https://journal.unnes.ac.id/sju/jaist/issue/feedJournal of Advances in Information Systems and Technology2024-01-23T13:29:08+07:00JAIST[email protected]Open Journal Systems<p><strong>Journal of Advances in Information Systems and Technology starting in 2024 migrates to better secure from various unwanted things, including journal hacking and so on. To submit, the author please visit the new website page of our journal at the link<a href="https://journal.unnes.ac.id/journals/jaist"> https://journal.unnes.ac.id/journals/jaist</a></strong></p> <p><strong><em>MIGRATION OFFICIAL STATEMENT <a href="https://drive.google.com/drive/folders/1980A0R8NA3En1577jOx6NI3mWJxsNawB?usp=sharing" target="_blank" rel="noopener">HERE</a></em></strong></p> <p><strong><em>Journal of Advances in Information Systems and Technology </em>(JAIST)</strong> is a peer-reviewed open-access journal published by <strong>Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang.</strong> The journal invites scientists and engineers throughout the world to exchange and disseminate theoretical and practice-oriented <strong>topics of advances in information systems and technology</strong>. Submitted papers must be written in English for an initial review stage by editors and further review process by a minimum of two reviewers.</p> <p><a href="https://app.dimensions.ai/discover/publication?search_mode=content&and_facet_source_title=jour.1449055" target="_blank" rel="noopener"><img src="http://journal.walisongo.ac.id/public/site/images/psikohumaniora/DIMENSIONS_INDEX1.png" alt=""></a><a href="https://garuda.kemdikbud.go.id/journal/view/26577" target="_blank" rel="noopener"><strong><img src="http://journal.walisongo.ac.id/public/site/images/psikohumaniora/GARUDA1.png" alt=""></strong></a><a title="Crossreff" href="https://search.crossref.org/search/works?q=2715-999X&from_ui=yes" target="_blank" rel="noopener"><img src="/sju//public/site/images/jaistunnes/crossref31.jpg"></a></p>https://journal.unnes.ac.id/sju/jaist/article/view/61457Analysis of Gamification Implementation on the Marketplace: Testing the Effect of User Feedback on the Marketplace Using Self Determination Theory and Technology Acceptance Models2024-01-23T13:28:54+07:00Risa Naili Fitriana[email protected]Zaenal Abidin[email protected]<table> <tbody> <tr> <td> <p>The development of the marketplace produces a variety of features to attract users to engage with content. Gamification is one of the marketing tools that is currently trending and many are already using it, one of which is the marketplace. The purpose of this study is to examine the impact of the application of gamification in the marketplace on the effect of marketplace user feedback. The marketplaces used in this research are Shopee and Tokopedia. This study uses a quantitative method using the Self Determination Theory model combined with the Technology Acceptance Model. The results of the questionnaire data collection from 252 data contained 208 valid data. The results of data processing using SmartPLS produced four indicators with values below 0.7 including A1, A5, PEU4, and C5, so modifications were made to the research model. Based on the results of data processing, all of the hypotheses of this study were significant or accepted as many as 9 hypotheses. The results show that user attitudes greatly determine the sustainability of users towards the use of the marketplace and the pleasure of users when playing games on the marketplace is one of the main factors in determining user attitudes towards the marketplace. This study provides recommendations that related parties in making game features on the marketplace focus more on user enjoyment when playing games, because user pleasure is one of the main factors in determining user attitudes and user attitudes towards game features on the marketplace encourage users' intentions to use the marketplace.</p> </td> </tr> </tbody> </table>2024-01-23T11:33:05+07:00##submission.copyrightStatement##https://journal.unnes.ac.id/sju/jaist/article/view/63743The Effect of Augmented Reality Acceptance on E-Commerce on Cosmetic Purchase Decisions Using Combination TPB and TAM2024-01-23T13:28:56+07:00Oktaria Gina Khoirunnisa[email protected]Endang Sugiharti[email protected]<table> <tbody> <tr> <td> <p>The fact that the sales of cosmetic products in Indonesia are increasing causes competition between brands to be unavoidable. One of the strategies the company prepared is to expand its marketing reach with e-commerce. But when selling cosmetic products by online new problem arises, scilicet the absence of a tester causes a lack of information about the product and how the technology is accepted. A lack of understanding about the product will affect consumer buying interest. Shopee answers this problem by providing a markerless augmented reality-based beauty cam feature. Based on this description, this study will analyze the effect of acceptance of the use of augmented reality on product purchase decisions using a combination of the Technology Acceptance Model and Theory of Planned Behavior. Data in his study was collected by distributing online questionnaires to Shopee users who have used this feature. The results of this study indicate that behavioral control variables do not affect a person's behavioral intention to use the beauty cam feature or the intention to buy cosmetic products. In addition to these correlations, all proposed correlations have a significant effect. The results of this study can stimulate future research and become a consideration for feature developers and business owners in other fields.</p> </td> </tr> </tbody> </table>2024-01-23T11:37:48+07:00##submission.copyrightStatement##https://journal.unnes.ac.id/sju/jaist/article/view/72747Analysis and Quality Measurement of SITEDI Sub-System Against User Satisfaction Using WebQual 4.0 and End-User Computing Satisfaction (EUCS) Methods2024-01-23T13:28:57+07:00Ananda Prasetya[email protected]Devi Ajeng Efrilianda[email protected]<table> <tbody> <tr> <td> <p>One of the efforts in handling educational challenges in the era of technological development is the development of the Thesis Information System for Dissertation Thesis (SITEDI). SITEDI is an information system that facilitates the thesis administration process starting from the presentation of the subject matter to the final exam managed by Universitas Negeri Semarang (UNNES). Therefore, it is necessary to measure the quality of SITEDI performance based on user satisfaction to facilitate the evaluation process of SITEDI as a quality student service in the future. The research method used in this study is a combination of WebQual 4.0 and End-User Computing Satisfaction (EUCS). The variables used include usability quality, information quality, service interaction quality, format, and timeliness. The sample used was 135 respondents with purposive sampling technique. The results of the analysis that have been carried out conclude that simultaneously the variables of usability quality, information quality, service interaction quality, format, and timeliness have an influence on user satisfaction by 62.5%. WebQual 4.0 variables, namely service interaction quality, information quality, and usability quality sequentially have a significant influence on user satisfaction with an effect size of 0.092, 0.069, and 0.028. Meanwhile, the EUCS variables, namely format and timeliness, do not have a significant influence on user satisfaction.</p> </td> </tr> </tbody> </table>2024-01-23T11:40:08+07:00##submission.copyrightStatement##https://journal.unnes.ac.id/sju/jaist/article/view/68168Quality Analysis of E-Learning Website (Elena) Using Webqual 4.0 Method and Importance Performance Analysis (IPA)2024-01-23T13:28:58+07:00Dimas Hardi Pamungkas[email protected]Subhan Subhan[email protected]<table> <tbody> <tr> <td> <p>E-learning website is one of the important elements in education which has a role as an online learning medium. It is important to measure the quality of e-learning website services to maintain the ongoing use of the e-learning website. This research was conducted for evaluation in order to measure and improve the quality of e-learning website services at Semarang State University (Elena) using the Webqual 4.0 method and Importance Performance analysis (IPA) which has a focus on four variables, which that is; usability, information quality, service interaction quality, and overall, as well as to determine the value of user perceptions and expectations of the services that have been provided. Based on the results of the calculations that have been carried out, the Customer Sutisfaction Index (CSI) value is 76.4%, meaning that the respondents stated that they were satisfied with the performance of Elena's e-learning website. The results of calculating the average value of the gap (Gap) on Elena's e-learning website still show a significant negative value of -0.64, these results indicate that the performance level of Elena's e-learning website still does not meet user expectations. The results of the analysis of the IPA quadrants obtained 2 attributes which were included in quadrant I, 10 attributes entered in quadrant II, 7 attributes entered in quadrant III, and 4 quadrants entered in quadrant IV. This research is expected to provide positive input for website managers to be able to improve the quality of services provided to users in the future.</p> </td> </tr> </tbody> </table>2024-01-23T11:42:42+07:00##submission.copyrightStatement##https://journal.unnes.ac.id/sju/jaist/article/view/73341The Influence of Social Media Marketing Elements on Brand Loyalty Mediated by Customer Brand Engagement: Case Study of ASUS Laptop Users2024-01-23T13:29:00+07:00Fadhil Farrelian Narantaka[email protected]Zaenal Abidin[email protected]<table> <tbody> <tr> <td> <p>This study was conducted to determine the influence of social media marketing elements, namely entertainment, interaction, customisation, electronic word of mouth (E-WOM), and trendiness on brand loyalty mediated by customer brand engagement on Asus laptops. This research was conducted on Universitas Negeri Semarang students with a sample of 396 students. The sampling method used was purposive sampling, which is a sample based on certain criteria, namely students who use Asus laptops. The data collected has been analyzed using structural equation modelling-Partial Least Square (SEM-PLS) with SmartPLS 4 software. The results of the study concluded that entertainment such as increasing Asus laptop video / image content attractively and E-WOM invites consumers to increase their desire to provide information about their experience in using Asus laptops, entertainment and E-WOM have a significant effect on customer brand engagement and customer brand engagement has a significant effect on brand loyalty, for example such as increasing consumer happiness when using Asus laptops by providing the right specifications, attractive appearance, and features that make it easier to use Asus laptops. While interaction, customisation, trendiness do not have a significant effect on customer brand engagement.</p> </td> </tr> </tbody> </table>2024-01-23T11:49:46+07:00##submission.copyrightStatement##https://journal.unnes.ac.id/sju/jaist/article/view/67179Factors Influencing Student Intentions in Using the Mobile Legends Bang-Bang Game Using the UTAUT 2 and DeLone McLean Models2024-01-23T13:29:01+07:00Fredy Kusuma Nelly[email protected]Budi Prasetiyo[email protected]<table> <tbody> <tr> <td> <p>Online game users have increased every year following technological developments. This makes game developers develop their products even better so that they can play games on smartphones or commonly called mobile games. The increasing number of mobile game users is the backdrop for intense competition between game genres. However, one of the most frequently accessed games is Mobile Legends Bang-Bang. Then make the Mobile Legends game popular with various groups of students. Seeing this phenomenon, researchers are interested in researching Semarang State University students who play the online game Mobile Legend Bang-Bang because on campus there are many students who play together and form teams so that many E-Sport competitions are held. The UTAUT 2 and Delone & Mclean methods determine the factors that influence students' intentions to play the Mobile Legends Bang-Bang game. The data source in this study was taken from the results of online questionnaires so as to produce 316 respondent data after the screening process was carried out. Data processing uses SmartPLS V3 to test the outer and inner models. The results of this study indicate that of the ten hypotheses proposed, four hypotheses are not accepted. Namely, social influences on behavioral intentions, habits on behavioral intentions, system quality on behavioral intentions, and service quality on behavioral intentions. This means that social influence, habits, system quality, and service quality have no significant effect on behavioral intentions. The results of the analysis show that user intentions influence user behavioral in using the Mobile Legends Bang-Bang game.</p> </td> </tr> </tbody> </table>2024-01-23T00:00:00+07:00##submission.copyrightStatement##https://journal.unnes.ac.id/sju/jaist/article/view/61455Consumer Acceptance Analysis of Purchase Interest Using Live Features on The Marketplace with Technology Acceptance Model (TAM) Method Case Study : Shopee2024-01-23T13:29:03+07:00Edward Jhonatan[email protected]Budi Prasetiyo[email protected]<table> <tbody> <tr> <td> <p>The development of technology has become one of the instant lifestyles of the community because it has high mobility in carrying out daily activities. The use of the internet for commercial transactions is known as electronic commerce (e-Commerce). In 2021 Shopee launched a new feature before other competitors had the Shopee live feature. This research is more focused on analyzing buyers using the Shopee live feature on the Shopee marketplace using the Technology Acceptance Model (TAM). The purpose of this study is to analyze how the influence of consumers in buying interest using the Shopee live feature and to determine the effect of each variable used. This type of research is quantitative research. The research sample was 255 UNNES student respondents from 2015-2019. The data analysis method used is descriptive analysis using SEM with SmartPLS 3.0 software. The data that has been obtained is done data cleaning. It was found that the valid data were 203 people. The results of the research based on what has been done on the outer model, there are three indicators that are deleted, namely PEOU 2, PEOU 4, and PU 5, because the results obtained are still below the set value <0.7. In the inner model research, there is one hypothesis that is rejected, namely the t-statistics test, namely PEOU > BI because this hypothesis has a value less than the standard value of the t-test so it is rejected. However, there are six accepted hypotheses, namely PE > PU, PE > PEOU, PE > BI, PT > PU, PT > BI, and PU > BI. Based on the results of this analysis, the six variables have factors that influence the purchase intention using the Shopee live feature.</p> </td> </tr> </tbody> </table>2024-01-23T00:00:00+07:00##submission.copyrightStatement##https://journal.unnes.ac.id/sju/jaist/article/view/71096Measuring The Acceptance Level of User Interface Design of ERP System at PT Allure Alluminio Using Technology Acceptance Model (TAM) Method2024-01-23T13:29:04+07:00Alfat Mutoriq[email protected]Aji Purwinarko[email protected]<p>The utilization of information technology and the internet in the industry is generally done through the implementation of Enterprise Resource Planning (ERP) systems to manage business processes. The success of ERP system implementation requires efforts to support and prevent failure risks. One of the risk factors for failure is the User Interface (UI) design of the ERP system. Good UI design that meets user needs needs to be considered. This research utilizes the Design Thinking (DT) method to create a good UI design and the Technology Acceptance Model (TAM) method to measure the acceptance of UI design in the manufacturing module of PT Allure Alluminio. The DT method was chosen as the UI design method for the ERP system because it is considered more creative in generating product concepts compared to other standard methods and TAM was chosen as one of the best methods for explaining technology acceptance and is a popular and commonly used approach. The UI design process is carried out in 6 phases of DT under the guidance of the Person in Charge (PIC), and the acceptance of UI design is measured after system implementation. Acceptance measurement is conducted using TAM with navigation and UI design variables as external variables, which are taken from previous research, and it tests the variables of Perceived Usefulness (PU), Perceived Ease of Use (PEOU), and Behavioral Intention to Use (BITU) among 50 users of the ERP system in the manufacturing module at PT Allure Alluminio through a Google Form questionnaire. The collected data is analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) in SmartPLS 3.2.9. The research results indicate that the DT method is effective for UI design as it involves users. The analysis shows that the use of ERP systems is influenced by perceived usefulness and ease of use, but not influenced by UI design. Navigation and UI design provide ease of use.</p>2024-01-23T00:00:00+07:00##submission.copyrightStatement##https://journal.unnes.ac.id/sju/jaist/article/view/67465Unrevealing the Role of Social Media on Online Sex Trafficking: A Case Study and Conceptual Model of Cyber Prostitution in Indonesia2024-01-23T13:29:06+07:00Sahda Armandiva Usman[email protected]Kholiq Budiman[email protected]<table> <tbody> <tr> <td> <p>Online prostitution is an example of cybercrime which is increasingly happening in today's digital era. Even though online prostitution cases have been well documented, in Indonesia itself there is no criminal law regulation that specifically addresses prostitution cases that occur on social media. Likewise, there is a lack of research that discusses the process of how online prostitution cases can occur from start to finish and social media interventions in these cases. The average previous research only focused on law violations that occurred at the final stage or at the exploitation stage. This indirectly ignores the role of social media in the process of building trust between perpetrators and victims (trust building), the process of trading or advertising (advertising), and the process of transactions between perpetrators and potential buyers (transactions). Therefore, in this study the author will discuss the role of technology in online prostitution cases and their relationship with criminals, victims and members of the police. The research design used by the author is Research & Development Level 1. The data in this study were obtained using in-depth interviews with informants and analysed by a deductive approach adapted from Nunamaker's research. Based on the results of the data analysis that has been carried out, the author finds that the social media most used by the actors is the MiChat application as much as 44%, Facebook 26%, WhatsApp 12% and other applications as much as 18%. In addition, this research also produces a conceptual model that describes the various processes that occur in online prostitution cases and the role of each social unit and social media. The conceptual model has been tested and validated by experts using the rating scale method. Obtained a percentage value of 86.67%. The results of this assessment prove that the conceptual model created is very feasible.</p> </td> </tr> </tbody> </table>2024-01-23T00:00:00+07:00##submission.copyrightStatement##https://journal.unnes.ac.id/sju/jaist/article/view/68193User Experience Analysis on the Karanganyar People's Market (Semarak) Online System Website at the Karanganyar Regency Communication and Information Service Using the User Experience Questionnaire (Ueq) Approach2024-01-23T13:29:07+07:00Hafid Fikri Bachtiar[email protected]Devi Ajeng Efrilianda[email protected]<div id="tw-target-text-container" class="tw-ta-container F0azHf tw-nfl" tabindex="0"> <table> <tbody> <tr> <td> <p>Technological developments have made government agencies at various levels start using e-Government services. The purpose of this study is to determine the application of e-government on websites. The method used in this study is a quantitative method using the User Experience Questionnaire (UEQ) with a data processing tool, namely the UEQ Data Analysis Tool software. available in the form of an Excel application. The results of the descriptive statistical analysis on each UEQ variable can be seen that the Karanganyar Online People's Market System (Semarak) website gets a positive rating value on the variables interestingness (mean 1.41), perspicuity (mean 1.41), efficiency (mean 1.69 ). , dependence with (average 1.31), stimulation (average 1.08). While the novelty variable gets a neutral evaluation (mean 0.69). </p> </td> </tr> </tbody> </table> </div>2024-01-23T00:00:00+07:00##submission.copyrightStatement##