumen. Penelitian ini menggunakan metode weighted product. Beberapa faktor yang menjadi alat ukur adalah kepadatanidi area penduduk, ketinggihanitanah, jarak antara jalaniutama, ijarak dengan sentral perbelanjaan/pasar, ijarak antara tempat pendidikan disekolah. Bahasa pemograman yang digunakan pada penelitian ini yaitu Visual Basic NET (VB.NET) 2010 dan MYSQL.
Kata kunci: Sistem pendukung keputusan, metode weighted product, perumahan.
Abstract:SMK N 8 Pekanbaru faces challenges in preparing students to enter the rapidly growing game industry. Students require specialized skills in game development, such as programming, graphic design, and animation, which are…
not adequately covered in the school’s current training programs. To address this issue, the community service team proposed game development training using Unreal Engine, a beginner-friendly game engine with exceptional visual capabilities. The training was conducted in several stages, including material preparation, hands-on practice, and evaluation. The material was tailored to align with the student's comprehension levels, while the hands-on sessions allowed participants to directly practice game creation with intensive guidance from the team. Evaluation was conducted using pre-tests and post-tests to measure the participants' improvement. Additionally, the training aimed to help students explore career opportunities in the game industry and enhance their technical skills to meet industry demands. With the support of a developer community and the ease of use of Unreal Engine, students can continue to learn and refine their skills in the future. This program is expected to have a positive impact by equipping students with relevant job-market skills and enabling them to create new opportunities in the game industry.
Keywords: game development; technical skills; training; unreal engine; vocational school students
Abstrak: SMK N 8 Pekanbaru menghadapi tantangan dalam mempersiapkan siswa untuk memasuki industri game yang berkembang pesat. Siswa membutuhkan keterampilan khusus dalam pengembangan game, seperti pemrograman, desain grafis, dan animasi, yang belum tercakup secara memadai dalam pelatihan sekolah. Untuk mengatasi masalah ini, tim pengabdian masyarakat mengusulkan pelatihan pembuatan game menggunakan Unreal Engine, sebuah game engine yang ramah pemula namun memiliki kemampuan visual yang luar biasa. Pelatihan ini dilakukan melalui beberapa tahapan, yaitu penyusunan materi, praktik langsung, dan evaluasi. Penyusunan materi dirancang untuk memastikan kelayakan dan kesesuaian dengan tingkat pemahaman siswa. Sesi praktik menggunakan pendekatan hands-on yang memungkinkan siswa langsung mempraktikkan pembuatan game dengan bimbingan intensif dari tim. Evaluasi dilakukan melalui pre-test dan post-test untuk mengukur peningkatan pemahaman peserta. Selain itu, pelatihan ini bertujuan untuk membantu siswa membuka peluang karier di industri game dan meningkatkan keterampilan teknis mereka sesuai kebutuhan industri. Dengan dukungan komunitas pengembang dan kemudahan penggunaan Unreal Engine, siswa dapat terus belajar dan mengembangkan keterampilan mereka di masa depan. Program ini diharapkan dapat memberikan dampak positif dalam membekali siswa dengan keterampilan yang relevan untuk dunia kerja dan membantu mereka menciptakan peluang baru dalam industri game.
Kata kunci: keterampilan teknis; pelatihan; pengembangan game; siswa SMK; unreal engine
Abstract:Abstract: The increasing use of the Maxim ride-hailing application in Manokwari highlights the need to understand the factors influencing user acceptance and satisfaction. However, the growing number of users does not necessarily…
cessarily reflect a high level of technology acceptance and user satisfaction. This study aims to examine the effects of performance expectancy, effort expectancy, facilitating conditions, and habit on behavioral intention, as well as the effect of behavioral intention on user satisfaction among Maxim users in Manokwari. A quantitative approach based on the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) was employed. Data were collected through questionnaires using a purposive sampling technique from 156 valid respondents and analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4.0. The results show that performance expectancy (β = 0.343, p < 0.001), effort expectancy (β = 0.191, p = 0.002), facilitating conditions (β = 0.142, p = 0.029), and habit (β = 0.359, p < 0.001) positively and significantly influence behavioral intention. Furthermore, behavioral intention positively and significantly affects user satisfaction (β = 0.771, p < 0.001). These findings confirm the applicability of the UTAUT2 model and provide practical insights for Maxim management and application developers to improve service quality and user satisfaction.
Keywords: behavioral intention; effort expectancy; facilitating conditions; habit; performance expectancy; user satisfaction.
Abstrak: Meningkatnya penggunaan aplikasi transportasi daring Maxim di Manokwari mendorong perlunya memahami faktor-faktor yang memengaruhi penerimaan teknologi dan kepuasan pengguna. Namun, peningkatan jumlah pengguna belum tentu mencerminkan tingginya tingkat penerimaan teknologi dan kepuasan pengguna. Penelitian ini bertujuan menganalisis pengaruh performance expectancy, effort expectancy, facilitating conditions, dan habit terhadap behavioral intention, serta pengaruh behavioral intention terhadap user satisfaction pada pengguna aplikasi Maxim di Manokwari. Penelitian ini menggunakan pendekatan kuantitatif berdasarkan model Unified Theory of Acceptance and Use of Technology 2 (UTAUT2). Data dikumpulkan melalui kuesioner menggunakan teknik purposive sampling terhadap 156 responden dan dianalisis menggunakan Partial Least Squares Structural Equation Modeling (PLS-SEM) dengan SmartPLS 4.0. Hasil penelitian menunjukkan bahwa performance expectancy (β = 0,343; p < 0,001), effort expectancy (β = 0,191; p = 0,002), facilitating conditions (β = 0,142; p = 0,029), dan habit (β = 0,359; p < 0,001) berpengaruh positif dan signifikan terhadap behavioral intention. Selanjutnya, behavioral intention berpengaruh positif dan signifikan terhadap user satisfaction (β = 0,771; p < 0,001). Temuan ini menegaskan penerapan model UTAUT2 serta memberikan masukan bagi manajemen Maxim dan pengembang aplikasi untuk meningkatkan kualitas layanan dan kepuasan pengguna.
Kata kunci: behavioral intention; effort expectancy; facilitating conditions; habit; performance expectancy; user satisfaction.