Inclusive Educational Digital Platform for Sustainable Development (ARCHIPELAGO) Platform for National Sustainable Education Publication

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ABDIAWIPA ROFADALINY, DODIE TRICAHYONO, RATIH HENDAYANIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDOES CORONA FEAR MODERATES THE USER'S BEHAVIOR OF TELKOM UNIVERSITY'S LEARNING MANAGEMENT SYSTEM?In recent months, COVID-19 has spread rapidly to various parts of the world. Efforts have been made to limit all activities in the community and apply social distancing. This pandemic also has an impact on the education sector, where learning is becoming online. This study explores the Unified Theory of Acceptance and Use of Technology (UTAUT) model through the expansion of the model by adding social isolation, system quality, and corona fear as moderates in the Behavioral Intention of LMS CeLOE and Use Behavior in LMS among students and lecturers. The data analysis used Partial Least Square (PLS) and Structural Equation Modeling (SEM). The sample number of this research is 395. The test results show that PE, EE, SI, FC, SIS, and SQ positively affect BI, and also BI positively affects UB. However, CF as a moderating does not moderate the relationship of all variables.Paper Link
ADHI PRASETIO, GRISNA ANGGADWITA, RINA DJUNITA PASARIBUInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDigital Learning Challenge in IndonesiaIndustry Education Reform 4.0 was launched by the Indonesian government as one of nine priority agendas called Nawa Cita. The reform consists of two main programs: first, to improve the quality of life of Indonesian people through improving the quality of education and training and, second, to revolutionize the nation's character through the policy of restructuring the national education curriculum. There are challenges though to implement those programs including Indonesian geographic, gap to access different level of education, and the gap to achieve the Industrial Revolution 4.0 skills. The aims of this chapter are to explore alternatives and solutions for access to education in Indonesia by utilizing technological advancements including the skills needed to face the current digital era. Education 4.0 is a good approach to answer those challenges. The use of internet technology for digital learning can provide access to students spread across the country. This approach requires skills set that are appropriate to Industry 4.0 by providing a flexible curriculum and online certification.Paper Link
ADY PURNA KURNIAWANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPEMBANGUNAN SISTEM INFORMASI PENGOLAHAN DATA PRODUKSI PADA UMKM KONFEKSI BERBASIS WEBSITEThe use of information technology is needed bycompanies in running theirbusinessfor managingdatasin it to grow profit for the company.The confection industry is one of thebusinessthat has dataswheremust be managed including orders, payroll, products, and financial data.There are20confections in Bandung Cityhave problems in usingthe manual process during the management of production data, so datas canloss and damageeasily wherecan result in business losses. Information systemis developedusing the Waterfall method and built using a website programming language with the CodeIgniter framework. The information system uses the support of barcode / QR code reader devices in recording production results in confections.Tottaly, thisinformationsystem development resultssome featureswhere canmanage production data and produce the required documents such as pay slips, receipts, andreports that can be used by managers such as order, payroll and financial reports.The testing results showed that more than 90% of users expressed agreement with each statement given in the questionnaire.Paper Link
AFRIN FAUZYA RIZANA, UMAR YUNAN KURNIA SEPTO HEDIYANTO, FADILLAH RAMADHANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationE-Learning Success Determinants in Higher Education: A Systematic Literature Review from Users??? PerspectiveThe implementation of e-learning become more and more popular among higher education institution. However, the costly implementation of e-learning not a guarantee that it will be successfully adopted. There are reports where the adoption rate of e-learning users is often low, resulting the expected benefits failed to be achieved. In order to solve this issue, the important factors that influence users' adoption and usage rate need to be identified. Therefore, this study aims to identify the critical factors of e-learning success in higher education. A systematic literature review protocols was employed in this study to identify the success factor of e-learning from previous literature. The review process is conducted towards articles published in science direct and emerald insight from the past 10 years. There are total 20 articles selected as primary articles for further review. According to the articles reviewed in this study, the success of e-learning implementation is reflected on three variables i.e. users' satisfaction, actual usage, and continuance usage. Moreover, there are six dimension that is critical towards e-learning success i.e. students' characteristics, instructors' characteristics, users' extrinsic motivation, infrastructure and system quality, course and content quality, and organizational support.Paper Link
ANDREAS RIO ADRIYANTOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPenanaman nilai dalam materi ajar pembelajaran daring perguruan tinggiOnline learning offers cross-space and time, so students get flexibility in their time and place. Participants in online learning are larger than in traditional face-to-face classes. The utilization of internet networks has an impact on changes in learning culture. The position of students is required to be more individuals in managing learning. The role of the tutor revealed by Ki Hajar Dewantara has shifted its function. Educators cannot be directly involved in online learning. In online learning, educators function more than mediators and facilitators. Transfer of noble values, intellectualism, ethics, responsibility, honesty, and things that are reflective is not as easy as face-to-face learning. However, the application of technology in education is a necessity because the current generation is a digital generation whose daily life is inseparable from digital interactions. This study aims to see how the application of reflective aspects in learning material with a focus on the dominant material in the affective domain. Experiments will be conducted on learning video material on two groups of students. One group of students becomes a control group, while the other becomes an experimental group. In the control group, neutral learning videos will be used, while the experimental group will use features that apply the principle of coherence, personalization, and story method. The effectiveness of learning will be measured by evaluating the form of retention test, aptitude test, comprehensive transfer test, and problem-solving transfer test. This publication is ongoing research. It is expected that further discussions related to the methodology and features being tested can be raised. The application of technology that functions as an instrument of innovation in the cultivation of noble values of Indonesian culture is expected to be a reference in the design of teaching materials for online learning, especially for material from the affective domain.Paper Link
ANDREAS RIO ADRIYANTOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationMateri Ranah Psikomotor Dalam Konten Video Pembelajaran DaringMany universities in Indonesia have developed online learning materials. Various types of study programs and courses have been delivered through online learning. There are many psychomotor subjects in the art and design study program. This type of subject relies on the psychomotor ability to produce a certain form of design. The submission of these types of courses is done by interacting directly with lecturers by paying attention and imitating. In online learning, are the activities of students in the studio class still maintained with the same experience? Can this physical space be replaced by virtual space? Phenomenology studies are conducted by conducting user interviews to understand student expectations and experiences to be gained. Discussions and input from students will be used as a basis for applying to online learning. The principles of multimedia learning theory and cognitive load theory are part of the feature elements to be tested. Experiments will be conducted using three groups of students. The first group students use face-to-face activities, the second group uses online activities with the use of video learning and the third group uses blended learning that uses a combination of online and face-to-face. Evaluation is carried out to measure the ability of skills in the stages of psychomotor achievement. The type of evaluation is in the form of an assignment of skills. Measurements were made using an assessment rubric with a standard range of numbers by comparing the results of the three groups of students. This study aims to obtain input and discussion relating to the methodology and features of learning videos so that further research that is more robust can be realized. The expectation of this research is to produce a reference in designing online learning videos especially for courses related to the psychomotor domain.Paper Link
ANDREAS RIO ADRIYANTOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationMemahami Perilaku Generasi Z Sebagai Dasar Pengembangan Materi Pembelajaran DaringVirtualization in learning provides a barrier between students and lectures. The existence of a digital partition creating a boundary that gives freedom of students to collect data and information. Previous studies have shown the low engagement on students in completing online learning courses. Although there are still weaknesses, the implementation of online learning is a necessity. Students who will use this online learning are generation Z. They were born in the period of 1997-2012 when computer technology and the internet had developed. They are more familiar with the concept of digital information technology before getting to know the concept of school. This generation is also referred to as digital natives. This research uses literature studies and surveys on digital generation in relation to their digital activities. The results of this study are expected to be one source of understanding the behavior of Generation Z as the basis of developing online learning materials.Paper Link
ANDREAS RIO ADRIYANTO, ACHMAD SYARIEFInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationEvaluasi Heuristik Sistem Pengelolaan Pembelajaran Daring Perguruan Tinggi Di IndonesiaThe Covid-19 virus pandemic that occurred in early 2020 caused the education system to shift from a face-to-face education system to an online education system. Various types of online learning platforms are used, one of which is through the Learning Management System (LMS). Higher education institutions in Indonesia have developed learning materials in their LMS institutions. However, there are still many inadequacies found in their LMS. The aim of this study is to analyze the usability of the system, including the learning materials. The strategy of inquiry uses qualitative strategies, data collection method is made by visual observation of LMS. Data analysis using heuristic evaluation with case studies on several online learning providers. Data interpretation is strengthened by the study of literature from previous researches. This study found major problems in learning materials that still use elements that are not suitable and can add cognitive loads of students in constructing knowledge. The results of this study provide some recommendations that are expected to be one of the considerations in designing online learning materials for universities in Indonesia.Paper Link
ANGELINA PRIMA KURNIATI, GEDE AGUNG ARY WISUDIAWANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationAnalisis Kesiapan Penerapan Process Mining pada Sistem Manajemen Pembelajaran Universitas TelkomComputer-based Learning Management Systems (LMS) are commonly used in educational institutions, including universities. An LMS records and manages user access logs in an event log. Data in an event log can be analysed to understand patterns in the LMS usage to support recommendations for improvements. One promising method is process mining, which is a process-based data analytics working on event logs. Process mining aims to discover process models as recorded in the LMS, conformance checking of process execution to the defined procedure, and suggest improvements. This paper explores the feasibility of Telkom University LMS usage data to be analysed using process mining. To the best of our knowledge, there was no previous research doing process-based data analytics on this LMS. This paper contributes to explore opportunities to analyse learning processes and enhance LMS-based learning methods. The feasibility study is based on a data component checklist for process mining. This paper is written following the main stages on the Process Mining Project Methodology (PM2). We explore a case study of the learning process of a course in a semester, based on an event log extracted from the LMS. The results show that data analytics on this LMS can be used to analyse learning process performance in Telkom University, based on different user roles. This feasibility study is concluded with a discussion on the feasibility of the LMS to be analysed using process mining, an evaluation by the representative of the LMS expert team, and a recommendation for improvements.Paper Link
ARIEF RAHMAN HAKIM, MUHAMMAD AZANI HASIBUAN, RACHMADITA ANDRESWARIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationE-Learning Process Analysis For Determining Student Learning Patterns Using Process Mining ApproachIn Learning Management System (LMS) setting, event log is a historical record which contains a series of user activities that recorded on the system. Process mining is applied to discover e-Learning usage patterns. In this research, heuristic review algorithm is used to create a process model to do analysis. The process mining tools that used are Disco and ProM, their work will be finding the process model and evaluating it. The object of research are two different courses, System Defined Network (SDN) and Basic Telecommunication System (BTS) in different levels (Diploma and Bachelor). In order to know the pattern of using e-Learning at different level, Heuristic Miner can model the event log into the process model well. The measurement of fitness value for SDN and BTS are 0.974 and 0.986. Moreover, SDN course tends to access assignment module as many as 938 times. While BTS course tends to access Forum module with the highest frequency is 639 times.Paper Link
ARIFAH NUR SYAHIDA, RATRI WULANDARI, VIKA HARISTIANTIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationElemen Smart Library pada Interior Perpustakaan Perguruan TinggiThis study aimed to identify the elements and concepts of smart libraries by evaluating the presence of elements and concepts of smart libraries in four university libraries in Bandung. The method used was descriptive qualitative method with data collection through observation and interviews. It was known that of the 7 completeness elements of the smart library, only 4 are applied, with robotic elements and smart bookshelves as elements that have not been presented. Meanwhile, of the 4 smart library concepts, 3 have been applied, with the concept of smart place not being applied because it is related to smart building. It is concluded that the smart library elements, that are applied in Indonesia, include the application of RFID, 24 hours self-service, book drop and sorting, smart lockers, and space booking through system.Paper Link
ARININGTYAS PRIYAHITA ISTIQOMAH, DANANG JUNAEDI, EMIL ROBERT KABURUANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDesigning User Interface on Monopoly Game Application for learning fraction in Elementary school by using Goal Directed Design MethodLearning achievement is a measure of success after following the learning process. While the mathematics learning achievement of 5th grade elementary school students is low, as evidenced by the daily recapitulation data value of students who still score below the Minimum Exhaustiveness Criteria. According to the teacher the cause is the number of students who have not mastered the fraction material as the basis of mathematics material taught in class 5. So that required handling to achieve optimal results. According to research by Elvi Mailani, the Monopoly game used as a fractional math learning tool for elementary school children can have a positive impact by training children to hone their skills. But in this study, the media used less effective because it requires special handling to achieve goals and more optimal results. Based on these problems, a model of user interface for prototype application of fractional math monopoly game for elementary school students was designed. The goal directed design method is used as a design method that focuses on user goals. Based on the result of usability evaluation for the user interface model using QUIM obtained a percentage of 91.56%. So that the user interface model has fulfilled the usability element as a learning fraction media in Elementary school.Paper Link
ASHRI DINIMAHARAWATIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDesign and Implementation Educational Games on E-learning Based Learning Experience Design (LXD)E-learning has been increasingly promoted in education as alternative for learning method and teaching. There are many platform open source used for applying e-learning in the school such as chamilo. Chamilo is type of learning management system who support multimedia for learning process, but some user used just for creating course, quiz, and upload material. Eventhough educational game being popular multimedia for facilitating learning process. Learning Experience Design (LXD) offer solution for difficulting development learning experience by apply educational game on e-learning. Purpose of the research are develop educational game on e-learning SMANAS based learning experience design case study System of Linear Equation in Three Variables (SPLTV) and evaluate user experience of the educational game using User Experience Questionaire (UEQ). The result of our study confirm that first, educational game suitable for e-learning environment. Second, educational game give excellent impressions of the group attractiveness, perspective, efficiency, dependability, stimulation and novelty. It means educational game based Learning Experience Design engaged student to get learning experience.Paper Link
ASTRI WULANDARI, BETHANI SURYAWARDANI, WAHYU LUKITO, GANDEVA BAYU SATRYA, FAT'HAH NOOR PRAWITAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationImplementation Centralized Networking System and Integrated Marketing Communication for MSMEs in Buah Batu BandungNetwork security is very important, especially for community service units because a damaged system can affect other systems. Therefore, it is necessary to design and develop a computer network system and security that’s more centralized. Promotional activities are very important to be carried out by every business from the smallest scope to even large companies, because no matter how good the quality of the products the company has, it will not be successful for sale without proper promotion. Referring to the situation and problems faced by partners, our group took the initiative to contribute by providing several alternative solutions whose goals are expected to be useful for partners, by providing training on the implementation of integrated networks and MSME database management, then providing an integrated marketing communication training, workshop on communication marketing tools that can provide a competitive advantage for MSMEs so that MSME marketing tools in Buah Batu District have superior value. With some of the solutions that we offer, the expected final results from this community service activity are network problems and database management can be resolved properly. Furthermore, MSMEs in Buah Batu District have standardized and attractive printed and digital marketing tools.Paper Link
ATYA NUR AISHAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationA Web Based Interactive e-Learning Systems for SMEs in IndonesiaThe implementation of e-learning for SMEs is recommended because it is cost-effective and offers flexibility for usage. However, the current e-learning system for SMEs provided by the Government has limitations. This study aims to develop a website based e-learning system for SMEs. The proposed e-learning system will have two main subsystems, namely access to the framework and training material, and self-assessment. This e-learning system is developed to accommodate self-learning mechanism intending to improve relevant SMEs competencies for business successes.Paper Link
BAYU RIMA ADITYAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationFactor gender on design features of a learning management system in higher educationThis study aims to analyze how gender differs in designing features of the Learning Management System (LMS) in higher education. The method in this study was quantitative research with the type of comparative research. Participants in this study were 223 students (111 male students and 112 female students) from different higher education institutions in Indonesia. The data were collected using questionnaire and analyzed using z-test with α = 0,05. The results showed that the assessment of male and female students did not differ significantly in relation to the design features of the LMS. These results can provide more understanding of the perceptions of male and female students on the design features of the LMS which are also an important part in achieving the effectiveness of blended learning.Paper Link
BAYU RIMA ADITYAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationGender differences in students e-learning usage outcomesThe importance of studying gender differences in student skills has been demonstrated by the emergence of various results of previous studies that discussed the recommendations for developing learning by considering gender. The question that raised in this study is whether there is a difference between the assessment of male and female students on aspects related to the learning outcomes in the context of e-learning. The main contribution of this study was to provide evidence about matters considered necessary by male and female students towards achieving their learning outcomes. This research is based on a sample of 223 students that registered as e-learning class participants on two different campuses in Indonesia. This study concludes that there are two out of six aspects of learning outcomes that shows the significant difference between the assessment of male and female students: usefulness and course content. These results confirm that there are still gaps between male and female students about the learning outcomes.Paper Link
BAYU RIMA ADITYAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationA barrier diagnostic framework in process of digital transformation in higher education institutionsExisting literature has reported a barrier list that could affect the implementation of digital transformation in higher education, yet the research question of how to identify barriers remained unanswered. Thus, this study intended to address this gap.

The research design adopted a mixed-methods approach based on the problem-centered design science research (DSR) process model for the development and evaluation of framework.

This study proposed a systematic framework of three sets of components: (1) the initial set of barriers; (2) the barrier rating scheme and (3) the barrier scoring matrix. The three-component of the framework is to identify and prioritize barriers to the successful implementation of digital transformation in higher education.

The evaluation of the framework was only based on an expert opinion.

This study provided a direction to the policymakers for designing sensible strategies to increase the chances of a successful digital transformation in higher education.

This study contributes to the knowledge body by offering a more systematic understanding of barriers to digital transformation in higher education.
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BAYU RIMA ADITYAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationBARRIERS TO DIGITAL TRANSFORMATION IN HIGHER EDUCATION: AN INTERPRETIVE STRUCTURAL MODELING APPROACHThis paper presents a study of developing a framework using Interpretive Structural Modeling (ISM) for the barriers to digital transformation in higher education in a particular context: Indonesia. This study has identified 55 contextual relationships between the 11 key barriers and has developed five levels of the structure hierarchy. This study also proposed a four-phase strategy that will guide us to improve the strategy of the implementation of digital transformation in higher education in Indonesia. This research gives contribution by providing a better understanding of barriers and the interrelationships among barriers in the implementation of the digital transformation in the higher education domain.Paper Link
BIMA DWICA ANANTO, AMELIA KURNIAWATI, AFRIN FAUZYA RIZANA, NURDININTYA ATHARI SUPRATMANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPERANCANGAN KONTEN E-LEARNING PADA KEGIATAN PEMBUATAN DAN PEMASANGAN KUBAH MASJID DI PERUSAHAAN TIGA BERLIAN MENGGUNAKAN METODE SECI DAN ADDIEIn an organization, knowledge is an asset that is needed when carrying out work activities or for developing an organization's or company business. There are many knowledges that are not explicitly documented in Tiga Berlian Company. Therefore, in this study, e-learning based learning media was designed to document existing tacit knowledge so that other workers can use it to learn how to make and install mosque domes. This study was designed using the ADDIE method and the SECI method. After collecting and processing data, there were 6 activities for making and installing a mosque dome, namely making the frame, installing the frame, making the dome leaves, installing the dome and aluminum foil, making the ceiling, and installing the ceiling. In the e-learning media, there is not only the content of 6 activities for making and installing mosque domes, but there are also materials used, tools used, and quizzes for the evaluation process of understanding material regarding activities and installing mosque domes.Paper Link
BRAHMANTYA AJI PRAMUDITA, BANDIYAH SRI APRILLIA, PORMAN PANGARIBUAN, MOHAMAD RAMDHANI, KHARISMA BANI ADAMInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationOnline Learning Content Creation for Junior High School Teachers During The COVID-19 PandemicThe community service program from Telkom University aims to improve the ability and insight of learning technology using Camtasia Studio at SMPN 1 Baleendah. The method used in community service is a form of training or workshops where the participants, in this case are teachers, are given training for a maximum of 3 hours, instructors in this case are from Telkom University. The stages carried out in this training are broadly as follows: The stages of making or recording material content, the editing or editing stages of material content and the stages of uploading learning material content. Participation by partners is in the form of providing space, infrastructure such as laptops or computers (computer laboratory recommendations), internet networks, and teachers’ resources to be given Camtasia Studio training. Based on the results of the initial survey it was found that 15% had experience in making interactive videos by using programs other than Camtasia studio, and as many as 85% of the teachers are inexperienced in making interactive videos because they only use learning media based on whatsapps, zoom and google classroom. After the training, there was an increase in the skill level of making interactive videos for all participants. As many as 75% of the teachers strongly agree regarding the suitability of the programs held with the aim of carrying out activities. Lecturers and students are stated to be more friendly, faster and responsive in helping during the practical activities of creating interactive video content using Camtasia studio.Paper Link
CAHYANA, RETNO NOVI DAYAWATI, MUHAMMAD GHUFRAN, FIKRI FAUZIANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationImplementing Orthon-Gillingham Method in Developing Application for Learning Hijaiyah Letters for Intellectual Disability StudentHijaiyah (Arabic) letters are the letter of Al Qur’an and the language of Shalat. It is crucial to be able to read Hijaiyah letters for moslem. Unfortunately, learning to read Arabic is not an easy task for intellectual disability students. Their special circumstance obstruct them in performing intellectual functioning, and they need distinctive approach. However, that is not the case in Indonesia. Teaching Hijaiyah letters is usually conducted in conventional approach, and there are few researches that propose alternative method. This paper discuss principles in developing application and implementing Orton-Gillingham (O-G) method for learning reading of Hijaiyah letters for intellectual disability student. O-G method is a multisensory approach for reading intervention that integrates VAKT modalities. Implementation will be made as learning application for smartphone for its mobility, accessibility and flexibility. The use of mobile application and O-G method provides diverse approach in learning Hijaiyah letters for intellectual disability student.Paper Link
CATUR NUGROHOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDigital Literacy of Teenagers in Kulonprogo Districts, Yogyakarta, IndonesiaDigital technology and media exert a negative effect on the spread of information and news. Information is running heavily, fast and unavoidably, and even a flood of information occurs in virtual world. As a commodity, information can be sold, shared, duplicated, created, misunderstood, distorted and even taken by others. The phenomenon of cyber society is in the complex communication model structure. Basically, each people are forced to be aware or to have knowledge on technology and digital media (digital media literacy) based on communication and information technology as a requirement to become consumer, information distributor or even producer. To give the teens the good ethical and communication awareness in virtual world, data is needed on the level of understanding among students who use technology and digital media, called digital literacy. The data of teenager digital literacy at Kulonprogo district would be the primary data for this research. This research used a quantitative research method with descriptive format. Data of research was collected through surveying teenagers using online questionnaire. This research identified that the highest score of 80.87 was found in Cultural and Social Understanding dimension, while the lowest score of 68.68 was found in Creativity dimension. The results showed that the teenagers’ digital literacy in the Kulonprogo district was at the advance level with average value of 75.75.Paper Link
CATUR NUGROHO, KHARISMA NASIONALITAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDigital Literacy Index of Teenagers in IndonesiaDigital literacy as an ability to understand and use information from various digital sources is not only related to reading characters, but also the process of thinking and evaluating information found in digital sources. There are various issues related to this, such as hoaxes, privacy violations, cyberbullying, violent content, and pornography. This study aims to determine the digital literacy index of adolescents in Indonesia. In this study, the population taken is part of the new millennial generation, namely young people of high school age in four cities in Indonesia, namely Bandung, Surabaya, Pontianak, and Denpasar, with a sample size of 500 people each. With a quantitative approach and survey research methods, the results show that the digital literacy level of adolescents in the four cities is at an advanced level. The dimension of the ability to find and select information is the dimension with the highest value in each of these cities. The dimension of creativity, namely the ability of youth to produce and share creative content in digital media, is the dimension with the lowest value, but is still at an advanced level. With these results, it can be seen that teenagers in four cities can use technology and digital media quite well to communicate, be creative, and find and choose the right information.Paper Link
DASILVA DINDANA, FADEL MUHAMMAD, AMELIA KURNIAWATI, M. TEGUH KURNIAWANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationE-learning for a Boring Process at an Aerospace Industry CompanyMassive development of information technology and internet access have driven major changes in people's behavior in certain activities. In the education sector, e-learning becomes a new trend in educational technology. A company of aerospace tried to implement e-learning as a breakthrough project to boost knowledge sharing among its employees. The purpose of this study is to design e-learning for boring process activity. The result of this study is expected to help the company to develop employees' production expertise and reduce production defect rate. The e-learning development was divided into two parts. The first part is the knowledge conversion process based on the SECI model. The second part is the e-learning development process based on the waterfall method and the KM Cycle framework. The three e-learning main structures developed are the online course, the articles that contain best practice and lesson-learned, and the community of practice.Paper Link
DAWAM DWI JATMIKO SUWAWI, BAYU RIMA ADITYA, NUNGKI SELVIANDRO, ANISA HERDIANI, YATI ROHAYATInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationCapturing Institution and Learners Readiness of e-Learning Implementation: A Case Study of a University in Bandung, IndonesiaThe e-learning readiness assessment is a critical process that an institution needs to do in implementing e-learning. By conducting an e-learning readiness assessment, an institution could identify the factors that hinder the successful implementation of e-learning and develop a strategic plan to enhance the e-learning implementation continuously. The higher education institution (HEI) needs to adopt this approach to implement e-learning successfully. Previous studies, such as in Turkey HEIs, Egyptian University, and the University of Mysore, India, reported that e-learning readiness assessment provides benefits in defining a future direction in e-learning innovation. Telkom University, one of the top private universities in Bandung, Indonesia, has launched many policies and programs related to e-learning to provide high-level academic services and increase productivity and efficiency in the learning process. Some individuals have raised some resistance to these policies and programs, but the actual data regarding this is minimal. The management needs data related to e-learning readiness to intervene and make this e-learning program a success. This study aims to capture the e-learning readiness in Telkom University from the institutional and learner perspectives. Data for this study were collected using an online questionnaire as well as depth-interview as archival sources. Besides identifying the e-learning readiness index, the output from this study is also to provide recommendations to policymakers regarding the implementation and the development of e-learning at Telkom University.Paper Link
DAWAM DWI JATMIKO SUWAWI, DAWAM DWI JATMIKO SUWAWI, KUSUMA AYU LAKSITOWENING, IRWINDA PUTRI WARDHANIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationEnhancing Online Classroom towards Personalized Learning EnvironmentE-Learning is a process of learning combines self-motivation, communication, efficiency, and technology. One of the first innovations in practicing the concept of e-learning is by implementing Learning Management System (LMS) to place courses online so students' progress is trackable and discussions in real-time manner is possible. However, LMS has some drawbacks particularly in presenting and selecting learning materials or resources. On LMS, students are given only learning materials or learning resources that have been structured by the facilitator. On the other side, the idea of Personal Learning Environment (PLE) arises. PLE represents a different perspective on how students decide where are they going to learn, because they act as subjects and owners of their own learning process, not as objects. PLE enables students to collaborate through service or learning resources outside their predefined online classroom page. This research proposes the idea to embed the concept of PLE into LMS. The objective is to provide online learning environment that combines structured learning that is identical to the LMS with the flexibility and personalization that PLE offers.Paper Link
DESANTY RIDZKY, VERONIKHA EFFENDY, DANANG JUNAEDIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationUser Interface Design of Learning SIBI(Sistem Isyarat Bahasa Indonesia) Application for Deaf Children using User-Centered Design methodSign Language is a type of language used to help deaf children to communicate. The Indonesian government has created their standardization system for sign language called SIBI (Sistem Isyarat Bahasa Indonesia). Deaf children have characteristics such as lack of memory ability. Therefore they need media for repetition in learning. The actual mobile-based learning could support recurrence in the subject is already available, but not all the designs on mobile technology are suitable for children's needs, proven by testing the existing application using USE Questionnaire which obtained a usability average of 58%, which mean that the app could not provide convenience and satisfaction for users. Therefore, to create a user interface that suits the needs of the user, the User-Centered Design (UCD) method is used. The usability testing conducted for the prototype application and the result is 90% with an excellent category. If the result of the usability is an excellent value, then the app could be used very easy and satisfied for user.Paper Link
DEVI PRATAMI, ASTI AMALIA NUR FAJRILLAH, TIEN FABRIANTI KUSUMASARIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationContent visualization: An evaluation of powerpoint effectiveness as a learning tool for studentsPowerPoint is a slide show presentation program from Microsoft, which also one of the most widely used programs to develop visual presentation all over the world. PowerPoint has become enormously popular because of the functionalities offered and since it is designed to be easy to use. Previous researchers stated PowerPoint as one of the best tool to facilitate users to deliver idea/objective/goal, especially in education field. But some of the researchers argue that in today’s environment, PowerPoint no longer be the best tool to deliver information. This research aims to evaluate and design the content of the slide which influences the level of students understanding on information being presented. This research will be comparing three methods at once, which are a conventional method where the material course will be presented without any PowerPoint and are limited to boards and books. The second method will be a materialcourse presentation using a PowerPoint where it was using an aesthetically pleasing and methodically correct PowerPoint. And the last method would be the combination between the two. By using a statistical test ANOVA that among three methods there is no significance impact to the students understanding. Nevertheless, based on the test score that are done after treatment the results show that the quality of PowerPoint slide has an influence to the level of students understanding compared to conventional methods (blackboard and textbook). But only attractive slide itself is insufficient to improve students understanding, this study will incorporate conventional method and attractive slide through content visualization in order to gives a better impact on students understanding.Paper Link
DIDIT ENDRIAWANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationSISTEM PEMBELAJARAN SENI RUPA DI INDONESIA DARI MASA KE MASAJika melihat artefak-artefak seni rupa peninggalan orang-orang hebat masa lalu di Indonesia, maka banyak orang yang terheran-heran dengan kemampuan bangsa Indonesia. Sebut saja candi Borobudur (salah satu keajaiban dunia) dan candi Prambanan, keduanya dibangun pada masa Hindu-Budha. Pengaruh Islam juga nampak pada seni bangunan, masjid-masjid kuno yang masih berdiri hingga kini sangat mengagumkan. Semakin kesini, sebut saja Raden Saleh yang terkenal dengan lukisan-lukisan romantismenya. Banyak orang mengagumi karya-karya Raden Saleh, dia orang Indonesia. Masuk abad ke-20, sebut saja Affandi, Basuki Abdullah, Sudjojono, ketiganya sangat terkenal dengan ketrampilan melukis. Pada 1945, Indonesia Merdeka dan semakin kesini sudah “tidak terhitung” lagi seniman-seniman Indonesia dengan beragam karya dan gaya berkesenian. Benar, uraian yang ada di poster Sendes 2020 bahwa seni merupakan bidang ilmu yang dinamis. Siapapun bisa mempelajari seni, tetapi kualitas estetika produk keseniannya bisa berbedabeda. Terkait dengan konsep Kampus Merdeka-Merdeka Belajar yang sudah disosialisasikan beberapa waktu lalu, penulis sendiri belum memahami seutuhnya. Namun tema seminar nasional Seni dan Desain 2020 yang diselenggarakan oleh UNESA ini tentang Merdeka Belajar-Kampus Merdeka, merupakan kesempatan baik untuk menyumbangkan pemikiran tentang dinamikanya seni rupa Indonesia. Apakah kebijakan tersebut mempengaruhi kualitas berkesenian akan lebih baik atau malah sebaliknya? Penulis mencoba mengkajinya dari pendekatan utama estetika dan sejarah seni rupa Indonesia. Dua pendekatan utama itu, setidaknya bisa memprediksi hal-hal yang akan terjadi pembelajaran seni rupa di Indonesia dari masa ke masa, terkait dengan kebijakan Merdeka BelajarKampus Merdeka.Paper Link
DIMAS KRISNA ADITYAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPEMANFAATAN APLIKASI GAME SEBAGAI MEDIA PEMBELAJARAN DAN PENGENALAN PELAJARAN SEJARAH Studi kasus: Perancangan Game Falsafah Raden Intan IIOne of the challenges in education in the 4.0 industrial revolution is to synergize the delivery of teaching material through media innovation and information and communication technology. History is one of the subjects that must answer this challenge. The weakness of history lessons is that they still use conventional media such as textbooks and the delivery of material with communication that is still rigid. Through qualitative research methods by collecting data using interviews and questionnaires to several middle school students in the city of Lampung, it was found that school students now no longer know one of Lampung's historical figures namely Raden Intan II and the philosophy of life of the Lampung tribe which is held firmly by him. By studying theories related to the game as educational media, a multi-platform adventures game based on an android application was made with the figure Raden Intan II casts as the main hero, and hope that the players, the teenagers, want to relearn this heroic figure with the moral values he carried.Paper Link
DIMAS KRISNA ADITYA, IMA NORMALIA KUSMAYANTI, RETNO HENDRIYANTI, PUTRA FAJAR ALAMInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDigital Board Game Design for English Vocabulary???s Learning Tool During Studying from HomeEnglish language learners often comment that learning English vocabulary is a challenge due to spelling, pronunciation, parts of speech, and a variety of meanings. Over the years, using educational games for classroom activities has been a popular and effective way to teach since it brings fun and relaxation, creates a friendly environment for competition, and keeps learners interested in learning. Therefore, this research aims to develop a digital learning tool called SQUARE TALKS!, a digital board game for English vocabulary learning focusing on the design phase involving language experts, game designers, and software developers. This current research explores the design phase from the game designers’ perspectives. Qualitative methods are used in this research since the research does some observations and content analysis for data collecting. The results of the game development phase covered four aspects: narration, mechanic, aesthetics, and technology. The digital game prototype is envisioned to be an alternative learning tool to use game-based learning to assist learners and teachers during the recent COVID-19 pandemic situation.Paper Link
DJOKO MURDOWO, RIZKA RACHMAWATI, GEMA ARI PRAHARA, ANDREAS RIO ADRIYANTOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPERANCANGAN PROTOTIPE MOBILE LEARNING ???WAWASAN KEBANGSAAN??? BERBASIS ANDROID BAGI MILENIAL SEBAGAI SOLUSI PEMBELAJARAN SITUASI PANDEMIMillennial youth are susceptible to disorientation, dislocation, individualism, and ideology. Some of them even expose to ideologies based on SARA hatred and terrorism. One of the causes of this situation is the national perception learning system communicated at universities is not entirely in line with the millennial character and has not used alternative interactive learning media. The use of smartphones/gadgets by students is an opportunity to support virtual and interactive learning. The current pandemic conditions have made smartphones an essential medium for communication and learning. This study aims to 1) develop teaching materials about national insight through android-based mobile learning media, 2) teaching materials that present interesting content in the form of visuals that embody learning activities. The research method used was Research & Development (R&D) research along with the stages of research carried out starting with problem identification, analysis, design, and development. The outcome of the research is an Android-based mobile learning prototype design with teaching material content that wraps in an application with visualization of color elements, typography, and illustrations. The benefits result from the application is its flexibility that it can be opened anywhere and anytime, indeed, in accordance with the current pandemic situation. This alternative can be a solution for learning methods that will continue to be advance in the future.Paper Link
DUDI RUSTANDIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationKomunikasi Kehumasan Perguruan Tinggi melalui Media SosialSocial media is a gateway for communication in the digital era. Its affordability is borderless, cross-border, anytime, anywhere, by anyone, so that social media is quickly gaining popularity, and it has become the most popular media to use today, both personal and institutional use. Social media is now being used for corporate public relations communication, becoming the front line of corporate communication tools. The purpose of this research is to find out and explore the use of social media by universities, Polytechnic LP3I Bandung in the context of public relations communication and to know how to use and implement public relations communication. Using a qualitative research method with a case study approach, the results show that public relations communication through social media has been carried out by the LP3I Bandung Polytechnic. However, its use is not optimal due to various factors such as insufficient human resource insight. The impact, through input from the results of this study, can increase and maximize the use of social media for public relations.Paper Link
DYAH KUSUMASTUTI, RAYINDA PRAMUDITYA SOESANTO, AMELIA KURNIAWATI, M. TEGUH KURNIAWANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationE-learning Content Design using ADDIE and SECI: Case of Shelving Activity in Research OrganizationKnowledge sharing considered an important role in an organization, especially in an organization that focused on research activity such as research organization. Research Organization is an organization that focused on providing scientific information in various forms of collection. The collection often used as a reference for many researchers. The collection saved in the organization library service section and displayed by the types and classified to ease the finding process. In the shelving process, some employees take a different way to do the process besides the shelving procedure and gain new knowledge through experience from it in the form of knowledge. The problem occurred when the turnover of the employee is high because of the job role rotation. It is needed a way to preserve the experience from the previous employee of the shelving process, so when rotation occurred, the learning time of new employees can be reduced. E-learning is one of the solutions that can help the learning process. ADDIE is used as the model for the content of e-learning. The purpose of this research is to design the e-learning content for the shelving process by converting previous tacit knowledge using the SECI method. The output of this paper is the best practice for shelving activity that is used as the content of e-Learning. This research contribution can give a reference on how to convert tacit knowledge into e-learning. Future research can be done to develop the present application by evaluating the weakness and enhancing the feature for improvement.Paper Link
ENTIK INSANUDIN, BAMBANG PUDJOATMODJOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationSecurity Analysis System E-learning at one of the University in IndonesiaE-learning is one of the services that were developed massively in education. Therefore the application of the system security is also very taken into account, this is done in order to user comfort e-learning system mainly reflects the e-learning system for on-line or better known by the term e-learning. In this research, the authors attempted to analyze the security system e-learning at one of the universities in Indonesia by using the tools sniffing cain and abel to detect the vulnerability when a user e-learning while doing logged if the username and password is visible and tools Acunetix Web vulnerability scanner to analyze more remote security loopholes contained in e-learning system at one of the universities in Indonesia, In additions Acunetix Web Vulnerability scanning tools can inform the whole of each vulnerability found on e-learning system at one of the universities in Indonesia located on level 3 High, this shows that e-learning on one of the university is very vulnerable to threatsPaper Link
FAUZI ILHAM SOPWANDI, DEVI PRATAMI, ACHMAD FUAD BAYInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationQUALITY METRIC DESIGN USING INTERNAL CONTROL FOR CONTROLLING THE QUALITY OF E-LEARNING PROJECT AT UNIVERSITY XUniversity X is a private university that is developing an e-learning based system. This project is divided into 4 major programs: digital content development, development of production studios, development of information technology infrastructure and upgrading of lecturer competencies. Project success indicators can be seen from the components of the project constraint, one of which is quality. This project is at risk of experiencing a project quality failure, because this project didn’t have a quality plan document in the planning phase. Therefore, it takes a tool in the form of a master plan project to ensure the quality of the project. Designing quality metrics is done using the internal control method. The existence of quality metrics in the planning phase can be used as a tool to manage quality on a project, with an internal control method that contains details about how to avoid common mistakes and as an effective training tool for workers. The internal control method helps the project manager (owner and vendor) to determine possible errors, critical success criteria and resources for each critical activity in the project Then the implementation of the critical success criteria will be carried out at the quality metrics and making treatment of critical activities in the project. Obtained 42 results from 66 equivalent 64% success criterion statement has been applied. While the critical success criteria of 15 out of 24 equivalent 62% have been implemented, this is one of the causes of the project quality failure.Paper Link
FETTY POERWITA SARY, ADHI PRASETIO, MILLENIARTHA MOSLEMInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationANALISIS FAKTOR-FAKTOR KESUKSESAN E-LEARNING DALAM MENINGKATKAN KUALITAS BELAJAR MENGAJAR DI UNIVERSITAS TELKOMTo anticipate the phenomenon of online learning that continues to grow, Telkom University conducts lecture trials using blended learning. This process is important to increase the successfulness of e-learning implementation. This study aims to investigate what factors influence the successful implementation of e-learning. The sample in this study were 88 students who took the E-Commerce and Data Management courses which are the trial courses for blended learning based on the CELOE e-learning platform at the Faculty of Economics and Business, Telkom University. Data collection tools are questionnaires distributed online and then processed using the PLS-SEM analysis technique. The results of this study indicate that the quality of the system affects the use of the E-Learning system, but has no effect on user satisfaction, the quality of information affects the use of the system and user satisfaction, self-efficacy affects the use of the system, but does not affect user satisfaction, self-efficacy affects the learning culture, but does not affect the success of e-learning, the use of the system affects user satisfaction, and the success of e-learning, user satisfaction affects the success of e-learning, learning culture affects user satisfaction and learning culture has a moderate effect on the success of e-learning . The results of this study indicate that the system quality, information quality and self-efficacy factors can be used to increase the success of e-learning implementation.Paper Link
FETTY POERWITA SARY, ADHI PRASETIO, MILLENIARTHA MOSLEMInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationE-LEARNING UTILIZATION TO IMPROVE THE STUDENTS??? LEARNING ACHIEVEMENT AT TELKOM UNIVERSITY BANDUNGThe covid-19 pandemic has influenced many aspects in Indonesia, including education. Now, the method of teaching and learning in all levels of education is forced to implement the online learning. Telkom University has prepared previously by establishing The Center of e-Learning and Open Education (CeLOE) and developing the CeLOE Learning Management System (LMS) that would be used by all students and lecturers. Telkom foundation also provided E-Learning grants for the lectures to prepare their courses conducted online two years before the pandemic struck. Therefore, during the development process, not all courses were ready to be used online. There were also trials and errors that were needed to make it better and perfect. Therefore, this study aimed to analyze the utilization of E-Learning whether it affected the students’ learning achievement. For this research, the sample and population of this study are 88 international class students who take E-Commerce courses that has implemented LMS CELOE. The data were processed through computer assistance using the SPSS21 program and simple regression analysis techniques. The results of this study indicate that the variable X (E-learning utilization) has no effect on student achievement, E-Learning has not encouraged students to study independently and according to students, E-Learning has not saved overall education costs. The students still felt comfortable if they learnt directly with the lecturers, saw the figure of the lectures who taught them, asked, and discussed things they did not understand directly. Therefore, efforts are still needed to make students aware that learning is a necessity and must exist within themselves and should adapt to the new way of learning. Meanwhile, for the lecturers, they must still get the training in relation to design an interesting method in delivering the material to maximize the use of E-learning.Paper Link
FETTY POERWITA SARY, IDOLA PERDINI PUTRI, ADHI PRASETIO, GANJAR MOHAMAD DISASTRAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationAnalysis of E-Learning Success Factors (Study on MSMEs in Super Priority Destination of Yogyakarta and Lombok)The outbreak of the COVID-19 pandemic has had a major impact on Indonesia's economic growth. One of the sectors that is affected is tourism. During this pandemic, as many as 75% of Micro, Small and Medium Enterprises (MSME) players admit to experiencing a significant decline in sales. Most of these business actors do not have a plan in running the business. Therefore, training is important for these MSMEs with the aim of increasing the competence of MSME actors to survive in the current digital era. One of the trainings provided for external users by CELOE Telkom University through Open Online Learning is for MSMEs in super priority destinations of Yogyakarta and Lombok. The purpose of this study is to look at e-learning success factors in the implementation of online training conducted by Telkom University. This study tests a conceptual framework using a survey data of 53 MSMEs players in Yogyakarta and Lombok and employs partial least square structural equation model (PLS-SEM) approach. The results show that there are two variables that do not influence the system use. Those variables are system quality and information quality. The results of this study indicate that the provider can take advantage of the variables in the model tested, namely system quality, information quality and service quality, to increase e-learning successfulness. This evaluation can provide a fast and early feedback for Telkom University and to take corrective actions if necessary for improvement.Paper Link
FETTY POERWITA SARY, OKTAVIAN HERLAMBANGInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationE-LEARNING PROGRAM EFFECTIVENESS ON STUDENTS??? LEARNING SATISFACTION AT TELKOM UNIVERSITYThe purpose of this research is to know how the effectiveness of the implementation of the e-learning program that was applied by Learning Development Unit, Telkom university, how the learning satisfaction perceived by the students who used the e-learning, and the influence of the effectiveness of the implementation of e-learning programs on students’ learning satisfaction at Telkom University.This research used quantitative methods. Data were collected by using questionnaire which was distributed to 100 students, who used e-learning, as respondents. To interpret the results of the research, the researchers used descriptive analysis and simple linear regression analysis. The result showed that the effectiveness of the implementation of the elearning program and the learning satisfaction were high. The implementation of the e-learning program also had significant positive effect towards the students’ learning satisfaction, which means the higher the effectiveness of the implementation of elearning program, the higher students’ learning satisfaction was.Paper Link
FONY FERLIANA WIDIANINGRUM, SUGONDO HADIYOSO, SUCI AULIAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPenerapan Augmented Reality Berbasis Android untuk Pembelajaran Organ Lambung ManusiaThe stomach is one of the digestive systems functioning as a medium to process and store food, as well as to get rid of harmful substances and absorb good substances for the body. Although elementary schools usually use the torso as a teaching aid to introduce the stomach organ, it is, in fact, very inflexible for elementary students as they have limited learning hours at school. Therefore, it is necessary to develop a stomach organ learning system that can be studied anytime and anywhere. In this study, an Android-based stomach organ learning application was designed by applying Augmented Reality (AR). To run this application, the user needs to install it first. After opening the application and selecting the desired menu, users can point the smartphone at the appropriate marker until the AR display appears. Based on the test results, the application cannot bring AR objects from the stomach organ in a dark place since the marker is not detected. The best distance for marker detection is 20 cm to 35 cm, with an average delay of 0.3 s in indoor conditions and 0.45 s in outdoor conditions.Paper Link
GITA INDAH HAPSARI, TEDI GUNAWAN, AFRIZUL SAPUTRA, ROY CHAIDIRInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationNotification System of Student Presence on a School Bus based on SMSSchool bus is one of the transportation facilities provided by several regions in Indonesia. The school bus is used as a means of public transportation for school students to go to school. This study aims to improve school bus facilities by adding monitoring features that can help parents monitor their child's presence on the bus. Notification is given in the form of a SMS containing departure and arrival information including status, student name, time, date and location. The system is built using Raspberry Pi and using Gammu to provide a notification message. Based on testing, the system can provide notifications in sms form properly. The system can send notification when student get in and off the bus based on RFID tapping.Paper Link
HANIF AZHAR, PRAFITRA VINIANI, TERBIT SETYA PAMBUDI, MARTIYADI NURHIDAYAT, M. BASHORIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationIntroducing Studio Oriented Learning Environment (SOLE) Module In The School of Creative Industries, Telkom UniversityLearning Model studio has the main features of first-hand experience or learningby doing. This article reports the initial results of the exploratory research related to student-centered learning (SCL) in Industrial Product Design studio education in the School of CreativeIndustries, Telkom University. SCL is defined as an approach to empowering students in theirlearning. Although studies on the adaptability of this concept in education have increased, there arefew studies conducted for the benefits of product design education from a studio design perspective.This article defines SCL as an approach to increase student independence in the learning curve,especially in decisions making related to design subjects using a summative and formative method.It aims to experiment with the SOLE (studio-oriented learning environment) model learning thatreshapes lecturing and peer review inspired by a theory developed in University Putra Malaya(UPM). The results of the research are the assessment of knowledge of the supervisor, supervisorattitudes, and the studio administration systems are good category. The study will benefit educatorsin the product design field to help students to build unique background skills. Further, it lets studentsgenerate learning opportunities and reconstruct knowledge dynamically in an open-ended learningenvironment to implement a design studio.Paper Link
HERIYONO LALUInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationKNOWLEDGE MANAGEMENT AND ISO/IEC 19796-1-BASED E-LEARNING BUSINESS ARCHITECTURE DESIGN FOR INDONESIAN HIGHER EDUCATION WITH TOGAF ADM APPROACHe-Learning and distance learning implementation is part of the Indonesian Government's response to face the industrial revolution 4.0 and the disruption of higher education innovations through the Ministry of Research, Technology and Higher Education. -Learning and distance learning implementation in Indonesian higher education must be in line with Tridharma Perguruan Tinggi, and adopt a quality design approach that comes from a good framework. This research offers a design of e-learning business architecture in indonesian higher education that is in line with Tridharma Perguruan Tinggi, Indonesian Higher Education Accreditation, follows the quality framework and approach from ISO 19796 and PDCA cycle, and continuous improvement based on knowledge management. e-Learning business architecture design, carried out using TOGAF ADM approach. The e-learning business architecture design results for indonesian higher education are outlined in 5 parts, which is e-learning business architecture motivation, e-learning business functions and services, e-learning organizations, e-learning business processes, and e-learning business roles and actor.Paper Link
IKHSAN FUADY, MOCH. ARMIEN SYIFAA SUTARJO, ERNA ERNAWATIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationAnalysis of Students Perceptions of Online Learning Media During the Covid-19 Pandemic (Study of E-learning Media: Zoom, Google Meet, Google Classroom, and LMS)Learning in the pandemic period requires students to be able to use avariety of online learning media. Zoom, Google meet, Google classroom, and LMS platforms are the most frequently used media. Students' behavior to use learning media is influenced by perceptions of the learning media. This study aimed to describe the easeand usefulness perceptions that students feel about the various available learning media. This research is designed as quantitative research with a survey approach. Data analysis was carried out using descriptive statistics. The results show that students' perceived ease of learning media, namely Zoom, Google meet, Google classroom, and LMS, is perceived as relatively easy. Zoom is an application/platform that is considered the easiest of the other media, while LMS is considered more complicated than the other three media. Meanwhile, this study's results also show that the perspective of theusefulness of the learning media is considered to have good benefits. Zoom is the application/platform that is considered the most useful from other media, while LMS is considered less useful than the other three media.Paper Link
INDRARINI DYAH IRAWATI, AKHMAD ALFARUQ, SUGONDO HADIYOSO, DADAN NUR RAMADANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationIoT-based Distributed Body Temperature Detection and Monitoring System for the Implementation of onsite Learning at SchoolsDuring the Covid-19 pandemic, teaching and learning activities were carried out virtually. It has been running for more than one year. When the trend of Covid-19 cases decreased, onsite learning began to be trialed by implementing strict health protocols. One of the important parameters for the first screening is body temperature because 99% of Covid-19 patients have fever. Therefore, a student temperature measurement mechanism is needed before entering the school area. A number of temperature detectors should be located to prevent queues. A distributed real-time monitoring system as well as data records are required for daily evaluations. Therefore, in this study, a distributed system for measuring body temperature was designed and implemented with data recording. This system runs online real-time on an internet network client server application. This system consists of four temperature detectors connected to a mini-computer as data control and an access point to a dedicated network. All sensor nodes can send data simultaneously. A web server application is provided for data storage and access to the client. From testing the proposed system, it is known that the system can send real-time data with a delay of <150 ms on several measurements and other measurements >150 ms because it really depends on the quality of internet service. The application can run an alarm function if it finds a temperature exceeding the threshold. This system has been implemented in one of a private school in the city of Bandung. With this system, it is hoped that it can support onsite learning activities in schools.Paper Link
INTAN TAMARA FEBRINZKY, HANI GITA AYUNINGTIASInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationTHE INFLUENCE OF STUDENT ENGAGEMENT TOWARDS LEARNING ACHIEVEMENT OF SCHOOL OF COMMUNICATION AND BUSINESS TELKOM UNIVERSITYThis study aims to determine the effect of student engagement on student achievement in the Faculty of Communication and Business, Telkom University. The aspects studied were cognitive engagement, emotional engagement and behavioral engagement in terms of student engagement. And the value of GPA for learning achievement. The method in this study uses descriptive analysis techniques with simple linear regression analysis. To collect the sample using incidental sampling technique through a questionnaire. This questionnaire was distributed to 361 students of the Faculty of Communication and Business Telkom University. From the results of tests conducted, it is found that there is a relationship between student engagement on learning achievement. Where this relationship is perfectly positive correlation. And there is no significant effect between student engagement on learning achievement.Paper Link
IVANA TYORA OKTAVIAN, ASTI AMALIA NUR FAJRILLAH, IRFAN DARMAWANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationEnterprise Architecture dengan Pendekatan TOGAF untuk Transformasi Digital pada UMKM (Studi Kasus: UMKM Makanan Oleh-Oleh)Berlakunya pasar bebas di Indonesia mengakibatkan semakin ketatnya persaingan dalam industri bisnis. Hal ini mendorong pelaku bisnis khususnya UMKM untuk melakukan transformasi digital melalui perubahan dalam hal mengakses dan mendistribusikan informasi yang awalnya manual menjadi digital. Adanya transformasi digital akan meningkatkan operasional bisnis menjadi lebih efisien, memberikan peluang bisnis yang baru dan menghasilkan keuntungan yang besar bagi UMKM. Namun belum semua UMKM dapat melakukan transformasi digital. Hal ini disebabkan oleh beberapa permasalahan yang ada di UMKM seperti: belum meratanya tingkat penjualan di Indonesia, belum adanya kesiapan dalam membuka pasar yang baru, produk belum sepenuhnya dikenal oleh masyarakat, belum adanya kesiapan yang matang atas produk, belum mampu mengelola permintaan yang besar, dan pengelolaan feedback yang belum optimal. Permasalahan tersebut mengakibatkan adanya tantangan tersendiri bagi UMKM untuk mencapai visi UMKM. Oleh karena itu, dalam mencapai visinya diperlukan transformasi digital melalui Enterprise Architecture (EA) dimana EA akan menyelaraskan sisi bisnis UMKM dan IT. Dalam perancangan EA pada UMKM digunakan frawework TOGAF. Perancangan EA ini menghasilkan sebuah blueprint company specific yang dapat digunakan sebagai acuan untuk pengembangan sistem informasi pada UMKM sejenis berupa UMKM tipe menengah dengan bisnis Makanan Oleh-Oleh.Paper Link
JEREMIAH HASUDUNGAN, KUSUMO AYU LAKSITOWENING, EKO DARWIYANTOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPersonalized E-learning Content Based On Felder-Silverman Learning Style ModelA Personalization of E-learning can be done by personalize E-learning features, which are learning content and learning activities provided. In this study, E-learning content personalization was carried out based on the Felder Silverman Learning Style Model (FSLSM). FSLSM is a method of classifying learning styles into 4 dimensions, namely perception, processing, input and understanding. FSLSM classifies learning styles using the Index of Learning Styles (ILS) questionnaire, consisting of 44 questions. In the system that was built, the ILS questionnaire was digitized to map E-learning users, based on their learning style. Afterwards, content personalization algorithms were designed, so users could access content that were suitable to their learning styles while using the system, after that learning content was designed for each dimension of the FSLSM with ADDIE modelling, which was the stage for creating E-learning content. To test the designed algorithm, Delphi method was used, which is a method that collects expert opinion on a problem. For system test, System Usability Scale (SUS) method was used to measure acceptance of user. The results of this research, getting agreement on the accuracy of the design of content personalization algorithms from 3 E-learning experts, the system that was built got SUS 75.33 which was acceptable with grade B, means the system was accepted as a learning tools to help them in learning process based on SUS assessment.Paper Link
JURRY HATAMMIMI, SINTYAS DITA PURNAMAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationFactors Affecting Prospective Entrepreneurs??? Utilisation of e-Marketplaces: A Study of Business School StudentsCurrently, e-marketplace utilization grows significantly both on the buying side as well as on the selling side. However, the complete utilization rate is still low. Hence, this study investigates the factors considered by the prospective entrepreneurs to utilize the e-marketplace. The purpose of this study is also to find out the most potential e-marketplace to be employed by the prospective entrepreneurs. This study distributes questionnaires by using a convenience sampling technique to the 285 students at a business school. This study applies the Importance Performance Analysis and Correspondence Analysis methods to process the data gathered. It is found that the trust factor becomes the least important factor as well as the worst performance factor at the same time. On the other hand, the technical factor becomes the most important factor and the environmental factor is recorded as the best performance factor. To utilize e-marketplace, prospective entrepreneurs pay the highest attention to several indicators such as latency, user friendly, marketing, supply chain, price competitiveness, service quality, support/helpdesk, and bank transfer. Furthermore, Tokopedia and Shopee are rated as the best e-marketplaces. This study illuminates the prospective entrepreneurs’ consideration toward e-marketplace utilization; hence the platform owner can make a better service. The findings of the study will inspire the preparation steps for entrepreneurs to start their businesses and enrich the online consumer buying decision theory.Paper Link
KENANDA ARDHENARISWARI SUBAGYA, DEVI PRATAMI, MUHAMMAD AZANI HASIBUANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPENGEMBANGAN KONTEN E-LEARNING MENGGUNAKAN DESIGN SPRINT PADA MATA KULIAH MANAJEMEN PROYEK (TOPIK: PROJECT INTRODUCTION)e-Learning is not a new thing. Many Universities around the world already apply e-Learning since few years ago. Student in Industrial Engineering X University felt that the material of Project Management course is a lot. The feedback showed that they need e-Learning to support them learning of those materials. Many studies have discussed about e-Learning design, but this studydiscusses how to design an e-Learning content. This study uses Design sprint which is a framework from agile method. The objective of this study is to design an e-Learning content design in the Project Management course especially in the Project introduction Management chapter with the Design sprint method.The writers use design sprint as the base of methodology to develop the e-Learning content. Not only that, the writers want to assess the students with appropriate quizzes. The questions of assessment are adjusted by the Learning outcome of the course based on backward design and Bloom’s taxonomy. The video-Learning of this chapter was being tested and showed that there was an increase until 61% of student’s comprehension. It can be concluded that e-Learning can help students to study and increase their comprehension.Paper Link
KETMANTO, DEVI PRATAMI, MUHAMMAD AZANI HASIBUAN, DEDEN WITARSYAHInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationProject Management Plan Design for Developing E-learning ContentE-learning is considered as a better learning that provides technology assistance to support learning. While e-learning gives more flexibility toward learning, the creation of e-learning content needs more attention. The purpose of the paper is to provide project management plan based on Project Management Body of Knowledge or PMBOK in short, to the creation of e-learning content. The creation of something that produces product, service or result is considered as a project. In other words, the e-learning content creation is one of the definitive project. However, 71% of the projects were failed or challenged and one of the top reasons why project failed is bad estimates of planning in the project. Even more challenging, e-learning project suffers more than the failure rate of information system. Just having a plan and poor planning may lead to failed project. Nevertheless, the e-learning project needs project management plan. Rather than as a methodology of the research, the project management plan can be considered as a guide to carry out the work in the project. The study found that the project management plan consists of scope, time, cost and quality. This research will be useful for those who concerned in creating project management plan. Mostly of project plans are based on scope, time, and schedule. But it remains to be seen whether the product has met the customer or owner expectation. Thus solution to the e-learning project failure lies in creating project management plan which includes scope, schedule, cost, and quality.Paper Link
KHANSA, BERLIAN MAULIDYA IZZATI, MUHARDI SAPUTRAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationAnalisis Tingkat Kepuasan Pengguna E-Learning Universitas Telkom Menggunakan Metode End-User Computing SatisfactionThe rapid development of information technology, especially due to the COVID-19 pandemic that has spread in the community, has shifted all activities to online media including lectures at Telkom University. The e-learning information system media used is CeLOE LMS where this system is intended to support most of the online lecture activities for students during distance learning. The use of the CeLOE LMS has changed a lot from the beginning of online lectures until now, but the management of CeLOE LMS itself has never conducted research or evaluation related to satisfaction of using CeLOE LMS, it is necessary to have research related to this matter to assess the system implemented makes it easier for users according to their needs in terms of content, the accuracy of the information provided, ease of use, interface display, and timeliness in presenting the information. This research uses purposive sampling technique by distributing questionnaires through several social media platforms. The research model used is End-User Computing Satisfaction (EUCS) with 6 variables involved, namely Content, Accuracy, Format, Ease of Use, Timeliness, and End-User Satisfaction using calculation analysis PLS-SEM method with SmartPLS version 3.0 tools. The sample of this research consisted of 205 respondents of active students of Telkom University undergraduate study program with a total population of 22279 students. The results of the 5 proposed hypotheses, there are 2 hypotheses that are rejected because the results of t-statistics analysis >1,97 which means that the relationship between the Accuracy (ACC) variable and the Format (FOR) variable does not significantly effect the End-User Computing Satisfaction (EUS) variable.Paper Link
KHARISMA NASIONALITA, CATUR NUGROHOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationIndeks Literasi Digital Generasi Milenial di Kabupaten BandungVarious issues such as hoax information, privacy violations, cyberbullying, violent and pornographic content, and digital media addiction are considered to be the latest digital society issues. In addition to gaps, various cases of Internet abuse are also rampant, ranging from Internet fraud, addiction, violation of privacy, bias to reality, to the latest is the spread of hoaxes or false information. This study aims to determine the level of digital literacy for the millennial generation in Bandung Regency. The research method used is quantitative with a survey approach. The population and sample taken were the new millennial generation, namely the group of adolescents or young people aged high school (SMA) in Bandung district. This study seeks to map to what extent the digital literacy level of adolescents in Bandung district. The results showed that the digital literacy level of the millennial generation in Bandung district is at an intermediate level. The contribution of this research is in the form of new policy recommendations for the Bandung Regency government to carry out initial mapping of the level of digital literacy.Paper Link
KRISHNA KUSUMAHADI, WIDYA SASTIKA, FANNI HUSNUL HANIFAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationUSER EXPERIENCE: ITS EFFECT ON REPURCHASE INTENTION THROUGH USER SATISFACTION E-LEARNING IN COVID PANDEMIC 19 ERAThe COVID-19 outbreak has created a variety of panics, including in the field of higher education. All academic activities that are usually carried out on campus grounds during this pandemic must be done from home. Students, lecturers, and academic staff are forced to work from home for virus prevention and to accelerate the reduction of the COVID-19 outbreak. Policies and the pandemic phenomenon which has great impact and occurred rapidly have forced the field of higher education to change the pattern of service from conventional to online-based services. The experience of using the Zoom application has made many users satisfied with the Zoom application and want to use it again. With satisfied consumers, there will be repurchase interest from consumers for the services used. This study is conducted in order to find out the effect of User Satisfaction on Repurchase Intention through Customer Satisfaction on E-Learning Applications in the COVID-19 Pandemic Era. The respondents are people of Bandung city who have use e-learning applications during the pandemic. The method used in this study is Structural Equation Modeling (SEM) using SmartPLS software. Based on the results of this study, the magnitude of User Experience contribution affecting Customer Satisfaction is 36.96%, the magnitude of Customer Satisfaction contribution affecting Repurchase Intention is 21.52% and the magnitude of User Experience and Customer Satisfaction as a mediator in influencing Repurchase Intention contribution is 47.90%. The remaining 52.10% is influenced by other factors that cannot be explained in this study.Paper Link
LARASATI VALENSIA, RACHMADITA ANDRESWARI, ROKHMAN FAUZIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationImplementation of Process Mining to Discover Student Learning Patterns using Fuzzy Miner Algorithm (Case Study: Learning Management System (LMS) Telkom University)A learning management system is a system that supports student learning with several components. Telkom University is an institution that has an LMS called CeLOE LMS (Center for e-Learning and Open Education Learning Management System). Using LMS supports students' learning process, and lecturers can monitor what activities are carried out by their students. The pattern of learning by students can affect the success of learning in certain situations. The influence of these learning patterns makes lecturers need to pay attention to differences in student learning patterns. The data that will be used in this research are Website Application Development and Enterprise Systems courses. This study uses a process mining method with fuzzy miner algorithms to overcome the "spaghetti-like" process model into a more straightforward and easier-to-understand form. The resulting process model will then be analyzed using the graph simplification process method to obtain an accurate process model that describes the event log. In the Website Application Development course, conformance for all students Event logs is 99.93%, while conformance for students with index A event log is 99.94%. In the Enterprise System course, both event logs show the best conformance of 100%. The modeling produced by the two courses shows that the resulting model has a close alignment between the fuzzy model and the event log to reflect the behavior observed in the event log.Paper Link
LUCY PUJASARI SUPRATMANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationInteractive Learning Method Based On Information Communication TechnologyThere are many models of lecturing method in higher education level. Telkom University as a university that based on Information and Communication Technology (ICT) applies its teaching and learning method through the use of internet facility. Based on research, we found that the interactive learning method based on ICT was applied well. The numbers of classes that had been involved were three classes, the classes observed in applying the interactive learning method based on ICT (high-speed wifi, digital slide projector, audio video interactive facility using YouTube and Blogspot). This interactive learning method based on ICT collaborate the lecturer-student proximity at class. The research used a descriptive case study to elaborate the classes for the whole semester. The result found that this method proved successful in sharpening student’s critical thinking. The student’s perspective to analyze social phenomenon in the society have broadened fast. It helped the student to build courage in delivering critical argument orally and written.Paper Link
MARHENI EKA SAPUTRI, NIA KURNIASIHInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationThe Usage of Digital Marketing Channels in Micro Small and Medium Enterprise (Study in Bandung District)Today, businesses are beginning to shift due to digital technology. Every single process of business is related to social media, internet and application based. That’s why Micro Small Medium Enterprise should begin to adopt digital technology because the market is already shifted towards it. The problems in this research are the switch of marketing trends from conventional (offline) to digital (online); the disproportionate number of business players in Micro Small Medium Enterprise who utilize digital marketing compared to the number of Internet users growth and their inability to understand how to take part in digital marketing using social networking. This research combined quantitative and qualitative approaches through several phases in its process. The results of this study showed that the use of IT among Micro Small Medium Enterprise in Bandung District has been relatively common in terms of operating computer and accessing the internet, however, the use of computers and the Internet to support the management is relatively low.Paper Link
MARIA DELLAROSAWATI IDAWICAKSAKTIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationRISET TEKNOLOGI FINANSIAL UNTUK UMKM DALAM MENUNJANG LAPORAN KEUANGANTujuan penelitian ini adalah untuk membuat teknologi finansial di bidang laporan keuangan. Tujuan laporan keuangan adalah menyediakan informasi yang menyangkut posisi keuangan, kinerja, serta perubahan posisi keuangan suatu perusahaan yang bermanfaat bagi sejumlah besar pemakai dalam pengambilan keputusan. Laporan keuangan adalah catatan informasi keuangan suatu perusahaan pada suatu periode akuntansi yang dapat digunakan untuk menggambarkan kinerja perusahaan tersebut.Teknologi finansial berupa website. Website ini diberi nama Tekmitansis. Tekmitansis merupakan teknologi finansial di bidang keuangan yang akan memudahkan UMKM untuk membuat laporan keuangan walaupun UMKM tidak memiliki dasar laporan keuangan, tapi website ini akan membantu memudahkan dengan fitur-fitur yang sudah ditetapkan di website. Tekmitansis dirancang dengan menggunakan warna biru dan putih. Tekmitansis memiliki output berupa laporan keuangan yang terbagi menjadi 5 bagian yaitu : laporan laba rugi, cash flow, buku besar, laporan neraca, laporan hutang piutang. Selain itu website tersebut dapat digunakan secara offline jika pengguna berbayar. Website yang dirancang memiliki petunjuk penggunaan, fitur artikel, fitur keuangan, rimender atau notifikasi, password, penyimpanan berkas melalui foto dan backup data. Untuk melakukan back up data dari aplikasi ke smartphone atau memori, fitur lainnya adalah bukti transaksi langsung disimpan oleh sistem ke database, dan terdapat fitur akses yaitu dalam satu akun dapat diakses oleh maksimal tiga orang(contoh: CEO, Manajer Keuangan, dan Admin) namun fitur yang akan dipakai oleh CEO hanya dalam mode lihat tanpa dapat merubah data, sedangkan untuk manajer keuangan dan admin dapat melihat serta mengubah data yang terdapat di website. Maka dari itu dibutuhkan teknologi finansial di bidang laporan keuangan, seperti website Tekmitansis.Paper Link
MAULANA REZI RAMADHANA, ASAAS PUTRA, TWIN AGUS PRAMONOJATI, RIZCA HAQQU, OKI ACHMAD ISMAILInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationLearning Readiness as a Predictor of Academic Resilience in Online Learning during School from HomeLearning readiness is considered as a supporting factor in academic resilience. Since the situation of school closure and learning from home due to the COVID-19 pandemics, there have been changes in learning methods that require students to readily use online learning. Unfortunately, students' readiness in online learning has not been widely discussed in terms of its effect on the student’s academic resilience. The purpose of this study was to provide information on whether there was a significant relationship between online learning readiness and students' academic resilience during the school-from-home period. Participants in this study consisted of 1.681 students from five high schools in Bandung, Indonesia. The research used questionnaires that were based on the online learning readiness scale and the academic resilience scale. The questionnaires were distributed online. The data in this study were then analyzed using correlational and regression methods. The results showed that there was a moderately significant relationship between student readiness in online learning and student academic resilience during the school-from-home period. Also, online learning readiness significantly predicted student academic resilience through the dimensions of motivation for learning and self-directed learning. This study emphasized the importance of student readiness in online learning as a new learning strategy during school from home in increasing academic resilience and success.Paper Link
MELISA OKTARIZA, ROCHMAWATI, IRNA YUNIARInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDesain dan Implementasi Sistem Pengelolaan Administrasi dan Keuangan Sekolah Taman Kanak-kanakEarly Childhood education, especially kindergarten (TK), plays an important role in the level of formal school education, thus requiring good school management standard. As a good school management standard, can be seen from administrative and financial management. During this time, the administrative and financial management processes at the XYZ Kindergarten school used several books that had been provided by the education office of government and also that school, which included student master books, teachers data, attendance lists, group mutations, incoming / outgoing letters, student development and financial records that enter and leave various operational activities of the school. Manual management through books causes data collection to occur, accumulated physical documents, and the need for time to search for the required documents, as well as the data synchronization process. In addition, parent meeting activities also require special recording, which has only been done on paper so that it is not well documented. For this reason, this study aims to design or built and implement a web-based system that can help kindergarten in managing administration and finance. The condition of the school was analyzed using rich picture and BPMN, built with SDLC work method in the form of prototype, designed using UML and ERD, programming using PHP with a framework that is CodeIgniter, as well as database using MySQL. This research is able to produce administrative data management such as student master book data, teachers data, attendance lists, incoming and outgoing mail, managing finances in the form of records of income transactions for operational activities of parents and school expenses, accounting records in the form of general journals, ledgers, and report on cash receipts and disbursements, as well as income statement.Paper Link
MERLIN BESTARI AUDINA SILALAHI, ARRY MUSTIKAWAN, SYARIP HIDAYATInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationBejana, a Board Games As An Education Media for Elementary School Children in Bandung CityBuying food or beverage at the stall or place peddled. With the diversity of food / beverage sold to make consumers want to try everything, especially elementary school children. However, not for all snacks are good for health, not even have good nutrition. Lack of knowledge of elementary school children about the content contained in snacks make the food seller be brave to offer such snacks. Yet, if the snack carelessly will lead to poor health. Children need to be educated for knowledge and prevention to understand the healthy and safe food. Then the appropriate media needed to convey information to the child. Especially in elementary school age they prefer to play, the design will be done not far from the habit of doing elementary school children play and see something that interest them. The selected media is boardgame, where on the media the elementary school children must purchase and collect some categories of food that is safe and healthy and unsafe, and given information about the ingredients, health benefits or dangerous food. This game is expected to help educate and remember the positive things that will be obtained on the targetPaper Link
MIRA KANIA SABARIAHInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationRequirement Elicitation Framework for Child Learning Application - A Research PlanRequirements elicitation are the initial stages in requirements engineering and are crucial stages. Failure in the steps of requirements elicitation can lead to a lack of definition of user needs for the application so that it has an impact on the quality and usability of the software produced. That will also affect the application of children's education, where without involving children in the elicitation process, it can make the software built not by the age development needs of the child. Failure in requirements elicitation occurs because of lack of knowledge of analysts in communicating and choosing elicitation techniques. Both components have a close relationship with the type of users who will become respondents. Nowadays, requirements elicitation framework tends to pay more attention to adults and parents, while for children it is still not found. Children have different characteristics with adults and parents, so it needs to be considered in carrying out approaches or techniques in performing elicitation. The selection of elicitation techniques that are not by the characteristics of children can cause failure in exploring the needs of children for child learning applications built. Based on these problems, we need a requirements elicitation framework in children's education applications. The requirements for the elicitation framework are expected to make it easier for child learning application developers to get application requirements that are appropriate for the child's developmental age.Paper Link
MOCH. ARMIEN SYIFAA SUTARJOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationAnalysis of Students??? Perceptions of Online Learning Media During the Covid-19 Pandemic (Study of E-learning Media: Zoom, Google Meet, Google Classroom, and LMS)Learning in the pandemic period requires students to be able to use avariety of online learning media. Zoom, Google meet, Google classroom, and LMS platforms are the most frequently used media. Students' behavior to use learning media is influenced by perceptions of the learning media. This study aimed to describe the easeand usefulness perceptions that students feel about the various available learning media. This research is designed as quantitative research with a survey approach. Data analysis was carried out using descriptive statistics. The results show that students' perceived ease of learning media, namely Zoom, Google meet, Google classroom, and LMS, is perceived as relatively easy. Zoom is an application/platform that is considered the easiest of the other media, while LMS is considered more complicated than the other three media. Meanwhile, this study's results also show that the perspective of theusefulness of the learning media is considered to have good benefits. Zoom is the application/platform that is considered the most useful from other media, while LMS is considered less useful than the other three media.Paper Link
MOCHAMMAD FAIZAL, ANDREAS RIO ADRIYANTOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPERANCANGAN ULANG ANTAR MUKA WEBSITE SEBAGAI MEDIA INFORMASI PERGURUAN TINGGI UNIVERSITAS TELKOMToday, technology develops rapidly, where people can not be separated from the internet. In the internet, known a media named website, and ideally the Telkom University should implement the use of website to support various activities that take place in it, because it supports the vision of the Telkom University to be a "world class university". However, after a preliminary investigation, it has emerged some problems on the website of the Telkom University in terms of user interface and user experience, especially on mobile version. These things become important, because internet becomes a means to obtain information related to the higher education. To answer these problems, there will be activities redesign based on the data obtained through literature studies related to relevant theories, visual object observation from some similar websites, interviews with UI/UX experts, as well as distributing questionnaires to the target audience of the website itself. Once the data is collected, it will be analyzed through comparative matrix to obtain results that can be the basis of the interface redesign. Hopefully, with the user interface redesign of the Telkom University website will achieve a good user experience, and also bring a good image of the university itself.Paper Link
MOHAMAD RAMDHANI, BANDIYAH SRI APRILLIA, IWAN KUSTIAWANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationTHE EFFECTIVENESS OF PROBLEM-BASED LEARNING BASED ON THE LEARNING MANAGEMENT SYSTEM ON CRITICAL THINKING SKILLS OF ELECTRONICS COURSE STUDENTSThis study aims to apply problem-based learning (PBL) by utilizing the Center for e-Learning and Open Education (CELOE) Learning Management System (LMS) and analyze the effectiveness of the implementation of PBL on the LMS CELOE media in improving students' critical thinking & problem-solving skills in the Electronics course. The Classroom Action Research Method (CAR) applies the research model initiated by Kemmis and Mc Taggart. Based on the observation results, LMS-based Project Based Learning is able to improve students' critical thinking and problem-solving abilities in the Electronics course. This statement can be confirmed from the results of repeated observations, namely the first and second cycles provide an increase in the post-test scores compared to the pretest scores. The level of effectiveness of the PBL method for Electronics courses in LMS in an effort to improve critical thinking, reached a value of 78% or can be said to be effective. In addition, the existence of discussion forums makes students active in communicating during the problem-solving process.Paper Link
MOHAMAD RAMDHANI, FAKIH IRSYADI, DENNY DARLIS, RIZKI ARDIANTO PRIRAMADHIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationIMPLEMENTATION OF LEARNING TOGETHER METHOD WITH LTSPICE SIMULATION TO ENHANCE STUDENTElectric Circuits is one of mandatory courses in electrical engineering. This course consists of basic electronic components, modeling concept and circuit analysis in direct current (DC) or alternating current (AC) which are fundamental for varies advance courses. However, this course gives a significant contribution to student’s failure at every term. The data, from last term, show that 16.02% of 256 students got D, E and T (DET) grade. That is exceed 15%, a standard set by Telkom University. This research proposes a fusion method between Learning Together method (LT) and software (LTSPICE) simulation. LT method’s aim is to leveling knowledge for each student meanwhile software simulation’s is to give a better understanding for students and verify their work. The purpose of this research is to find a suitable learning method which can reduce DET index and to increase student's achievement in electric circuits course at Telkom University. This research is an action research which is designed in two cycles. Each cycle consists of four steps: Planning, Acting, Observing and Reflecting. The research data are obtained from observation form, assignment and exam results (pretest and posttest). These results showed that the proposed method can increase student’s achievement about 3% in final exam compared with a mid-term exam and it successfully decreased DET index about 5% compared to previous term results.Paper Link
MUHAMMAD YUMNA MAJDINA, BUDI PRAPTONO, MARIA DELLAROSAWATI IDAWICAKSAKTIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPerancangan Aplikasi Manajemen Persediaan Gudang Web-based pada UMKM Batik Sinuwun dengan Agile Scrum Development MethodIn this era, technology is developing more rapidly.More adequate and modern technology has sprung up and displaced old technology and indicates an increasingly fierce level of competition. This competition requires changes in the management of a particular business in order to keep up with developments and take a positive impact from the application of technology. Sinuwun Batik SME are SME engaged in the production of batik clothes and selling batik cloth. The increasing number of requests and diverse types make SinuwunBatik SMEoverwhelmed in managing the supply of raw materials for production, due to the absence of recording and inventory management in any form. This study aims to design a website-based application that can help Batik SinuwunSMEmanage inventory in warehouse.

This inventory application is designed using the Agile Scrum Development method. The stages of making the system begin with collecting the required data by eliciting user needs, this data is the basic data for making applications. This application is based on a website using the PHP CodeIgniter and MySQL framework as data storage. Whereas for system testing using the Blackbox Testing method and ISO: 9126.The result of this research is a website application to simplifythe management of raw materials in and out of the warehouse so that the latest stock of raw materials can be found,and it can also minimize recording errors due to manual calculations
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MUHARMAN LUBIS, MUHARMAN LUBISInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPERANCANGAN BUKU ELEKTRONIK PADA PELAJARAN MATEMATIKA BANGUN RUANG SEKOLAH DASAR BERBASIS AUGMENTED REALITYAugmented Reality (AR) Book can be used as a step in improving learning and teaching in elementary schools. This is because AR can give students the ability to learn interactively in any place and time they want. This study aims to develop MathARbook or Mathematics AR Book, which is a prototype of elementary school level mathematics books whose content is displayed in AR. The content of the material in this Mathematics book includes geometry and two dimensional shapes. Furthermore, application development utilizes AR technology that combines multimedia elements such as text, images, video, animation, and sound. The method used in application development is prototyping, so this application is expected to be in accordance with user requirements. Application testing is carried out using ISO 9126-functionality on mathematics teachers who teach in one elementary school in Bandar Lampung. The test results obtained 100% of teachers accept applications that have been developed, so it can be said the application is feasible to use and can be used as an alternative teaching material in elementary school mathematics.Paper Link
MUHARMAN LUBIS, RAHMAT FAUZIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationEnterprise Application Integration for High School Students using Blended Learning SystemEducation has purposes to improve quality of human resources and to develop readiness to look at future. It also play critical role to reduce ignorance, recognize the potency and shape the behavior in the community. There are two types well-know of education in Indonesia, which are formal (kindergarten, elementary, junior high, senior high and university) and non-formal (computer courses, English lessons, tutoring session, vocational training and professional certification). Of course, people will go to formal education to obtain graduation degree for the necessity of finding job and position in the market. But, some people tend to seek alternative to provide adequate education for their future. It hinted certain problems have been resided in the current educational model, which focus on face to face approach. Along with the rising of IT in the era of Industry 4.0 in every aspect of daily life, people learn mostly every subject through Internet without considering much on its credibility. Thus, this paper explore the possibility of using hybrid method, which is known for blended learning to be implemented in nonformal education to help facilitate the public on information availability and develop mastery-based presentation to improve the understanding of student efficiently.Paper Link
NADIA AYU SAVITRI, SISKA KOMALA SARI, WAHYU HIDAYATInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationIncorporating Augmented Reality into Natural Science Study for 3rd Grade Elementary School StudentsAugmented Reality is a technology that construct an interface in which 3D virtual objects are apparently put into the real world. Now research about Augmented Reality are growing rapidly. Utilizing Augmented Reality to improve learning and increase knowledge is one way to increase students' interest in learning. In our research, an augmented reality application is built using Blender, Unity and Vuvoria through ADDIE analysis and design model. This application is intended to facilitate teachers and students in teaching and learning Natural Science for 3rd grade elementary school, more specifically in “Plant and Animal Introduction†chapter. By scanning the marker on the book, this application is capable of displaying animated 3D objects that can be viewed from all sides. This application also features real-life-like animal-sound and facilitate object zoom in - zoom out. Our test shows that this application is welcomed by students and teachers alike and as a supplement to enhance Natural Science Study learning experience.Paper Link
NOFHA RINAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDIGITAL LITERACY EDUCATION IN ALQURAN ELEMENTARY SCHOOL STUDENTSThe development of the world at this time has entered the era of the industrial revolution 4.0 and has an effect on human life based on information. Elementary school students as alpha generation or internet generation are users who are familiar and very dependent on technology especially with social media. Research on digital literacy is still rare, especially in Indonesia. The subjects of this study are students aged 11-12 years who are active users of social media. This research uses a qualitative approach with a case study method. The informants used as the sample of the study were five people and one key informant from a media literacy expert. The findings in this study indicate the importance of digital literacy education which has a positive impact on knowledge, understanding, and skills in using social mediathatis currently usedasa source of information and entertainment by the public, especially among the alpha generation that can bring about awareness in using social media. In this study, not all participants had the skills to use social media properly. So digital literacy education is a solution that can be done by the government and elements of society and academics who care about the progress of the nation.Paper Link
NOFHA RINAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDigital Literacy Education In The Industrial Revolution 4.0 In Alquran Primary School StudentsThe development of the world at this time has entered the era of the industrial revolution 4.0 and has an effect on human life based on information. Elementary school students as alpha generation or internet generation are users who are familiar and very dependent on technology especially with social media. Research on digital literacy is still rare, especially in Indonesia. The subjects of this study are students aged 11-12 years who are active users of social media. This research uses a qualitative approach with a case study method. The informants used as the sample of the study were five people and one key informant from a media literacy expert. The findings in this study indicate the importance of digital literacy education which has a positive impact on knowledge, understanding, and skills in using social mediathatis currently usedasa source of information and entertainment by the public, especially among the alpha generation that can bring about awareness in using social media. In this study, not all participants had the skills to use social media properly. So digital literacy education is a solution that can be done by the government and elements of society and academics who care about the progress of the nation.Paper Link
NUR ICHSAN UTAMAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationThe Effect of Augmented Reality on Spatial Visualization Ability of Elementary School StudentThe invention of Augmented Reality (AR) has provided a platform for individuals to see virtual and real objects simultaneously in a real-life setting. As compared to other technologies being implemented in education setting, it may contribute a new method to educate. This study investigated the possible effect of AR technology on students’ spatial visualization ability. AR-Science Magic Book Learning System (AR-SMB) is a learning tool based on the AR technology which was developed in this study to facilitate students in learning science concept, hence enhancing their spatial visualization ability. The type of data collection methodology used is the quantitative approach in which pre-test and post-test design were implemented and the participant comprised of 34 fifth-grade students. According to the results, it was found that the scores of the Mental Rotation Test (MRT) post-test were significantly greater than the pre-test, thus AR technology can be considered to be beneficial in enhancing students’ spatial visualization ability. There is a huge difference in terms of the scores of MRT between the pre-test and post-test which concludes that the treatment given can significantly improve and contribute towards their spatial visualization ability. The findings of this research enable the educators to incorporate AR learning into their teaching process in order for students to understand the rotation and transformation of objects that are related to each other. As a result, this study has shown a significant implication for the understanding of AR’s effect in enhancing spatial visualization ability among primary school students.Paper Link
NUSLIH JAMIATInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPemanfaatan Digital Marketing Pada UMKM Sukapura Dayeuhkolot Kabupaten BandungDalam beberapa tahun belakangan ini perkembangan teknologi digital di dunia marketing semakin pesat mulai dari cara-cara transaksi konvensional menjadi cara digital. Untuk itu para pelaku usaha khususnya UMKM khususnya di Sukapura Kecamatan Dayeuh Kolot Kabupaten Bandung Jawa Barat dituntut harus bisa cepat berdaptasi dengan perkembangan teknologi yaitu dengan cara memanfaatkan teknologi digital marketing dalam menjalankan bisnisnya kususnya saat memasarkan produknya. Para pelaku UMKM diharuskan memiliki kemampuan memanfaatkan digital marketing supaya para pelaku usaha akan dapat tetap bersaing dan terus mengembangkan usahanya di dalam dan luar negeri.Tujuan dari penelitian ini adalah untuk mengetahui apakah para UMKM di Sukapura Kecamatan Dayeuh Kolot dan apakah sudah dapat memanfaatkan teknologi digital marketing dalam memasarkan produknya dan dampaknya terhadap penjualannya.Dengan adanya Penelitian Dosen Pemula ini diharapkan dapat memberikan masukan kepada UMKM Sukapura Kecamatan Dayeuh Kolot untuk lebih memahai pemanfaatan teknologi digital marketing dalam menjalankan dan mengembangkan bisnisnya.
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PIKIR WISNU WIJAYANTO, ELIS HERNAWATIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDesigning Android-Based Mobile Application for Language Learning (MALL) for the National Exam SimulationThis research aims at designing an Android-based mobile application for language learning (MALL) for the final exam simulation of the English subject for junior high school students. The method used in building the Android-based mobile application is the software development life cycle (SDLC). Based on the implementation of user design and testing, the user (teacher and students) can do a test by using an application that runs on the Android platform. The Android device will request (get / post) to the server via the internet. Then the web server (PHP) will process the request from Android and will query the database. The computer then sends data to the Android device via JavaScript Object Notation (JSON). It is as an intermediary between the server and the Android application. The name of this application is SOUN that stands for “Soal Ujian Nasional” or the National Examination Questions. The teacher can manage the questions and see the scores that the students have achieved. While the students can practice answering the questions of English exercises independently, anytime and anywhere both online and offline. They can also see the score immediately based on the questions that they answered. They also know the solution, tricks, and tips on doing the exercises by choosing the menu provided. Therefore, the use of MALL as the learning media can become one of the alternative English learning models in order to prepare the students for practicing the simulations of the national examinationPaper Link
PURBA DARU KUSUMAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDISTANCE-SCORE COMBINED MODEL IN AUTOMATIC HIGH SCHOOL STUDENT ENROLLMENT SYSTEMThere are some problems in the existing high school student enrollment system in Indonesia. Besides its main goal to create equality in education and student distribution, there are protests from people, especially parents. The new zoning system is blamed because it neglects student national exam score so that there is not any incentive to become smart student. As far as his house is near to the school, student with low national exam score is still prioritized. This policy triggers many families to create fake family certificate. The other policy in accommodating low economy student is also blamed in triggering lots of fake poor family certificate. Based on these real problems, in this paper, we propose new automatic high school student enrollment system. In this work, both home-to-school distance and national exam score are accommodated so that the student is allocated the school that its location is as near as possible from his house. Meanwhile, there is incentive for student who has high national exam score. In this work, we propose four high school student enrollment models. The first model is full round robin total score based model. The second model is semi round robin total score based model. The third model is exam score prioritized-clustered school combined model. The fourth model is exam score prioritized-semi zoning model. These four proposed models then are tested and are compared with the existing models. There are several research findings in this research. The first model produces the best equality in distributing students so that smart students are not concentrated in high quality schools group only. Meanwhile, the first model also produces the lowest home-to-school distance. The second model produces gap among schools with different quality level. By using this model, higher quality schools get benefits in receiving lower average home-to-school distance and students with higher average national exam score. The third model produces significant gap in average national exam score accepted students. Meanwhile, the average home-to-school distance is tended to be higher than the first and second proposed models. The fourth model produces equality in distributing students based on their national exam score when the maximum distance is set moderate. In all models, the number of students does not affect the result.Paper Link
PURBA DARU KUSUMAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationZone Based School Enrollment System by Using Modified K-Means Clustering MethodThe main goal of zone based school enrollment method is reducing the student’s home to school distance. So, among its variants, student will be allocated to the school that its location is near the student’s home location. Meanwhile, one biggest problem in this method is the number of out of zone students which means of the student that is accepted in school that its location is outside his own zone. This situation occurs, especially when the zoning is determined statically. In this research, we propose dynamic zone based school enrollment model to meet the variations in school location distribution, student location distribution and school capacity. This model is developed based on k-means clustering method with several modifications. This proposed model then is implemented into zone based school enrollment simulation to measure its performance. In this simulation, the performance of this proposed model is also compared with the existing static one. In this simulation, adjusted parameters are school location distribution, student location distribution, school capacity, number of schools and number of students. Meanwhile, the observed parameters are average student’s home to school distance and the success ratio. Based on the test result, there are several findings. The proposed model produces higher success ratio rather than the existing static method does. In the other side, the existing static method produces lower average student’s home to school distance rather than the proposed model does. The number of schools and the average school capacity has positive correlation with the success ratio. The number of students has negative correlation with the success ratio. These adjusted variables do not affect the average student’s home to school distance.Paper Link
RAHMANIA ARINA ALKHA SAPUTRI, ASTI AMALIA NUR FAJRILLAH, IRFAN DARMAWANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationTransformasi Digital bagi UMKM dengan Perancangan Enterprise Architecture Menggunakan TOGAF ADM (Studi Kasus : UMKM Penghasil Makanan Khas Daerah)Dewasa ini, UMKM di hampir semua industri telah melakukan inisiatif untuk bertransformasi memanfaatkan teknologi. Adanya tranformasi digital yang berbasis sistem informasi, nilai bisnis diyakini akan semakin meningkat. Namun demikian, bisnis UMKM tidak selalu berjalan mulus dengan penerapan transformasi digital. Masih banyaknya hambatan dan kendala yang harus dihadapi UMKM. Beberapa kendala yang dialami oleh UMKM Penghasil Makanan Khas Daerah antara lain seperti keterbatasan mendapatkan pasokan bahan baku, banyaknya pesaing produk yang sama, catatan keuangan yang masih manual, belum adanya standarisasi produk, jangkauan pemasaran yang masih sempit, dan keterbatasan inovasi pengolahan kacang. Maka dari itu, perlunya pemanfaatan teknologi informasi pengelolaan operasional yang selaras dengan kebutuhan bisnis UMKM. Penyelarasan antara bisnis dan teknologi UMKM diperlukan adanya enterprise architecture. Dalam melakukan perancangan enterprise architecture pada penelitian ini menggunakan metode TOGAF ADM. Hasil dari perancangan enterprise architecture pada penelitian ini berupa enterprise architecture blueprint pada UMKM Penghasil Makanan Khas Daerah (company specific) dalam menunjang transformasi digital.Paper Link
RAHMAT FAUZI, IQBAL SANTOSA, FAQIH HAMAMIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationWorkshop Pemrograman Web Untuk Siswa dan Guru SMA di Kota BandungWeb Programming Workshop for High School Students and Teachers in Bandung City aims to construct logical thinking systematically and structurally in the form of web applications/sites with good and correct coding techniques. This activity is expected to be able to make participants understand the importance of web programming, get to know the technology used and grow interest in web programming. Participants of this activity were representatives of students and teachers of SMA Alfa Centauri, Bandung City. The method of conducting the workshop used is by combining live demonstrations, hands-on, and interactive discussions. Participants were divided into several small groups guided by tutors to understand programming concepts and practice them directly. The concept is broken down into several sections, and each section ends with an exercise where the results are reviewed. The workshop implementation tools used are the online meeting application and the online course website. Participants take part in online workshops using zoom, while accessing teaching notes and workshop materials on the prepared website.Paper Link
RAHMIATI AULIA, AISYI SYAFIKARANI, OLIVINE ALIFAPRILINA SUPRIADIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPresentasi Interaktif dalam Menunjang Pembelajaran Daring, Guru SMP Bina Taruna BojongsoangDalam memberikan pelatihan tambahan kepada mitra yang merupakan guru-guru SMP Bina Taruna Bojongsoang, Bandung pada masa Pandemi Covid-19. Pendukung penerapan pembelajaran daring dilakukan dengan pelatihan pembuatan presentasi pembelajaran interaktif. Kegiatan ini bertujuan untuk mengaplikasikan keilmuan kepada masyarakat sekitar, meningkatkan pegalaman pengguna dan pengenalan media presentasi interaktif, meningkatkan kemampuan guru-guru dalam pengajaran dengan media daring ditengah pandemi Covid-19 dan menghasilkan media pembelajaran yang mudah dipahami oleh siswa sehingga mendukung kelancaran pembelajaran daring. Kegiatan dari program ini memberikan wawasan serta pelatihan pengalaman pengguna dan pengenalan media presentasi interaktif agar mampu meningkatkan kualitas materi pengajaran secara daring.Paper Link
RATRI WAHYUNINGTYAS, GANJAR MOHAMAD DISASTRAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationUSER SATISFACTION OF E-LEARNING SYSTEM IMPLEMENTATION FOR TRAINING AND DEVELOPMENT PROGRAM IN ORGANIZATIONThe current learning model is more modernized with the implementation of advanced technology. Knowledge management systems in the company can be used efficiently and effectively also supported by sophisticated technology. E-learning or electronic learning is one of the information technology products that enter the business world. This research discusses important factors that can increase the satisfaction and interest of trainees to use e-learning system. The method used to this research is quantitative analysis with hypotheses testing using Structural Equation Modeling on the proposed model. The results of this study are expected to enrich the literature on the application of e-learning and can be applied to companies that develop e-learning in corporate training and development programs.Paper Link
RATRI WAHYUNINGTYAS, GANJAR MOHAMAD DISASTRAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDigital Talent Availability on Small Medium Enterprises in Bandung City, IndonesiaCreating and maintaining organizational excellence through proactive Talent Management is one of the important factors that must be implemented by organizations in facing global competition. The development of the internet, cellular technology, CDN business models and cloud computing, the role of application and marketing strategies, as well as communication and trade in the SMART economy in various respects, has driven the talent needs of experts in digital literacy. This also applies to the scope of SMEs in Indonesia and throughout the world. The existence of SMEs is a focus both by the central government and regional governments. Special attention to SMEs is inseparable from its role in developing the economy, employment and community welfare, the existence of SMEs has proven to be resistant to the crisis, both in the economic crisis that plagued Indonesia in 1998 and the global crisis in 2008.This research is intended to map Digital Talent in Small and Medium Enterprises in the City of Bandung based on their competence. The results of the mapping will be the basis for analyzing the availability of digital talent and formulating strategies for fulfilling talent in the SME scope. In addition, this research is useful to provide input for industry players and the city government of Bandung. Data collection techniques in the study used surveys and interviews with SME employees, business people and the city of Bandung.Paper Link
RIDHO HAKIKI, DANANG JUNAEDI, EMIL ROBERT KABURUANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationThe User Interface Design for Natural Science Learning Media for Elementary SchoolThis research presents the user interface design for natural science learning media in the form of snakes and ladders game for 4th grader of elementary school. Natural science becomes a problem for children because the way the teacher explains and media used is not maximal. The result is presented when students got poor grade and understanding. Elementary school children characteristic is playful, playing become the most effective way for children to learn. Snakes and ladders game developed by Daluti Delimanugari is used as learning media of natural science but this media still lack flexibility and practically. Technology is interesting to children because it presents motions, dimensions, sounds, colors, songs and varying materials. Children do not get those advantages from using other media. Therefore, this paper suggested a solution which is snakes and ladders game application as learning media for natural science. User-centered design used for designing the user interface focuses on the characteristic, task and environment of the users. The results of usability testing of the ladder snake game application that has been built obtain an average of 88.8%.Paper Link
RIKY TAUFIK AFIFInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPeningkatan Kualitas Pembelajaran Daring Guru dengan Produk Multimedia Interaktif di SMA Daarut Tauhiid Boarding SchoolThe education sector in Indonesia the COVID-19 outbreak makes the teaching and learning process online (online). In this situation, teachers are required to be more creative to maintain conducive situations during online learning. It becomes a challenge because situations that are usually more flexible during face-to-face meetings become changed because they no longer meet physically between teachers and students. Interactive multimedia-based learning can be one of the options so that learning can be more interesting in order to make it easier for students to understand learning materials. The purpose of this research is to improve the quality of learning from Daarut Tauhiid Boarding School high school through interactive multimedia products as a learning medium. The data analysis techniques used in this study are camuran research methods or mix methods. Qualitative narrative analysis and quantitative descriptive statistics to be able to process data and conclude research results well. The population of this study is students of class XII IPA and IPS with a sample number of 160 students of class XII men. This research offers solutions in order to add teacher insights to the use of ICT-based Multimedia for learning and further strengthen the ability of teachers to maximize interactive media for those who are accustomed to using it. The result of this study is to analyze and improve the ability of teachers in making learning media in the form of interactive multimedia animation media. It was found that with interactive multimedia high school students Daarut Tauhiid Boarding School as much as 94.5% felt very helped in understanding the material and enthusiastic during online learning.Paper Link
RIO AURACHMANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationApplication of Analytical Hierarchy Process in Evaluating the Student Acceptance of E-Learning Implementation for Logic and System Modeling LearningThe logic and modeling of systems thinking are studied by students in various subjects, one of which is mathematics. An e-learning system can be used to learn these abilities. Survey was conducted using sample from student in Information system design courses. The data obtained was evaluated using the Analytical Hierarchy Process. The AHP method was chosen in order to obtain an effectiveness comparison between e-learning tools and face-to-face learning in the classroom.Paper Link
RIZKA RACHMAWATI, IMTIHAN HANOM, MEIRINDA YUNIARInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationANALYSIS OF FURNITURE DESIGN CONCEPT AND ITS IMPACT IN DIGITAL PLATFORM APPEARANCE, Case Study: Furniture E-Commerce in IndonesiaFurniture Industry in Indonesia today is one of leading industry in digital platform business. Numerous strategies, including utilizing digital platform, are implemented by interior design business owners to gain trust of consumers. Among those strategies, design concept also holds important role in the business sustainability. It can become an effective strategy to captivate the interest of consumer to buy furniture products through digital platform. This research aims to analyze the most effective design concept that successfully attracts the digital platform users, especially in furniture design. The method used in this research is qualitative methods, by doing the comparison between literature studies and website/ mobile application appearances of e-commerce. This research also compared each e-commerce user experiences through questionnaire survey that led them to buy furniture products from website/mobile applicationPaper Link
ROBBI HENDRIYANTO, PATRICK ADOLF TELNONIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationApplication for Final Project Collaboration and Management in School of Applied Science, Telkom UniversityThe final project is the last stage of the students to complete the lecture. In accordance with academic rules at Telkom University allow final project work done in groups. This is to improve results more complex than the results of the final project obtained individually. But there are problems faced by students and lecturers who join the final project team, which is how to work on the final project together and monitoring the progress of each student in the team. This is due to differences in location and time in work. On the lecturer, side finds constraints that are how to be able to monitor the progress of each team member in detail. In this paper proposed a solution to overcome the problem is to apply for collaborative information technology support. The collaborative method used the Kanban's method, where each work will be divided into small parts that can be done together. Application for Final Project Collaboration and Management in School of Applied Science Telkom University was developed with Software Development Life Cycle (SDLC) Prototype method using PHP programming scripts and MySQL database. This application will manage the final project, especially in groups, facilitating the final project team to define all parts of the work of each team member who can collaborate with each other and communicate in each job. Lecturers as project supervisors can participate in collaborations and discussions in every work.Paper Link
ROCHMAWATI, RENNY SUKAWATI, HARIS MAULANA RAHIMInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPEMANFAATAN ERP OPEN SOURCE UNTUK MEMBANTU PROSES BISNIS DI UMKM: OBSERVASI DAN MODIFIKASI TERHADAP APLIKASI WEBERP MODUL PERSEDIAAN DAN PENJUALANMSMEs or Micro, Small and Medium Enterprises are business types with special characteristics such as limited capital, low accounting standard capabilities, and minimal use of applications. The use of information systems, especially ERP, for MSMEs is a challenge with limited funds, so open source ERP can be an option. Even though it is freely accessible, the use of open source ERP still requires some modifications to suit the company's needs. MSME ofKebumen Jayaas a research case study, is engaged in trading business. These MSMEs need information systems to help with business processes and inventory and sales activities. Although that’s storestood more than 30 years and its location is strategic, and handles wholesale and retail, but business management is still done manually, namely recording transactions through books and paper, and counting the sales through calculator. In addition, there is no calculation of inventory or stock. This research was conducted tohelp store of Kebumen Jaya,through observation and modification of open source ERP using Weberp application, in accordance with the business processes that occur in these MSMEs. With the existence of Weberp, it can help these businesses to carry out transactions, monitor inventory and sales, and computerized financial reporting.Paper Link
RULLY SUMARLIN, ANGGAR ERDHINA ADI, ZAINI RAMDHANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPelatihan UI Dan UX Aplikasi Berbasis Web Dalam Menunjang Pembelajaran Online, Guru SMP Bina Taruna Bojongsoang.Pelatihan Pengenalan aplikasi berasis online webbased kepada mitra yang merupakan guru-guru dan staff administrasi dari SMP Bina Taruna Bojongsoang, Bandung pada masa Pandemi Covid-19. medukung penerapan pembelajaran daring dilakukan dengan pelatihan pembuatan presentasi pembelajaran dengan aplikasi berbasis web. Kegiatan ini bertujuan untuk mengaplikasikan keilmuan kepada masyarakat sekitar, meningkatkan pegalaman pengguna dan pengenalan media aplikasi berbasikan webbased dalam hal pengelaan tatap muka dan pengalaman penggunaanya untuk meningkatkan kemampuan guru-guru dalam pengajaran dengan media daring dan menghasilkan media pembelajaran yang mudah dipahami oleh siswa sehingga mendukung kelancaran pembelajaran daring. Kegiatan dari program ini memberikan wawasan serta pelatihan pengalaman pengguna dan pengenalan media presentasi interaktif agar mampu meningkatkan kualitas materi pengajaran secara daringPaper Link
SABILA CHANIFAH, RACHMADITA ANDRESWARI, ROKHMAN FAUZIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationAnalysis of Student Learning Pattern in Learning Management System (LMS) using Heuristic Mining a Process Mining ApproachThe COVID-19 pandemic has had a significant impact on educational organizations, one of which is the Telkom University educational institute. Telkom University using Learning Management System (LMS) during pandemic covid-19. The use of an LMS will have a huge number of data records stored in the form of event logs. Opportunities to process data recorded in event logs must be maximized to improve Telkom University's LMS continuously. In this study, the process mining method conducted using event logs from Website Application Development (WAD) and Enterprise System (ES) courses to compare student learning patterns between programming courses and non-programming courses. Process mining conducted using PROM 5.2 and the Heuristic Miner plugins. The modeling process uses a heuristic miner algorithm because of its ability to present the main behavior recorded in the event log well by analyzing conformance checking. The result of conformance checking shows a fitness value of 0.887 for WAD and 0.847 for ES. It means the process model can represent the event log well. WAD's value of advanced behavioral appropriateness and degree of model flexibility are 0.594 and 0.411, whereas ES 0.181 and 0.155. The value of the structure shows 1.0 for the two subjects. After obtaining a process model, the next step is to analyze student learning patterns based on the frequency of access to the LMS. With this research, it is hoped that this research can contribute to adding new insights regarding the use of event logs in the field of education and knowing the activities carried out by students through LMS learning media, as well as providing visualization of student behavior patterns in the LMS (Learning Management System) of Telkom University.Paper Link
SULISTIJONO, MAHIR PRADANA, IMANUDDIN HASBIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationWeb-Based Application of High School Laboratory Administration: Case Study at SMA Pasundan 8, Bandung, IndonesiaIn this paper, we report the design of a web-based laboratory system which uses the PHP programming language, in addition to using the programming language PHP and MySQL as its database. In making this application, we customized laboratory system of SMA Pasundan 8, Bandung (Pasundan 8 High School in Bandung, Indonesia). The laboratory website uses a MySQL database for collecting user data active, borrowing and repayment of laboratory equipment. The data will be recorded based on credentials, schedule access to laboratory and information notice new tool can be found the information on the user's laboratory. The schedule of each user will be known by the users who use the lab.Paper Link
SUSSI, RENDY MUNADI, RAHMAT RAMADAN PRASOJOE, NURWULAN FITRIYANTIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPembuatan Game Online BoMCleaN sebagai Media Pembelajaran Kebersihan LingkunganPerkembangan video game saat ini sangatlah pesat dan sudah beredar dalam berbagai genre permainan seperti aksi, horror, pertualangan, puzzle dan game online. Seiring dengan perkembangan jaringan internet maka game online juga ikut berkembang dan mampu menarik banyak orang untuk memainkannya. Kebanyakan video game yang dibuat hanya ditujukan untuk menghabiskan waktu dan menghibur player agar jauh dari kebosanan. Pelajaran tentang kebersihan lingkungan perlu diajarkan sejak dini sehingga mampu membawa perubahan, baik berupa pengetahuan maupun tingkah laku. BoMCleaN adalah sebuah video game yang ditujukan untuk menghibur serta menambah kesadaran tentang pentingnya menjaga kebersihan lingkungan sambil bermain dengan pemain lainnya menggunakan konsep multiplayer. Fitur utama dalam video game BoMCleaN menantang pemain menempatkan sampah pada tempatnya yang tepat. BoMCleaN menjadi salah satu Media Pembelajaran Kebersihan Lingkungan (PKL) yang mampu menambah pengetahuan akan pengklasifikasian sampah.Paper Link
SYARIP HIDAYAT, DIMAS KRISNA ADITYAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPETUALANGAN BERHITUNG BRIANI DAN KAWAN-KAWAN, BOARD GAME AS AN ASSISTING MATH LEARNING TOOL FOR ELEMENTARY SCHOOL???S STUDENTSIn Indonesia, math always considered the most challenging subject to learn for elementary students. Therefore, many math learning courses are growing in numbers to answer this situation. Although the courses still saw as a solution by the parents, the courses’ tutors still need an instrument to make math be a subject that fun and entertaining for the students. This research uses creative educational and gaming theories to help a math learning course. The qualitative methods were used to this research to find the everyday stress in the elementary students’ behavior to learn math. Interviews, be active participants, and the study of math used for data collecting. As the results, the research used to develop a prototype of a board game, which may look like the typical board game for children, but in the mechanics, it has some math’s problems to solve by the players, and the narrations with the aesthetics aspect within are appealing for the players. Some students have played the prototype of the board game; this board game can help students in assisting learning math lessons easier; this board game also more playable as an instrument for basic math learning media.Paper Link
VERA SURYANI, BAYU ERFIANTO, ANDRIAN RAKHMATSYAHInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPEMBERDAYAAN GURU PAUD RA AL-GHIFARI, SUKABIRUS, DAYEUHKOLOT DALAM PENYUSUNAN BAHAN AJAR BERBASIS ONLINEThe increasing case of Corona Virus Disease 2019 (Covid-19) requires the teaching and learning process for students to be temporarily carried out at home. RA Al-Ghifari Sukabirus is one of the schools affected. Currently, the process of teaching and learning activities is still using conventional methods, namely only giving offline assignments to students. This learning method is insufficient because there are no direct teaching activities between teacher and students. Some teachers are also not too familiar with the use of online learning media, such as Google Meet nor Google Classroom. Thus, we need a way of transferring knowledge using online media that can support the direct teaching and learning process at Al Ghifari Kindergarten. The purpose of this community service activity is to support distance learning by providing counseling to RA AlGhifari Sukabirus teachers about how to use online teaching tools, namely Google Meet and Google Classroom applications. It also teach the teacher how to prepare the teaching materials using these tools.Paper Link
WAWA WIKUSNA, WAWA WIKUSNAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationEnterprise Architecture Model for Vocational High SchoolVocational High School (SMK) is established to prepare productive and competitive labor. Each SMK has the vision to be the best school that provides the best service to the stakeholders in generating the smart and competitive Indonesian people. The achievement of the mission would be succeeded by building an integrated information system at school. Currently, many SMKs do not have an information system development plan that suits the core business aspect as the primary drivers, such as the organizational issues, human resources, environment, information technology, and application development aspects. Therefore, the design of enterprise architecture model is needed to generate data architecture, application architecture, technology architecture, and direction of the implementation plan for the school. In this study, the authors designed the enterprise architecture for SMK that can build the achievement of school goals. The method used is Enterprise Architecture Planning (EAP). With the design of enterprise architecture, the development of information systems in SMK would have an appropriate and effective direction for achieving the goals.Paper Link
YADHI ADITYA PERMANA, DANA SULISTYO KUSUMO, DADE NURJANAHInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationGamification for Learning Basic AlgorithmIntrinsic motivation is essential in learning programming. Gamification can be used to increase the intrinsic motivation of students in the learning process. Gamification is a technique of applying game-elements into learning activities. A drawback of gamification is that it is one-size-fit-all, which means that the same gamification element is applied to all students. Hence, it is necessary to apply adaptation that consider the characteristics of students, so that students can get learning materials that suit their needs and abilities. In our research, we have combined adaptive navigation, in the forms of direct guidance, link hiding, link annotation and link generation, and gamification for learning basic algorithm. The results indicate that our approach can increase the intrinsic motivation of students.Paper Link
YANUAR RAHMAN, YANUAR RAHMANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPERANCANGAN PERMAINAN DIGITAL ???KRONIK MAJAPAHIT??? SEBAGAI MEDIA PEMBELAJARAN SEJARAH SUMPAH PALAPA UNTUK REMAJAHistory is a reflection to characters of the nation that should not be forgotten, because there are so many lessons and could be gained by understanding it. But in reality history lessons did not always get a proper place in the learning process of students in high school. This research wants to dig deeper and find alternative solutions for historical learning process, especially about how to introduce chronological history of the sumpah palapa through an exciting gaming media as part of the learning process to teenagers. The research process is also looking for alternative ways of designing gameplay and visually appropriate for the game. The method used in this research is a systematic and continuous action reserach, to understand the context of learning used constructivism learning methods, as well as related theories in the realm of education and psychology in order to enrich the rationale of this research. The results of the research produced through literature review, observation, discussion and experiments to obtain data, will be used as a basis in the design of content and visual games. A final challenge of this game design process is to create a game that contextual and parallel with the goal of teaching history in Indonesia, as a means to develop the good character of young people for the nation by strengthen the sense of history to the youth as the primary user.Paper Link
ZULMA LUKLU IL MAQNUN, AMELIA KURNIAWATI, M. TEGUH KURNIAWANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationThe Enhancement of E-learning for Boring Process to Leverage The Knowledge Management MaturityTo catch up with the dynamics of business needs, organizations need to maintain and regularly enhance the performance of their information system and human capital. An aerospace industry company is expected to have a sustainable implementation of knowledge-based e-learning. The company needed to enhance the e-learning that covers the entire content of the boring process. This study aimed to design the enhancement of e-learning of the boring process and to review the company's KM maturity. The knowledge conversion process retrieved thirty-one tacit knowledge and converted them as part of best practice and the knowledge content of e-learning. Afterward, the software development process was commenced to develop the adjustment of the e-learning structure and new features required. The review showed e-learning has contributed to the company's KM maturity on level 3 - Aware. By evaluating the KM maturity, the company can determine the initiatives improvements needed to leverage the KM practice.Paper Link
ABDURRAHMAN RAHIM THAHA, ERNA MAULINA, R. ANANG MUFTIADI, MOHAMMAD BENNY ALEXANDRIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDigital Marketing and SMEs: A Systematic Mapping StudySmall and Medium Enterprises (SMEs) have a high priority for many governments because of their important economic contribution and the number of people they employ. The very rapid development of ICT in the digital era has an impact on various lines of life, including changes in business environment and consumer behavior. Therefore, the need to find out about research trends and themes in digital marketing in SMEs is important. The o bjective of this paper is to classify, and identify related themes and trends in the literature that are directly related to digital marketing and SMEs over the past 10 years. A systematic mapping study was conducted to identify what evidence is available on digital marketing and SMEs. Systematic mapping studies are useful for classifying and summarizing existing published research reports and results. A total of 121 studies were identified and mapped. Systematic mapping study provides an overview of the re search areas, research methods, research subjects, digital marketing channels used, and research themes and results. Research trends in digital marketing and SMEs have tended to increase in the last three years and are mostly carried out in both developed and developing countries. The theme of research mostly related to adoption and business performance, with digital marketing channels dominated by social media marketing and website. The SME sector studied consists of many sectors of SMEs, followed by singl e sectors such as hospitality, food and drink, and manufacture. Keywords 1. : digital marketing, SMEs, systematic mapping studyPaper Link
ABDURRAHMAN RAHIM THAHA, ERNA MAULINA, R. ANANG MUFTIADI, MOHAMMAD BENNY ALEXANDRIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationToe Factors And Value Chain Impact Of E-Business Adoption On SmesThe purpose of this study is to determine the effect of the Technology-Organization-Environment (TOE) on e-business adoption and the impact of e-business adoption on the value chain of Small and Medium Enterprises (SMEs). The study uses a quantitative approach where the respondents are 389 SMEs that use e-business in Indonesia. Partial Least Square - Structural Equation Modeling analysis is used in this study to analyze data and test hypotheses. The study results describe that technology, organization, and environment significantly influence the e-business adoption of SMEs. Furthermore, e-business adoption has a substantial impact on the value chain of SMEs. The study provides an overview of SMEs in Indonesia to determine the factors used as references in e-business adoption and how good e-business adoption will add value to businesses, especially in the value chain.Paper Link
ADITYA WARDHANAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationEnhancing Workforce Agility of National Insurance Firm???s Employees by Effective E-Learning Management and Growth MindsetThis study aims to determine the effect of e-learning and growth mindset to workforce agility at Insurance Company XYZ. This study using qualitative approach as well as observation and interview to collect data and information about the problems that might be happen. This study conducted interviews with 5 persons who are the employees of Insurance Company XYZ.In this study it was found that there were various positive and negative impacts. Even tho, the results of this study show that e-learning and growth mindset have an effect on workforce agility at Insurance Company XYZ. Therefore, the researcher give the suggestion for Insurance Company XYZ is to always empower, motivate and provide moral support for the employees to be able to provide the best for the company and not give up easily at work.Paper Link
ALMIRA SHABRINAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPemanfaatan e-marketplace sebagai bentuk pemberdayaan UMKM menghadapi Revolusi Industri 4.0The era of industrial revolution 4.0 which emphasizes the use of internet of things in the industrial sector is an opportunity and a threat to Indonesia. The era of industrial revolution 4.0 can be an opportunity to do business effectiveness, but on the other hand threatens the loss of job availability by replacing human resources using machines. To anticipate this, the government made a roadmap for making Indonesia 4.0 as an effort to prepare for the presence of this industrial revolution 4.0, one of which focused on empowering UMKM. The author will discuss a little about how e-marketplace can be used as a form of empowering UMKM to face this industrial revolution 4.0.Paper Link
ANISA DINIATIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPemberdayaan Pelaku UMKM Dalam Meningkatkan Kompetensi Komunikasi DigitalPaper Link
ARDY APRILIAN ANWAR, REFI RIFALDI WINDYA GIRI, MARTHA TRI LESTARI, AMALIA DJUWITA, ANGGAR ERDHINA ADIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPelatihan Literasi Digital Terintegrasi bagi Guru SMP Telkom BandungSMP Telkom Bandung is an institution under Telkom Education Foundation which experience several difficulties during the pandemic. The school must suddenly switch into online learning which left the students and the teachers faced with some adversity. Therefore, after a focus group discussion with the school, the team of lecturers from Telkom University decided to give some trainings about creative content and how to build relationship through the content, as well as some training about learning video production technique. Other than that, the school also explained that during the pandemic, their student’s body is decreasing. This was especially caused by the school’s unpreparedness of doing online marketing. During normal situations, they would have an open house to attract more students into joining the school. However, this activity and many more programs could not be happening since there were social distancing and other government measures. Therefore, another training session should also be conducted: how to make a marketing plan for the pandemic situation. After these have been decided, the team of lecturers from Telkom University then conducted several onsite trainings to all teachers in SMP Telkom Bandung. Besides giving some lectures, the sessions also include some practical sessions to make sure that the teachers can do everything by themselves after the community service. Each session concluded after the teacher submit some works assigned by the team.Paper Link
ARIESA FARIDA, KHEVIA SALSABILLA WIBOWO, FARADHILA ZULFA, CAHYA WULANDARI HIDAYAT, ALIFIA SHAFIRA PUTRIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPERENCANAAN INOVASI PARKLET UNIVERSITAS TELKOM SEBAGAI FASILITAS PEMBELAJARAN BERKELOMPOKPeran orang tua dalam perkembangan anak usia sekolah dasar di era digitalisasi ini perlu di perhatikan. Tujuan dari penelitian ini untuk menjelaskan peran oran tua dan cara mengkomunikasikan gadget pada anak usia sekolah dasar menggunakan teori pola asuh. Metode dalam penelitian ini menggunakan metode penelitian kualitatif dengan mengumpulkan data melalui wawancara informan yang terdiri dari tiga ibu dan anak usia sekolah dasar dan psikolog. Hasil dari penelitian ini menunjukkan bahwa peran orang tua dalam mendidik, mendampingi dan membimbing anak usia sekolah dasar mengacu pada ciri- ciri pola pengasuhan demokratis dalam memperhatikan aspek kognitif, aspek afektif dan aspek psikomotorik yang berkaitan dengan penggunaan gadget pada anak. Namun, sayangnya masih ada orang tua yang belum mengenal dan memahami tentang digital parenthing yang sebenarnya mampu membantu orang tua dalam menyesuaikan pola pengasuhan anak sesuai eranya. Oleh karena itu, orang tua perlu melibatkan anak dengan cara mengkomunikasikan gadget pada anak melalui diskusi tujuan, tanggung jawab dan resikonya.Paper Link
ASTADI PANGARSO, RETNO SETYORINIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationTHE DRIVERS OF E-LEARNING SATISFACTION DURING THE EARLY COVID-19 PANDEMIC: EMPIRICAL EVIDENCE FROM AN INDONESIAN PRIVATE UNIVERSITYThe end of the COVID-19 pandemic that directly impacts students’ learning cannot be predicted with certainty. Previously dominated by face-to-face learning methods, student learning has fully transitioned into full e-learning, or online/distance learning provides a completely new experience for students. Students are important learning recipients and university stakeholders. Therefore, much attention should be paid to their learning satisfaction to ensure that higher education’s learning process is conducted well during a pandemic. The absence of quantitative empirical research on the drivers of e-learning satisfaction in the setting of private higher education is the theoretical impetus for this study. This study evaluated a learning satisfaction model during (early) the COVID-19 pandemic. An online questionnaire survey with a sample of 722 undergraduate students from a top-ranking private university was conducted in Indonesia, which reported the highest number of COVID-19 cases in Southeast Asia in 2020. Survey results identify the social presence, confirmation, and student-student interaction as the drivers of e-learning satisfaction during the pandemic. Moreover, robust learning system quality has a significant indirect influence on learning satisfaction that is mediated by student-student interaction. The findings of this study can provide implications for private university administrators in Indonesia to pay attention to and make improvements related to social presence, confirmation, learning system quality, and student-student interaction during a pandemic.Paper Link
ASTRI WULANDARI, BETHANI SURYAWARDANI, GANDEVA BAYU SATRYA, FAT'HAH NOOR PRAWITA, MOCHAMAD YUDHA FEBRIANTA, DANDY MARCELINOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationOnline Marketing Education and Application Development for MSMEs in Buah Batu District BandungIn today's fast-paced world of information and technology, it's impossible to do anything without a connection to the internet. Due to the rising level of competition in the market, small and medium-sized businesses (SMEs) that are owned and operated by business people need to make use of digital media to raise their brands' visibility and hence their competitiveness. In order to help MSME actors in Buah Batu District continue to grow and develop, the mentorship program for selected partners aims to assist them in developing innovative goods. The MSME actors in Buah Batu District are likely to benefit from assistance related to the district's online web platform, which has been established. It has been determined that in order to help MSME actors (including those designing product labels and packaging) learn about online marketing, the team will offer online marketing education workshops. They will also develop a better product website, integrate the site with helpful applications, and create an updated database system that can be relied upon.Paper Link
AZAM ZAMHURI FUADI, ISTIQOMAH, FAISAL BUDIMANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationIMPLEMENTASI ARDUINO UNTUK MENUNJANG PEMBELAJARAN STEM DI MGMP IPA KABUPATEN BANDUNG BARATModel pembelajaran STEM adalah suatu model pembelajaran terintegrasi antara sains, teknologi, teknik, dan matematika (dalam satu media) untuk mengembangkan kreativitas peserta didik melalui proses pemecahan masalah sehari-hari. Pembelajaran STEM dapat diimplementasikan dengan menggunakan beberapa pola pengintegrasian, di antaranya melalui pendekatan silo, embedded dan terpadu. Pembelajaran sains berbasis pendidikan STEM tersebut dapat dilakukan melalui project-based-learning, di antaranya dengan menggunakan hardware dan software yang terintegrasi dalam suatu device. Namun, saat ini pembelajaran STEM tersebut belum diimplementasikan secara menyeluruh oleh guru-guru, terutama di Indonesia, karena belum adanya keterampilan yang ter-standar, dan keterbatasan kurikulum pendidikan teknologi yang tidak sejalan dengan kurikulum di sekolah. Untuk menunjang hal tersebut, suatu media pembelajaran STEM yang mudah untuk dipelajari dan mengandung semua bidang tersebut sangat diperlukan dalam waktu dekat. Pengabdian masyarakat ini berfokus pada implementasi Arduino sebagai pengembangan media pembelajaran STEM memanfaatkan sensor, mikrokontroller, sistem IoT, yang selanjutnya akan dibuat menjadi suatu sistem elektronika yang terintegrasi. Media pembelajaran tersebut bersifat project-based-learning: peserta didik dapat memahami dan mengimplementasikan konsep sains, teknologi, teknik dan matematika dalam satu perangkat. Pengembangan media ini bersifat hands-on yang dibungkus oleh sebuah workshop, yang memudahkan peserta didik memahami teori-teori penunjang dalam perangkat tersebut. Selain perancangannya, dalam akhir pelaksanaan pengabdian masyarakat ini, guru-guru masyrakat sasar akan bertugas menjadi peserta ToT (Training of Trainers), yang masing-masing akan diberikan modul media pembelajaran tersebut, yang selanjutnya dapat dimanfaatkan untuk proses pembelajaran di kelas untuk murid-muridnyaPaper Link
BAYU RIMA ADITYA, ANDRISYAHInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationToward Digital Transformation in Early Childhood Education: Teachers??? Self-Regulated Model for Digital LearningThe Covid-19 pandemic has impacted the world of education, especially for lower levels of education such as early childhood education. It has changed its teaching pattern into innovation by implementing online learning. Therefore, teachers need to have a good self-regulated strategy to achieve the online learning goals. This study aims to describe a conceptual model for representing the self-regulated strategy of early childhood teachers in digital learning using a quantitative survey approach. The data collection involved 100 early childhood teachers in Indonesia with a focus on the analysis of three aspects of teachers’ behavior in a digital learning environment: 1) IT experience, 2) IT motivation, and 3) online self-regulated strategy. The study proposed a conceptual model for teachers’ self-regulated strategy to implement digital learning. The study also noted that based on the technology perspective, both IT experience and IT motivation play a critical role in affecting teachers’ self-regulated strategy for digital learning. The main contribution of this study was to provide an understanding of the importance of a self-regulated strategy for teachers toward innovation in early childhood education in a digital learning environment. In doing so, the results of this study can be regarded as a starting point for incentive future research for the successful implementation of digital transformation in early childhood education.Paper Link
BAYU RIMA ADITYA, ANDRISYAH, OSCAR KARNALIM, DINA FITRIA MURAD, IRAWAN NURHASInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPEMBUATAN SOAL KUIS INTERAKTIF BERBASIS KAHOOT! DAN QUIZIZZ DI LINGKUNGAN GURU PAUDThe COVID-19 pandemic has pushed early childhood teachers in Indonesia to switch to online learning. This is a challenge to be able to package online learning to keep it interesting, interactive, and fun. This community service activity aims to help early childhood teachers apply Kahoot! and Quizizz in making online-based interactive quiz questions. The method used is in the form of providing training which includes lectures, discussions, questions and answers, and direct practice. The results of community service activities, which were attended by 100 early childhood teachers throughout Bandung, included activity documentation, material videos, activity evaluations, and quiz questions that had been made. In conclusion, this community service activity has shown that early childhood teachers have been able to apply Kahoot! and Quizizz to create interactive quiz questions. In addition, the results of this activity also show that early childhood teachers have been able to apply the two platforms on two different devices: 1) create quiz questions using a laptop, and 2) edit quiz questions using a smartphone. This community service activity provides two main contributions. First, this community service activity offers two different platforms in one training, thus providing the opportunity for participants to choose the platform that best suits the characteristics of the participants. Second, the online practice strategy that has been applied in this activity can be used as a reference for other researchers.Paper Link
BAYU RIMA ADITYA, MAULIDIA ISNAINI, FATHUL JANNAH, OSCAR KARNALIM, DINA FITRIA MURAD, IRAWAN NURHASInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPELATIHAN DESAIN KUIS HOTS INTERAKTIF DENGAN APLIKASI KAHOOT! DAN QUIZZIZ DI MASA PANDEMI: STUDI KASUS GURU SEKOLAH DASAR GUGUS PANGERAN ANTASARI KOTA BANJARBARUTo maintain the local wisdom, Indonesians should be informed about that matter since their early age via formal education in an interactive way. However, covid-19 pandemic has changed the way of teaching substantially, resulting some of the teachers unable to easily engage with the students. The teaching material might not be understood well by the students. This community service training aims to enhance teachers’ skill in terms of interactive teaching, via designing interactive quiz based on Higher Order Thinking Skill (HOTS) with Kahoot! and Quizziz. For our case study, the training involved 50 primary school teachers of Gugus Pangeran Antasari, Banjarbaru, South Kalimantan and it was held online via Zoom in the end of 2020. Our method includes talks, engaging discussion, and practice. At the end of the training, each teacher was asked to create their own quiz and fill up a questionnaire. Based on those, it can be concluded that this training positively affects the teachers; they can create their own interactive quiz with HOTS questions via Kahoot! and Quizziz. In addition, they feel that this training is beneficial, and they expect similar training but with more advanced materials.Paper Link
CLARA NOVITA ANGGRAINI, MIRAH PERTIWI, ALILA PRAMIYANTIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationProgram Pendidikan Literasi Digital Untuk Guru Sekolah Guru Indonesia Dompet Dhuafa Sumatera SelatanPerkembangan Teknologi Informasi Komunikasi (TIK) dan penggunaan internet di Indonesia sangatlah pesat. Besarnya penetrasi internet di Indonesia tidak diimbangi dengan tingginya keahlian digital masyarakat Indonesia. Masalah ini menimbulkan berbagai efek negatif. Masyarakat yang lebih rentan dengan efek negatif adalah mereka yang tinggal di daerah 3T karena kurangnya akses kebaruan ilmu, minimnya paparan fungsi edukasi, informasi, dan transformasi budaya positif. Berdasarkan hal tersebut, guru di wilayah-wilayah 3T memiliki peran penting sebagai tenaga pendidik dalam memberikan pengetahuan literasi digital kepada siswa-siswanya yang merupakan calon penerus bangsa. Sayangnya, guru-guru, termasuk binaan Sekolah Guru Indonesia Dompet Dhuafa Sumatera Selatan, belum memiliki kompetensi literasi digital yang mumpuni. Program Pendidikan Literasi Digital dilakukan secara bertahap dengan media daring dan berfokus pada teori serta praktikPaper Link
CLARA NOVITA ANGGRAINI, MIRAH PERTIWI, DUDI RUSTANDI, DEVI TRI APRILIANZA, DEWA AYU AKSAMALA GANGGA PARAMITA, OCHA TRISEPTA RACHMADIANIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPEMBELAJARAN LITERASI DIGITAL PARA PEJUANG MEDIA LEMBAGA PENDIDIKAN DAKWAH AL BAHJAH CIREBONSetiap tahunnya, trend penggua internet di Indonesia terus mengalami peningkatan. Akan tetapi, kenaikan signifikan tidak dibarengi dengan penguasaan terhadap dampak yang ditimbulkannya; seperti belum mampunya membedakan antara informasi dan berita bohong (hoax). Hoax yang cukup tinggi merupakan informasi bohong yang memiliki irisan dengan agama. Oleh karena itu, para Pejuang Dakwah yang memiliki peran signifikan dalam mendorong pemberantasan hoax melalui dakwah. Karena pada dasarnya, Hoax sangat bertentangan dengan agama. Oleh karena itu, Telkom University bekerja sama dengan Lembaga Pendidikan Al-Bahjah (LPD) menyelenggarakan pembelajaran literasi digital dakwah untuk para pejuang dakawah. Berdasarkan hasil observasi PKM, kegiatan pembelajaran literasi digital dakwah bagi pejuang dakwah LPD Al-Bahjah dianggap bermanfaat, menambah pengetahuan, serta meningkatkan skill literasi digital dakwah para pejuang dakwah.Paper Link
CUT IRNA SETIAWATIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationCommunication Skills during Online Learning among Business Students: Does it Match with Business Case Method?Students majoring in business rarely get the Business Case Analysis learning method. Many Business students never know the real case of domestic and global companies. On the one hand, students' presentation and communication skills in online classes are far from expectations. This research is an experimental study conducted in the Special Class Business Strategy and Policies course with a total of 57 students. The purpose of this class experimental research is to identify can the implementation of the Business Case learning method increase student participation in formulating Business Strategies and Policies. The purpose of this study is also to identify the implementation of the Case learning method combined with Table Topics and Prepared Speech to improve the experience of delivering analysis results related to Business Strategy and Policy. This research was conducted experimentally for 5 months with 14 meetings with students in online classes. as well as pre-test and post-test. The students who participated in the experiment were students majoring in Business Administration at Telkom University, Indonesia. Based on the results this research can concluded that overall, the method using the Case Analysis method and coupled with adopting the Toastmasters presentation learning style, is effective for the Strategy and Business Policy because it can increase students' critical thinking skills by 43.6% compared to before the lecture and this method was applied. In addition, students are also more confident and able to present ideas and solutions provided with an increase in ability of 40.5% compared to before the implementation of this Toastmasters case analysis and presentation method. Meanwhile, the individual's ability to deliver impromptu was 38.8% compared to the previous one without any impromptu speech session.Paper Link
DARA SAFIRA RAMADHITAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationThe Influence Of Promotion And Content Marketing On Competitive Advantages On Beauty Smes In The Pandemic EraPandemic over the past two years caused a stalemate of promotion in MSMEs, especially in SMEs beauty in Indonesia. In the end, SMEs must start better promotion methods including using Promotion through Content Marketing to be able to market products through their excellence. This research aims to analyze the influence of promotion and content marketing on the competitive advantages of SMEs beauty in the pandemic era. This research includes a type of quantitative research. This research method uses associative and causal methods. The population in this study was everyone who had already purchased products from By Lashes. The sampling technique used is Non-Probability with Purposive Sampling. The questionnaire was distributed to 100 respondents. This study uses descriptive analysis. Based on the results of research using SPSS. Through the results of this research, it can be concluded that there is a positive and significant influence of Promotion and Content Marketing on the Competitive Advantages of Beauty SMEs in the Pandemic Era.Paper Link
DIDIT WIDIATMOKO SUWARDIKUN, ANDREAS RIO ADRIYANTO, ARIA AR RAZIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPELATIHAN DESIGN THINKING PADA UMKM BINAAN KAMPUNG DIGITAL SENTRA KREASIMicro, Small and Medium Enterprises (MSMEs) are the mainstay for the Indonesian economy. The pandemic, which has lasted two years and is still ongoing, has an impact on MSME entrepreneurs. The problem that is often encountered is that entrepreneurs are not ready to face sudden changes in the situation. This problem occurs in MSME entrepreneurs in Pameungpeuk District and its surroundings who are members of the MSMEs assisted by theSentra Kreasi Digital Village Community. Innovation and development of products or services that can respond to these changes is needed. Community service by holding appropriate training to answer this problem, namely design thinking training which is expected to be able to make entrepreneurs remap and develop their products through innovation. The results of this training are to add insight and improve the skills of MSME entrepreneurs in developing products or services in dealing with disruption situations.Paper Link
DODIE TRICAHYONO, AHMAD IMAN SUDRAJATInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationWill digital literacy moderate the relationship between digital capabilities and the business performance of MSMEs in Indonesia?The digitalization of MSMEs is not the same as the digitalization of large companies because most of their assets, businesses, and capabilities are outside the company. Thus, it is still questionable whether the digitalization of MSMEs has a positive impact on organizational performance, especially business performance. This study explores the digital capabilities (comprising managerial capabilities and operational capabilities) of MSMEs that may improve their business performance. In addition, the study develops a model that incorporates digital literacy as a moderator to the relationship between digital capabilities and business performance. The study aims to provide a clear model for an effective MSME digitalization program.Paper Link
ELA NADILA, KEMAS MUSLIM LHAKSMANA, SENO ADI PUTRAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationFully Communication Oriented Information Modeling On Sme Information Systems DevelopmentInformation modeling a very important role in the development of information systems today. Information modeling is an activity to create a conceptual model that includes all significant information in business processes. Using information modeling, a machine is needed for implementation, and redundancy and anomaly problems are also common in databases. This problem arises when the database is not normalized. To solve the problem, this research will analyze the SME information system using the Fully Communication Oriented Information Modeling (FCO-IM) method and compare it with the method without FCO-IM made by 12 designers. The results of the analysis, information modeling using FCO-IM method can produce a relational data schema that already meets 3NF normalization and is suitable for implementation in SME information system development so that it can be used as an option in data modeling and can avoid data redundancy problems.Paper Link
ERIC REYNARA KAROZA, ARFIVE GANDHIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationEvaluation of The Quality of The School Website using WEBUSE and IPA (Case Study of SMA Harapan 1 Medan)A website is a collection of interconnected web pages that can be accessed by the public and share a single domain. Individuals, clubs, enterprises, and organizations can construct and maintain websites for a variety of objectives. The website offers an almost limitless number of options that may be used anywhere and at any time. One of them is in the field of education. SMA Harapan 1 Medan is one of the schools that use the internet as a source of information. However, according to the website administrator, the website (sma1.harapan.ac.id) continues to have issues with features, appearance, and insufficient information. The WEBUSE (Website Usability Evaluation Tools) method can be used to tackle the problem on the website. WEBUSE is a questionnaire-based usability evaluation approach for assessing the usability of a website. WEBUSE was chosen because website problems are categorized in WEBUSE, and it can assess usability across all types of websites and domains. The evaluation's findings will be examined using Importance Performance Analysis (IPA). The Importance Performance Analysis approach to determine the level of conformance and how satisfied users are with the website is also used to determine which parts need to be fixed or maintained. The results became insight to formulate improvement strategies. The analysis findings will be considered while creating the improvement plan.Paper Link
FANNI HUSNUL HANIFA, WIDYA SASTIKA, SRI WIDANINGSIH, DENDI GUSNADI, EDWIN BAHARTAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPENINGKATAN KETERAMPILAN SISWA/I SMK YAYASAN ISLAM KOTA TASIKMALAYA MELALUI PELATIHAN DIGITAL MARKETING, PELATIHAN PEMBUATAN JELLY ART DAN PELATIHAN PENERAPAN TEKNOLOGI IOT DALAM SISTEM KEAMANAN DI SEPEDA MOTORSMK (Sekolah Menengah Kejuruan) merupakan salah satu Lembaga Pendidikan di Indonesia yang sederajat dengan SMA (Sekolah Menengah Atas), berbeda dengan SMA yang merupakan jenjang yang memang dipersiapkan untuk melanjutkan ke Universitas, SMK lebih mempersiapkan siswa-siswanya untuk siap bekerja setelah lulus sekolah. SMK Yayasan Islam merupakan salah satu dari 51 SMK yang ada di Kota Tasikmalaya. SMK Yayasan Islam berada di Jl. L. K.H. Mamun Sodik No. 50 Bojongkaum, Panglayungan, Kec. Cipedes, Kota Tasikmalaya, Jawa Barat. SMK Yayasan Islam merupakan SMK swasta yang memiliki 6 jurusan yaitu tata boga, tata busana, bisnis daring dan pemasaran, otomatisasi dan tata kelola perkantoran, teknik komputer dan jaringan dan teknik dan bisnis sepeda motor. Selama masa pandemi, kegiatan belajar mengajar di SMK Yayasan Islam dirasa kurang maksimal, hal tersebut tersebut terjadi karena bentuk kegiatan belajar mengajar yang seharusnya lebih banyak praktek menjadi sulit untuk dilaksanakan. Siswa/i SMK Yayasan Islam mayoritas berasal dari masyarakat sekitar dengan tingkat perekonomian menengah ke bawah, sehingga hanya kurang dari 10% siswa/i nya yang melanjutkan pendidikan ke jenjang yang lebih tinggi. Tujuan dari kegiatan pengabdian masyarakat ini adalah meningkatkan keterampilan siswa/i sesuai dengan masing-masing jurusan agar mampu bersaing di dunia kerja. Kegiatan pengabdian masyarakat yang dilaksanakan sudah sesuai dengan kompetensi dari seluruh dosen yang terlibat dalam kegiatan pengabdian masyarakat. Kegiatan abdimas meliputi pelatihan digital marketing bagi siswa/i jurusan bisnis daring dan pemasaran, pelatihan pembuatan jelly art bagi siswa/i jurusan tata boga dan pelatihan penerapan teknologi IOT dalam sistem keamanan di sepeda motor. Kegiatan pengabdian masyarakat dilaksanakan pada 2 Maret 2022, bertempat di ruang kelas SMK Yayasan Islam Kota Tasikmalaya dan diikuti oleh 79 orang siswa/i dari 3 jurusan. Hasil feedback dari masyarakat sasar diperoleh nilai dari jawaban setuju dan sangat setuju berada pada rentang sangat baik yaitu sebesar 98,73% didapatkan dari jumlah prosentase setuju dan sangat setuju. Rentang ini berada pada kategori penilaian “Sangat Baik”.Paper Link
FIDA NIRMALA NUGRAHA, ZUSY ARYANTI, FAKULTAS TARBIYAH DAN ILMU KEGURUAN, IAIN METRO LAMPUNG, TB. ZULRIZKA ISKANDARInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationNegative Emotions and e-Learning Academic Performance of Engineering Students in a Private UniversityOne of the early pandemic COVID-19 effects on the educational sector is that learning activities need to be conducted fully online (e-learning). This circumstance can trigger negative emotions that contribute to students’ academic performance. This study aimed to find empirical data regarding the relationship of negative emotions and students academic performance in this particular situation. The study was a cross-sectional quantitative method. Questionnaire of negative emotion (DASS-21) Indonesian version was deployed using google form to students of Industrial Engineering and Information Systems class of 2020 using convenience sampling. 292 questionnaires were returned and used. Findings: All three negative emotions (depression, anxiety, and stress) were experienced by students at different levels. Negative emotions had different correlations to academic performance. There were no significant differences between anxiety and depression to students’ academic performance (anxiety: F (3) = 2.202, ρ = 0.088, depression: F (2) = 1.397, ρ = 0.249). Two-way ANOVA showed that students who experienced mild stress performed better than those with normal stress category (F (1) = 3.933, ρ = 0.048). Female students significantly had better academic performance compared to male students (ρ (0.001) < α= 0.05))and that students experienced mild stress, performed better than those with normal stress category. Managing stress at a moderate level is beneficial and can be done by media or counseling or other catharsis methods. Further study using larger samples from non engineering majors and randomized sampling is needed for generalization as well as identifying factors that contribute to e-learning performance in a special situation.Paper Link
FIRMAN SYAH, SISKA NOVIARISTANTIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationAnalysis of the Effect of Digital Transformation Strategy on Business Sustainability of Micro, Small and Medium Enterprises (MSMEs) in IndonesiaThe Micro, Small and Medium Enterprises (MSMEs) sector in Indonesia is one of the main drivers of the Indonesian economy which has contributed significantly to the national Gross Domestic Product (GDP). The COVID-19 pandemic provides the momentum for MSMEs actors in Indonesia to carry out digital transformation in line with the social distancing policies for suppressing the spread of COVID-19.
This study aims to determine the influence of a digital transformation strategy consisting of customers, competition, data and innovation on the sustainability of MSME business in Indonesia. The object of this research is MSMEs in Indonesia that have used digital in their business/business processes. By using a convenience sampling technique, 350 respondents were obtained. This amount has met the minimum requirements for taking research samples. This study has been tested for validity and reliability before simple and multiple regression analysis was performed.
The results of this study indicate that customers, competition, innovation, and data each have an effect on the sustainability of MSME businesses in Indonesia. The results of the coefficient of determination show that customers, competition, data and innovation together affect business sustainability by 72.9% while the remaining 27.1% is influenced by other variables. The results of the t-test show that customers, competition, data and innovation have a significant effect on business sustainability.
Academically and practically, this quantitative research can be used as a reference for further research and can involve various parties to get an overview of the overall profile of MSMEs in Indonesia so that they can provide valuable input for improving the quality of MSMEs in Indonesia.
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FITRIYANA DEWI, EKKY NOVRIZA ALAM, RACHMADITA ANDRESWARIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPENERAPAN MODUL DASHBOARD MARKETING UNTUK MENDUKUNG PENERAPAN DIGITAL MARKETING PADA UMKMMekarsari Village is a fostered village in Bandung district which has BUMDes. Mekarsari Village has great potential, especially in the field of tea and coffee plantations. Several other MSMEs have products such as chips and other handicrafts. In general, MSMEs have difficulty increasing their competitiveness. The technology sector and competitors are the biggest challenges that must be overcome by MSMEs. Currently, the existence of a marketplace can help MSMEs to market and increase product sales. GambungStore is one of the marketplaces that is specifically intended as a marketing medium for MSME products in Mekarsari Village. The existence of this marketplace can actually be optimized through a good marketing strategy. A good marketing strategy requires a periodic controlling process which can be done by using information on the behavior of consumers towards the product. Information on consumer behavior will be obtained in the marketing dashboard module in this research.Paper Link
FREDDY YUSANTO, SYLVIE NURFEBIARANING, ANGGIAN LASMARITO PASARIBUInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPendampingan Konteks Digital Marketing bagi PPDB Telkom School ???Menerapkan Strategi Copywriting Yang Menarik???Penerimaan Peserta Didik Baru (PPDB) merupakan kegiatan yang dilakukan oleh institusi pendidikan baikdari jenjang PAUD, TK, SD, SMP sampai SMA/SMK guna mendapatkan calon siswa/i yang menjadi target pencapaian institusi pendidikan tersebut, begitu pula dengan salah satu sekolah yang berada di bawah naungan Telkom School Yayasan Pendidikan Telkom yaitu SMKTelkom 1 Medan yang mana aktivitas pemasaran yang dilakukan oleh Tim PPDB menjadi salah satu kegiatan utama yang dilakukan. Terkait hal tersebut maka dosen Universitas Telkom yang memiliki keahlian pada konteks Digital Marketing bersinergi untuk berbagi ilmu dalam kegiatan pendampingan Digital Marketing bagi PPDB Telkom School. Tim dosen ini terdiri dari dosen-dosen yang berasal dari Fakultas Komunikasi Bisnis, Fakultas Ekonomi Bisnis dengan topik materi Menerapkan Strategi Copywriting yang Menarik sesuai dengan kebutuhan dari mitra Abdimas yaitu SMK Telkom 1 Medan.Paper Link
HANIF AZHARInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationEvaluasi CeLOE Learning Management System (LMS) Universitas Telkom dengan Technique for User Experience Evaluation In E-Learning (TUXEL) 2.0Era Society 5.0 yang maju dengan pesat mendorong perkembangan informasi dan teknologi dalam memudahkan berbagai aktivitas manusia, termasuk dalam hal proses pendidikan yang semakin fleksibel tanpa terikat waktu dan tempat dengan memanfaatkan platform pembelajaran Learning Management System (LMS). Riset ini bertujuan untuk menguji pengalaman pengguna LMS di Centre for E-Learning and Open Education (CeLOE) Universitas Telkom serta memberikan rekomendasi pengalaman belajar e-learning yang menyenangkan. Sebanyak 233 mahasiswa mengisi kuisioner untuk melakukan evaluasi CeLOE LMS dengan metode Technique for User Experience Evaluation in E-Learning (TUXEL) 2.0. TUXEL merupakan metode evaluasi pengalaman pengguna dengan fokus pada tiga inspeksi utama; inspeksi General Usability, inspeksi Pedagogical Usability, dan evaluasi pada User Experience. Hasil penelitian pada inspeksi General Usability ditemukan 4 permasalahan, sedangkan pada inspeksi Pedagogical Usability ditemukan 8 permasalahan. Pada evaluasi User Experience, secara rata-rata keseluruhan nilai cenderung positif (good). Berdasarkan ketiga evaluasi di atas, CeLOE LMS Universitas Telkom dinilai sudah cukup baik dalam mendukung proses e-learning walaupun ada beberapa bagian butuh perbaikan, terutama bagian teknis dan tampilan tatap muka pengguna (user interface).Paper Link
HANIFA AJENG SUPARTIWI, MAYA ARIYANTIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationFactor Affecting Brand Awareness on Adoption Social Media Marketing With Facebook as the Communication Media on MSMEBased on information from the Ministry of Cooperatives and Small and Medium Enterprises that SMEs are the main players in the trade sector in Indonesia. However, there is a fact that digital transformation has not been carried out, this makes it difficult for these products to be developed in other areas and causes the income of SMEs to fluctuate because they are still using conventional methods. Therefore, the aim of this study is to determine the factors that affect brand awareness on adoption of social media marketing using Facebook as the communication media on MSME products in Cimanggung Village because it is important for MSME sellers to know customer perceptions of MSME products. Quantitative is the method that used by this study with non-probability sampling type purposive sampling and data analysis using multiple linear regression. Questionnaires were distributed to 385 Facebook users who live in Rancaekek – Cicalengka and follow MSME Facebook accounts in Cimanggung Village. After being analyzed, the factors that influence and significantly influence brand awareness on the adoption of social media marketing using Facebook as the communication medium on MSME products are Entertainment, Interaction, Informativeness, Advertisement, and E-Word of Mouth. These factors were tested using the Classical Assumption Test, Linearity Test, Multiple Regression Test, Partial and Simultaneous Test and The Coefficient Determination Test. The test shows five factors that have a positive and significant effect to brand awareness of 69.8%.Paper Link
HASMAWATI, ADE ROMADHONY, RYAN ABDUROHMANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPrimary and High School Question Classification based on BloomOne of the student's abilities that must be measured in the learning process is cognitive ability. This measurement is essential to establish the level of students' understanding of the material that has been taught. Giving questions with the appropriate difficulty level is an attempt to measure these cognitive abilities. According to Bloom's taxonomy, there are six levels of cognitive abilities, remembering, understanding, applying, analyzing, evaluating, and creating. An automatic question classifier is helpful for teachers to develop a high-quality question and comply with different cognitive levels. This paper proposed automation question classification using the classical classification method (Support Vector Machine and Multinomial Naïve Bayes) and the pre-trained language model, IndoBERT. We conducted an experiment based on 670 mathematics and Indonesian language questions in primary and high school. The evaluation results show that the best classification accuracy was achieved by the IndoBERT method, which is 82% for classifying mathematics questions and 63% for classifying Indonesian Language questions. We analyzed that the small number of datasets and unbalanced at each taxonomy level affected the classification results.Paper Link
HERU NUGROHOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPeningkatan Digital Marketing Melalui Media Digital Pada Komunitas Sentra KreasiPaper Link
ILMA MUFIDAH, LUTHFI ROMIZ HUSAINI, DINO CAESARONInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationImproving Online Learning Through the Use of Learning Management System Platform: A Technology Acceptance Model-Technology Readiness Index Combination Model ApproachThe COVID-19 Pandemic pushes the learning revolution. The previous onsite learning is suddenly changed to online learning, and the current technological developments support the online learning application through the Learning Management System Platform. However, some problems are found during the application of online learning. Thus, this research aims to improve online learning using the Learning Management System platform. The Technology Acceptance Model and the Technology Readiness Index model were combined to identify the critical factors influencing the intention to use Learning Management System. Fourteen hypotheses were proposed and tested using the Structural Equation Modelling method run in Partial Least Square software. The results indicated that eight hypotheses were accepted. The accepted hypothesis represents the criticality of considering Innovativeness, Job Relevance, Perceived Enjoyment, Perceived Security, and Subjective Norm in the Learning Management System usage in online learning during the COVID-19 Pandemic.Paper Link
INDIRA RACHMAWATI, HEPPY MILLANYANI, MONICA ESPERANZAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationIPMA ANALYSIS OF ACCEPTANCE OF USE OF LEARNING MANAGEMENT SYSTEM (LMS) TELKOM UNIVERSITYThe current COVID-19 pandemic is causing big problems around the world, including in the world of education, which is experiencing changes in its learning system. Distance learning is now used by all universities in Indonesia due to the impact of the pandemic. Telkom University makes e-learning technology called CeLOE Learning Management System (LMS) as a distance learning platform for all lecturers and students. The purpose of this study is to determine the importance rating by using IPMA of the factors that influence the acceptance of CeLOE LMS technology using the General Extended Technology Acceptance Model for E-Learning (GETAMEL). The minimum sample in this study amounted to a minimum of 379 samples of respondents conducted by CeLOE LMS users. This study uses a non-probability sampling technique and the analysis technique used in this study is PLS-SEM using Smart PLS 3.2.9 software.Paper Link
IQBAL SANTOSA, RYAN ADHITYA NUGRAHAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationImplementasi Learning Management System untuk Mendukung Pembelajaran Jarak Jauh Sekolah Menengah KejuruanAround 19.8 million high school children in Indonesia are currently studying under the threat of the COVID-19 pandemic. To prevent the transmission of the COVID-19 in the school environment, the Minister of Education and Culture has issued a circular letter regarding online learning and work from home, which requires all schools to implement the “Learn from Home” policy. This policy must be applied from the new semester of 2020-2021 and needs to be supported by a Learning Management System (LMS) along with the competence of all stakeholders. Moodle was chosen because it is free, customizable, and can be deployed in a dedicated server to be fully managed by the school. Implementation stages include requirements gathering, installation and configuration, testing, training, and evaluation. The evaluation noted some needs for the next program, such as simplifying the input process for quiz questions, exploring deeper features, and providing more informative tutorials.Paper Link
KRISTINA SISILIA, AGUS MAOLANA HIDAYAT, PRAMITHA AULIAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationImplementasi Digital Signage untuk Digital Marketing Produk UMKM pada Komunitas Sentra Kreasi BandungDigital signage (DS) can be used by business actors (MSMEs) to maximize marketing activities in addition to using other digital media such as social media, websites, videos, and SEO. DS is also part of a system that helps manage marketing as a medium that regulates product information owned by members of the MSME community. In the MSME Community of Kampung Digital Sentra Kreasi (Sentra Kreasi) Bandung, which houses various MSME, it was found that until now community members have not used digital signage as their marketing medium. Through the provision of DS services, it is hoped that community members can maximize their marketing. The method of carrying out activities is through socializing the use of digital signage and training on the use of marketing management systems for members and administrators of the Sentra Kreasi. Digital Signage Service Implementation Activities and marketing management applications at the Sentra Kreasi are carried out through Community Service Activities carried out by lecturers and students of the Faculty of Applied Sciences (FIT) and the Faculty of Communication and Business (FKB).Paper Link
KRISTINA SISILIA, FIRMAN EDI SAPUTRA, YAHYA PERANGIN-ANGINInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationCategorization of Digital Cooperative Features using Kano ModelCooperatives that initially carried out their organizational activities manually began to need to digitize their organizational activities. The transformation of cooperatives into digital cooperatives is because of the demand to serve the needs of better data and report management from an increasing number of members and support the business lines that cooperatives carry out to provide more significant benefits for cooperatives and their members. eKopz, as a student startup, answers this need by collaborating with a cooperative financial partner who needs a digital service platform. The research wants to understand and satisfy eKopz consumers by prioritizing the features classifications available on the eKopz platform. This study uses the Kano Model to determine the degree of priority classification of all the features available in the market today, then confirms it to several administrators and members of cooperatives in the city of Bandung. The result shows that no features fall into the Must-be category, which means that the currently available digital cooperative platform is considered a nice-to-have application. The rest of features are Performance and Attractive features dominantly. Insights from research can help eKopz and similar businesses find and research killer features that make a high urgency of adopting a digital cooperative platform.Paper Link
LALA HUWAIDA MAHIRAH, KRISTINA SISILIA, RETNO SETYORINIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationANALISIS TOE MEMPENGARUHI ADOPSI MEDIA SOSIAL UNTUK PRODUK UMKM DI SENTRA KREASI KABUPATEN BANDUNGMore and more companies, including MSMEs, are conducting electroniccommerce by utilizing social media in order to connect with potential customers andgain a competitive advantage. The use of social media is crucial to connect withstakeholders with the various benefits it of ers. This study aims to investigate thetechnological, organizational, and environmental (TOE) factors that influence theadoption of social media by Micro, Small and Medium Enterprises (MSMEs) intheCreative Center of Bandung Regency. This study uses a questionnaire by collectingit
from randomly selected respondents, as many as 57 MSME owners in Bandung Regency, using SMART PLS version 3.2.9 for structural equation modeling. The findings inthisresearch are that there is a direct influence of TOE factors (perceived usefulness, relative advantage, compatibility, complexity, security concern, organization readiness, top management support, government support, environmental uncertainty, andconsumer pressure) on the adoption of social media for SMEs in Sentra Kreasi inKabupaten Bandung. In addition, the coef icient of determination shows that 52.7%of
the variation in the Creative Center SMEs is caused by the adoption of social media. The implications that emerge from this research are for practitioners and academicswho are interested in understanding and investigating the adoption and use of social media by MSMEs using the TOE Model.
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LENI CAHYANI, DANDY MARCELINOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationEXPLORING DIGITAL LIBRARY AFFINITY IN AFFECTING USER SATISFACTION AND LOYALTY OF TELKOM UNIVERSITY OPEN LIBRARYPaper Link
LITASARI WIDYASTUTI SUWARSONO, ATYA NUR AISHA, FIDA NIRMALA NUGRAHAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationThe Role Of E-Learning Readiness On Workload: Perspective Engineering And Non-Engineering StudentsChanges in learning methods from face-to-face to online learning due to pandemic covid-19 have an impact on student readiness in learning and the mental workload felt by students, that can determine the achievement of the learning process. There are differences in the characteristics of learning demands in engineering and non-engineering majors. Therefore, this study aims to evaluate the level of readiness and mental workload of students during the implementing full online learning based on the characteristics of the education department. Data collected by distributing online questionnaires to 180 students (90 students majoring in engineering and 90 students in non-engineering). Self-directed learning (SDL), technical readiness (TC), and comfort with non-face to face communication (CFT) used to measure e-learning readiness, meanwhile NASA TLX used to measure mental workload. Results showed differences between engineering and non-engineering students, especially in the Self-Directed Learning (p < 0,05). Non-engineering students perceived that they are more prepared to manage their learning process independently during online learning. Related to mental workload students perceive higher demands from online learning activities, the engineering group had higher level of time-related demands. According to correlation testing there was a negative and significant correlation between the self-directed learning dimension scores of E-Learning Readiness and the NASA TLX scores (p < 0,05). These results indicated the role of student’s e-learning readiness, especially self-directed learning readiness can reduce perceptions related to the mental workload experienced by engineering students in online learning. This condition was not applied on non-engineering students. Future study needed to explore the characteristics of study programs that relate to both variables and if the condition applied on other learning conditions such as hybrid learning.Paper Link
M. FARIS ATHIYYAH RIZQULLAH, HILAL HUDAN NUHA, RAHMAT YASIRANDIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationAnalysis of E-learning User Acceptance Behavior in Online Practicum Using TAM and FLOW THEORY (Case study: Faculty of Informatics, Telkom University)In meeting educational needs, the development of e-learning technology is overgrowing. E-learning can be defined as a dynamic learning environment through the internet to improve the quality of learning. At the Faculty of Informatics at Telkom University, learning activities, especially practicums, are applied online during the pandemic. In online learning, all students have different stages to support knowledge during the learning process. This study analyzes the level of e-learning behavior acceptance during an online practicum at the Faculty of Informatics, Telkom University. This level of acceptable behavior was measured using the TAM model and Flow Theory, which were tested regarding the adoption of application-based e-learning. Therefore, all of the variables that affect the user's acceptance response to technology adoption are by looking at the success and being able to be accepted by users through 5 variables used, including Perceived Ease of Use, Perceived Usefulness, Attitude, Intention, and concentration. The results of the analysis of the data obtained show that the Perceived Ease of Use variable affects Perceived Usefulness by 0.623 (62%), Perceived Ease of Use and Perceived Usefulness variables affect Attitude by 0.752 (75%), Perceived Usefulness, Attitude, and concentration variables affect Intention of 0.818 (82%).Paper Link
MAHIR PRADANA, RUDSADA KAEWSAENG-ON, SUHAIB K. AL-TAKHAYNEH, BANG-LEE CHANG, SAQIB MAHMOODInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationA Three Wave Longitudinal Study of School Innovation Climate & 2 Entrepreneurship Teachers' Acceptance to Technology: Moderating 3 Role of Knowledge Sharing and Knowledge HidingEntrepreneurship and business school teachers must extensively use technological and innovative tools to increase the efficacy of their instructional methods. This research aimed to investigate the teachers’ acceptance of technology in the school innovation climate, to enhance the use and effectiveness of educational technology in Thai entrepreneurship and business schools. Furthermore, the conditional influence of knowledge hiding and sharing on the link between school innovation climate and educational technology has been investigated and reported. Using a longitudinal study design data were gathered from the 204 entrepreneurship teachers of six different universities in Pattani, Bangkok, and Songkla Provinces, Thailand. Based on SamrtPLS 3.3.3 analysis, results revealed that the “school innovation climate” positively impacts educational technology use. Additionally, knowledge hiding and sharing moderated the relationship between “school innovation climate” and acceptance of educational technology (actual use of educational technology, perceived usefulness, and perceived ease of educational technology). Current research attempted to bridge the gap between knowledge management and innovation theories application in entrepreneurship education. The study brings key policy implications for school leaders and practitioners and suggests several directions for future research.Paper Link
MARHENI EKA SAPUTRI, FITRIANI NUR UTAMI, DEVILIA SARIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationThe Effectiveness of E-Learning Service Quality in Influencing E-Learning Student Satisfaction and Loyalty at Telkom UniversityBlended learning method through the LMS system at Telkom University is relatively new. This makes a big change in the learning process, especially during the Covid pandemic which requires online learning. Online learning or e-learning raises pros and cons at Telkom University. This study uses a quantitative method and causality with SEM PLS as the analysis technique. Sampling techniques used are purposive sampling with a sample of 334 active Telkom University students spread across all majors starting from the Class of 2015 - 2020. The results highlight how the quality of e-learning services impacts the quality of the e-learning system, the quality of teaching and e-learning materials, the quality of staff and e-learning support staff, and more. The satisfaction of e-learning users at Telkom University is significantly impacted by the quality of e-learning services by 85.9%. In Telkom University students, e-learning user happiness has a strong impact on e-learning user loyalty by 80%. The use of the e-learning system determines the satisfaction and loyalty of Telkom University students because the form of teaching is carried out through LMS so that students experience easy access to materials and learn independently.Paper Link
MOCH. ARMIEN SYIFAA SUTARJO, MOCH. ARMIEN SYIFAA SUTARJO, IKHSAN FUADY, TITIEN YUSNITAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPenerapan Perluasan UTAUT 1: Factor Yang Mempengaruhi Intensi Penggunaan Media Pembelajaran LMS (Kasus Mahasiswa Universitas Padjadjaran Dan Telkom University)Pendemi covid 19 menjadikan institusi Pendidikan perlu melakukan inovasi pembelajaran jarak jauh. LMS merupakan satu teknologi media pembelajaran daring yang dapat diandalkan untuk efektifitas pembelajaran. Tujuan dari penelitian ini adalah (1).untuk mengetahui bagaimana persepsi mahasiswaterhadap media pembelajaran LMS, (2). Untuk mengetahui pengaruh performa expectancy terhadap intensi penggunaan LMS, (3). Untuk mengetahui pengaruh effort expectancy terhadap intensi penggunaan LMS, (4). Untuk mengetahui risk perception terhadap intensi penggunaan LMS, dan (5). Untuk mengetahui pengaruh persepsi harga terhadap intensi penggunaan LMS. Penelitian ini menggunakan metode survey, dengan sampel mahasiswa Universitas Padjadjaran dan Telkom university. Analisis data dalam penelitian ini menggunakan uji regresi linier berganda. Hasil analisis menunjukkan bahwa factor factor yang mempengaruhi intensi penggunaan LMS adalahPerforma Expectancy, Effort Expectancy, Risk Perception, variable ini memiliki kontribusi sebesar 49,5 %. (a) Secara umum persepsi mahasiswa terhadap learning management system (LMS) dapat dikategorikan moderate atau sedang, (b) Performa expectancy memiliki pengaruh terhadap niat atau intensi mahasiswa dalam menggunakan LMS sebagai media pembelajaran (c) effort expectancy memiliki pengaruh terhadap niat atau intensi mahasiswa dalam menggunakan LMS sebagai media pembelajaran, (d) Risk perception atau persepsi terhadap resiko LMS memiliki pengaruh terhadap niat atau intensi mahasiswa dalam menggunakan LMS sebagai media pembelajaran, (E). Perspesi harga tidak memiliki pengaruh terhadap intensi penggunaan LMS.Paper Link
MOH FAIDOL JUDDI, MARTHA TRI LESTARI, LUSY MUKHLISIANAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationThe Digital Branding and Positioning Training that Aims to Increase the Number of Student Bodies of SMK Telkom 1 MedanThe COVID-19 pandemic has limited offline activities, especially the PPDB committees of SMK Telkom 1 Medan, in achieving the target number of student bodies. Strategies for using digital technology are required to assist the PPDB committees in meeting educational targets. Hence, the PKM program initiated by the synergy of lecturers from the Faculty of Communication and Business, Telkom University, which is focused on understanding digital marketing, has been conducted in early to mid-2022 to help the PPDB committees in solving their problems. Various pieces of training to provide understanding related to concepts derived from digital marketing, one of them is digital branding, positioning, and differentiation of educational institutions training, have been given to participants online. This training was conducted in two stages. There were the delivery of material by the lecturers and a one by one coaching conducted in two-way communication, which aims to guide the participants in exploring their problems and finding effective solutions. The PKM program, which was evaluated using a survey, showed that it had answered the needs of the participants significantly in dealing with the problems they faced to increase the number of new students.Paper Link
MOH FAIDOL JUDDI, RAJIV DHARMA MANGRUWA, MOH FAIDOL JUDDI, A. HASAN AL HUSAINInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationImproving the Quality of Digital-Based Education for Students of SMK Cendikia Rancakalong SumedangMassive innovations have always influenced human civilization. Technological development is considered one of them. Today, we can see the massive creation of human ideas and the increasing development of technology that can support daily human activities more efficiently and effectively. The presence of technology in education requires students to be able to speak in virtual public spaces, both to meet the demands of school assignments and interact with other people. It required students to improve the quality of education technology based. Therefore, the presence of the Telkom University lecturer team aims to provide digital literacy in the digital world, theory, and practice, to students at SMK Cendekia. The ability to have digital knowledge is needed by students, especially vocational students, who later, after graduating from school, might have to go directly to the world of work. Some take part in the selection to enter college. The ability of education digital bases will help students control the unique combination of skills, experience, and personality in the world to see outside of the standard practices. It creates an opportunity to follow the trends of worldwide practices. Supporting school children's personal branding is important to become a superior generation. The results of the implementation of this activity include (1) personal branding, (2) Public speaking, and (3) Motivation.Paper Link
MUHAMAD AZIZ AL ASAAD, NUNGKI SELVIANDRO, EKO DARWIYANTOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationThe Adoption of Component-Based Architecture in the Development of E-Learning Website InterfaceThe problem that front-end web developers often face is writing program code repeatedly on the same component so that the program code becomes less efficient and flexible, and also complicating the maintenance process. In this study, the development of an e-learning website interface was carried out using a component-based architecture. The application of component-based architecture aims to make program code on a component reusable, flexible, and simplify the maintenance process. This research will use the Vue.js framework to implement component-based architectures. The results of the website interface program code using Vue.js will be tested using automated testing with a unit test using Jest. Automated testing can provide fast feedback and allow developers to find code errors after they have been created. Testing with unit testing using Jest will produce a code coverage matrix that is used to state parts of the software code that are not tested. The matrix indicates that there are sufficient tests of program code, resulting in a rarity of software bugs and providing confidence for developers to modify existing code. The results of this study show that the development of an e-learning web interface by implementing a component-based architecture using Vue.js can make program code reusable, efficient, flexible and easy to maintain.Paper Link
MUHAMMAD ARIEF NUGROHO, MAMAN ABDUROHMAN, SIDIK PRABOWO, IIS KURNIA NURHAYATI, ACHMAD RIZALInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationIntellegent Remote Online Proctoring in Learning Management SystemsPaper Link
MUHAMMAD ATHARIQ PURBAYA, EKO DARWIYANTOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationUser Interface Design Pattern Selection And Implementation For Designing Web-Based Transaction And Goods Record-Keeping Application For Micro, Small And Medium Enterprises (MSMEs)The smooth running of Micro, Small and Medium Enterprises (MSMEs) by external factors such as assistance from the government and internal factors such as business management, one of which is recording. Record-keeping system integrated with database management system can create more powerful information system. Information systems can simplify the recording process by providing calculations that are able to store business data for the long term. Currently, the record-keeping information system is available in the form of a website-based application. Based on interviews, the use of these applications by MSMEs is still minimal. The lack of understanding of the MSMEs owners on the interface elements used and the way these elements are presented in these recording applications causes the minimal use. Therefore, this research proposed a web-based record-keeping application for transactions and goods with a goal to facilitate interaction and communication with MSMEs. User Centered Design method provides a more in-depth knowledge about user needs and preferences than other design methods. In business, record-keeping involves interconnected data such as the amount of goods sold in a transaction. Therefore, this research uses design patterns to be able to facilitate interaction and communication between MSMEs owners and record-keeping application for transactions and goods. The test results show that the protoype fulfills the usability goals with high user score.Paper Link
MUHAMMAD AWALUDDIN, LUTHFIE HADIE NUGRAHA, SISKA NOVIARISTANTIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationAnalysis of E-Commerce Adoption for MSMES in the Food and Beverage Sector in Garut RegencyMicro, Small and Medium Enterprises (MSMEs) play a very important role in the national economy, as well as the Go Digital 2024 program launched by the government. The Covid-19 pandemic factor that poses a big challenge for MSMEs to immediately digitize, plus the potential that is expected in the future from digitizing MSMEs.While the government is intensively socializing MSMEs for digitization, MSME actors in the food sector in Garut Regency still feel that they do not have sufficient knowledge and have difficulty understanding the benefits of using ecommerce. This study bridges by integrating the two models to determine the factors that influence MSMEs to adopt e-commerce. To examine the factors that influence the adoption of e-commerce, the study was conducted by collecting data from MSMEs in the food sector in Garut Regency using an online survey. The sample size is 130 MSME respondents who have adopted e-commerce. The data collected were analyzed using structural equation modeling (SEM) and analyzed by LISREL. The results of this study indicate that usage behavior is significantly and positively influenced by Behavioral Intention, E-commerce Knowledge, and Social Influence. In addition, this study shows that behavioral intentions are not significantly influenced by Performance Expectancy, Effort Expectancy, Hedonic Motivation, Price Value, Social Influence, Facilitating Condition, and E-commerce Knowledge. This study is also expected to provide tangible benefits both theoretically and practically in effective e-commerce adoption. Furthermore, the limitations of the study and suggestions for future research will be discussed further in the last section.Paper Link
MUHARMAN LUBIS, ABDUL AZIES MUSLIM, MUHARMAN LUBIS, ARIF RIDHO LUBISInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationAssessment Of Network Configuration Management And Data Stewardship In Indonesian Boarding SchoolIn recent years, an increasing understanding of software development as a set of interconnected processes has affected configuration management (CM). The purpose of CM is to understand network behavior by taking an inventory of users and network devices, bandwidth usage and analyzing this data to provide information on current usage patterns. Usage quotas can be set for individual users or groups, whose optimal access points can be reached after several iterations and some fixes, which data stewardship (DS) comes into the picture to maintain high-quality data in a consistent and accessible way. When achieved, the continuous measurement produces information related to the billing process and assessment of the fair and optimal use of resources within the network system should be conducted. Hence, this study wants to explore the issue that has been challenged primarily by the high school in maintaining the configuration process of the network in the laboratory for teaching and learning by assessing the implementation with set of CM and DS criterion.Paper Link
MUHARMAN LUBIS, MUHAMMAD IQBAL ZUNAEDI, AHMAD MUSNANSYAH, RAHMAT FAUZIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationDesign Approach In Conference Management System With Ezdesk Dashboard For Digital EcosystemConference management system is a concept for handling and managing relevant file in various activities simultaneously before and after the conference. Actually, the preparation activities at the conference are involving the administrative processes recorded. In this case, the direction and modeling process should consider the user experience (UX) through a simplified design approach to RMS (recognize, materialize and scrutinize), which has been designed to help the development of prototype with standards and usability aspects that align with user requirements as an important factor and motivates overall implementation. EzDesk is an application designed to assist users in application registration and verification of conference registration documents. Meanwhile, a digital ecosystem is a group of interconnected IT resources that can function as a single unit. It consists of suppliers, customers, business partners, applications, third-party data service providers and all their technologies, whose interoperability is the key to the success of the ecosystem.Paper Link
NABILA IRSYAF, ITCA ISTIA WAHYUNIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationSTRATEGI IMC PADA MIKTI DALAM MEMPROMOSIKAN PROGRAM DUKUNG GURU DIGITALThe increasing number of Covid-19 cases in Indonesia has prompted the Government to take quick preventive measures by changing the offline education system to online learning. As the Indonesian digital creative industry community (MIKTI) it takes part in helping to learn during a pandemic situation by presenting a mentoring program to Support Digital Teachers in online learning for teachers in Indonesia. This study aims to determine the IMC Strategy at MIKTI in promoting the Dukung Guru Digital program. This research method uses descriptive qualitative with a constructivist paradigm. Data was collected by observation, interviews, documentation, and literature study. The results of the study found that at the planning stage, MIKTI had not compiled an appropriate SWOT analysis and determined segmentation for the target audience as a basic element. Meanwhile, for the implementation, Dukung Guru Digital program uses advertising, public relations, events, wom and e-wom. In addition, the discovery of community partners as one of the marketing communication mixes which is also used for promotion. As for the evaluation stage, the achievement of the Dukung Guru Digital program for the target audience has not been optimal.Paper Link
NOFHA RINAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationCommunication Education of Learning Media Analysis Using Science Edutainment ApproachThe rapid advancement of ICT offers various conveniences in learning, allowing a shift in learning orientation from outside-guided to self-guided and from knowledge-as-possession to knowledge-as-construction. To support learning in the classroom, supporting facilities and infrastructure are needed in the form of tools or media. In the world of education, the terms tools or communication media are often used interchangeably or as a substitute for the term educational media learning. The method used to achieve the goal is through development research directed at developing environmental-themed social studies learning media for Bandung City Junior High School (SMP) students, in the form of ICT-based puzzles, crosswords and squarewords. The subjects were 30 junior high school students aged 13-15 years which were divided into experimental and control groups. The results of this study are important as a new study in finding the development of learning media with a science-edutainment approach.Paper Link
NOFHA RINA, LUCY PUJASARI SUPRATMANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPEMBERDAYAAN PETANI TANAMAN HIAS HOLTIKULTURA BINAAN YAYASAN HABIM MELALUI IMPLEMENTASI DIGITAL MARKETINGTeknologi digital di era diglobal saat ini telah merambah pada dunia pemasaran yang dikenal dengan digital marketing. Berbagai cara dapat dilakukan dalam kampanye pemasaran diera digital saat ini, seperti lewat website, blog, email marketing serta media sosial. Hal ini perlu ditindaklanjuti guna menganalisis dampak dari komunikasi pemasaran digital melalui kegiatan pengabdian masyarakat yang berkolaborasi dengan suatu komunitas antara Telkom University dengan Yayasan HABIM melalui pemilihan peserta komunitas petani tanaman hias holtikultura yang saat ini membutuhkan peningkatan pengetahuan dan pratik terkait dengan pemasaran digital yang berjumlah 30 orang petani baik dari kaum laki-laki atau perempuan di wilayah Cicalengka, Kabupaten Bandung. Metode pengabdian menggunakan sosilisasi dan praktik aplikasi dinilai paling efektif pada implementasi digital marketing bagi kaum petani tanaman hias holtikultura tersebut yang berasal dari berbagai wilayah di Kota Bandung. Tujuan pengabdian masyarakat ini diharapkan lebih meningkatkan kualitas petani tanaman hias dalam memasarkan dengan efektif produk tanaman hias yang mereka kelola selama ini sehingga dapat menembus pasar lokal, nasioanl bahkan internasional dengan maksimal melalui berbagai jenis media digital yang ada saat ini. Adapun hasil kegiatan pengabdian masyarakat ini adalah: 1). Peningkatan pemahaman pentingnya teknologi terhadap usaha yang dilakukan; 2) Peningkatan pengetahuan dalam pengelolaan teknologi internet; 3) Peningkatan kemampuan komunikasi bagi mitra dalam mengelola website dan Social Media Marketing dalam mengkomunikasikan produk dan merk produk sehingga memiliki daftar pelanggan tetap pada website yang berpotensi melakukan pembelian produk secara berkelanjutan.Paper Link
NOFHA RINA, LUCY PUJASARI SUPRATMAN, SRI WAHYUNING ASTUTIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPEMBELAJARAN APLIKASI KONTEN DIGITAL DAKWAH PADA AKUN YOUTUBE HABIM TVTeknologi digital di era diglobal saat ini telah merambah pada dunia dakwah yang dikenal dengan media digital dakwah. Dampak digital dakwah melalui akun Youtube menjadi topik kegiatan pengabdian masyarakat yang berkolaborasi dengan Telkom University bersama mitra Yayasan HABIM. Metode pengabdian menggunakan sosilisasi dan praktik aplikasi dinilai paling efektif pada implementasi media akundakwah HABIM TV bagi sumber daya dari manajemen HABIM TV. Tujuan pengabdian masyarakat ini diharapkan lebih meningkatkan kualitas manajemen HABIM TV agar dapat memiliki kapasitas terkini dalam konten digital melalui pengelolaan akun media HABIM TV selama ini. Hasil dari kegiatan pengabdian masyarakat ini adalah tercapainya pemberdayaan staff dan pihak manajemen dari HABIM TV yang berjumlah 20 orang. Setelah pelatihan ini berjalan, terlihat mitra HABIM TV memiliki kapasitas kemampuan pembuatan konten digital dalam mengembangkan konten dakwah dan memahami pemanfaatan penggunaan akun media Youtube dalam memaksimalkan program dakwah.Paper Link
NOVI PRIHATININGRUM, MUHAMMAD HABLUL BARRI, BRAHMANTYA AJI PRAMUDITA, AZAM ZAMHURI FUADI, ISTIQOMAHInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationWORKSHOP ARDUINO UNTUK MENUNJANG PEMBELAJARAN STEM UNTUK GURU IPA SMPWith the rapid advances in technology, the world of education is evolving by implementing information technology to serve more creative and innovative learning. One of the learning models implemented is STEM (Science, Technology, Engineering and Mathematics) which encourages students to think creatively in problem solving. To be able to apply STEM learning model, teachers are required to understand the concept of STEM and implement technology to the learning process. The middle school science teacher in Kabupaten Bandung Barat experience difficulties in learning technology such as robotics, IoT (Internet of Things), and embedded system. The workshop aims to increase the teachers’ understanding of STEM concept and to apply technology to the learning process.The workshop is held for one full day for 20 science teachers which includes presentation, demo and training to use the robotic device and IoT using Arduino. The workshop includes introduction of microcontroller, sensors and actuators, and Arduino programming. After workshop, 80 % of participants understand the use of Arduino for learning STEM.Paper Link
NOVIAN ANGGIS SUWASTIKA, MUHAMMAD AL MAKKY, QORI QONITA, MASLIN MASROM, TAUFIK SLAMETInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationIoT-Based Photography Practice Learning Design for Basic Photography Subjects at Indonesian Vocational High SchoolsIn the Industry 4.0 era, the Indonesian government implemented the “Merdeka Belajar” or Independent Learning curriculum to improve the competence and skills of vocational school graduates. This curriculum gives schools flexibility and autonomy to design learning tailored to students’ ability levels, relevant to the industry, and contextual. One technology pillar of Industry 4.0 widely implemented in various fields is the Internet of Things (IoT). This research proposes an architecture design for implementing IoT-based technology for basic photography learning in broadcast and film majors in Indonesian Vocational High Schools (VHS). The challenges in learning basic photography are limited tools, practice time, fast and accurate feedback to students, and data on all student activities. The proposed system is implemented in a photography laboratory. The proposed system can store student practice activities, gamification-based game leveling, system automation according to levels and tasks, and provide fast and accurate feedback. This research’s output is system design, consisting of system architecture design and Unified Modeling Language (UML) design. UML diagrams built in this study include use cases, activities, and entity-relationships diagrams.Paper Link
NUR SAYYIDAH SALSABILA, INDRAWATIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPengaruh social media marketing activities terhadap loyalitas pelanggan pada produk lokal UMKM di aplikasi ShopeeThe main purpose of this research is to examine the influence of social media marketing activities on customer loyalty through customer equity drivers with three dimensions: value equity, brand equity, relationship equity in local MSMEs products in the Shopee application. Non-probability sampling was utilized, along with purposive sampling. This survey included 275 respondents who used Shopee application users in Indonesia and had purchased local products. In this study, descriptive analysis and SmartPLS 3.0 software was used for SEM analysis. According to the results of this investigation, perceived social media marketing activities have a positive significant influence on value equity, brand equity, and relationship equity. Value equity, brand equity, and relationship equity have a positive significant effect on customer loyalty. Value equity, brand equity, and relationship equity will mediate the relationship between perceived social media marketing activities and customer loyalty.Paper Link
PRAJNA DESHANTA IBNUGRAHA, PERIYADI, DEVIE RYANA SUCHENDRA, RINI HANDAYANIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPENGEMBANGAN WEBSITE SEBAGAI MEDIA PROMOSI UMKM MOTHER???S BLESSINGMother’s Blessing merupakan Usaha Mikro, Kecil, dan Menengah yang bergerak dibidang perlengkapan outdoor. Produk mitra UMKM tersebut berupa topi, tas outdoor, perlengkapan lari, perlengkapan sepeda, dan sebagainya. Untuk saat ini promosi yang dilakukan untuk proses penjualan melalui media social seperti Instagram. Hal tersebut dirasa kurang profesional. Oleh karena itu perlu pemanfaatan website untuk menunjang kegiatan promosi secara online tersebut sehingga dapat meningkatkan kepercayaan calon pembeli terhadap kualitas produk dan badan usaha UMKM tersebut. Pengabdian masyarakat yang dilakukan adalah menjawab permasalahan tersebut. Integrasi antara landing page, layanan blogger dengan domain dilakukan untuk mebuat website media promosi yang efektif dan efisien. Pengembangan website dengan konten berupa profil badan usaha, jenis produk dan jangkauan pelanggan diharapkan mampu menjembatani kebutuhan promosi produk secara profesional melalui website tersebut.Paper Link
PUTRI FARISKA SUGESTIE, AJENG LUTHFIYATUL FARIDA, DWI FITRIZAL SALIMInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPENINGKATAN KUALITAS PENDIDIKAN BERBASIS DIGITAL BAGI GURU SMK YPPS PARIWISATA SUMEDANGTujuan dari kegiatan pengabdian kepada masyarakat ini adalah untuk meningkatkan kualitas pendidikan guru-guru berbasis digital pada SMK YPPS Sumedang. Adapun penerapan IPTEK yang dilakukan pada SMK YPSS Sumedang adalah dalam bentuk paparan materi tentang literasi keuangan khsusunya dalam pengelolaan keuangan agar dapat diterapkan sedini mungkin sehingga pada masa tua tetap dapat mandiri secara ekonomi, pemasaran digital dan E-commerce, membangun motivasi serta pengembangan diri dan public speaking di era digital. Hasil dari pelaksanaan paparan materi diukur melalui post tes tentang seluruh materi yang diberikan kepada guru-guru SMK YPPS Sumedang, dimana menghasilkan nilai yang hampir sempurna pada seluruh materi yang diberikan dari seluruh peserta guru yang hadir. Selain itu pada akhir sesi paparan materi, para guru diminta untuk mengisi kuesioner tentang pengaruh tingkat literasi keuangan terhadap keputusan investasi dan disebar pada 25 guru SMK YPPS Sumedang. Dari hasil pengolahan data regresi sederhana diketahui bahwa tingkat literasi keuangan pada guru SMK YPPS Sumedang mempengaruhi setiap keputusan investasi pada rentang usia guru 31 – 40 tahun sebesar 35%, 51 – 60 tahun sebesar 26%, 41 – 50 tahun sebesar 22% dan 25 – 30 tahun sebesar 17%.Paper Link
RAHMIATI AULIA, ARIA AR RAZIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPelatihan Media Digital Dan Workshop Design Thinking Bagi Pelaku Usaha Mikro Kecil Dan Menengah (Umkm) Pada Koperasi Mandiri Unggulan Bandung (Simaung)Situasi Pandemi Covid-19 yang terjadi secara global termasuk di Indonesia, mampu memberikan gambaran bagaimana situasi ini memiliki dampak langsung yang signifikan terhadap ketahanan para pelaku Usaha Mikro Kecil dan Menengah (UMKM). Selain menghadapi situasi pandemi dengan perubahan yang mendadak, permasalahan yang masih paling sering dijumpai adalah ketidaksiapan para pelaku UMKM di tengah perkembangan era digital. Padahal dengan mengembangkan produk/jasa yang ditawarkan serta memanfaatkan media digital yang bersifat daring, harapannya para pelaku UMKM mampu mempertahankan keberlangsungannya ditengah kondisi yang terjadi saat ini. Pengadaan workshop design thinking menjadi salah salah satu metode yang diharapkan mampu membuat UMKM mengembangkan produknya ditambah lagi dengan adanya pelatihan penggunaan digital media akan memperluas pasar mereka. Oleh karena itu, Pengabdian kepada Masyarakat Program studi Desain Komunikasi Visual hadir menawarkan solusi untuk menambah wawasan para pelaku UMKM dalam mengembangkan produk/jasa yang mereka tawarkan serta memudahkan mereka memanfaatkan perkembangan media dalam menghadapi persaingan di era digital.Paper Link
RAHMIATI AULIA, OLIVINE ALIFAPRILINA SUPRIADI, AISYI SYAFIKARANIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPelatihan Konferensi Interaktif Untuk Pembelajaran Jarak Jauh Guru Smp Bina Taruna, BandungIn the context of a series of training classes for partners that were carried out previously at SMP Bina Taruna Bojongsoang, Bandung, further training will be carried out for teachers to support the learning process. This activity aims to apply knowledge, improve user experience, and introduce online learning media. Improve the ability of teachers to use alternative learning media during the Covid-19 pandemic, especially video conferencing-based media. The activities of this program are carried out by presenting material and practice also direct discussions with the teacher as a participant. The evaluation of this training was 96% very good and agreed that it was following the goals, interests, and needs of the target community. Respondents expect further training related to the development of previous trainingPaper Link
RAJIV DHARMA MANGRUWA, RENI NURAENI, INAYATULLOH, PRASETYA CAHYA S, NOVINGKY FERDINAND, DESTIANA KUMALAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationMobile Commerce Model with Cloud Technology to Support SMEs Sales PerformanceThe development of mobile technology creates great opportunities for the institute to improve the company's performance in the fields of education, transportation, logistics and sales. On the other hand, cloud computing technology increases the cost efficiency of the technology significantly. Thus, the combination of mobile technology and cloud computing creates a new opportunity. SMEs as one of the supporters of the country's economy have limited budgets to improve their performance, especially sales performance. The purpose of this research is to build a mobile commerce model with cloud computing technology to support SME sales. The research method uses a qualitative approach by observing the e-commerce sales of SMEs and the development of mobile technology and cloud computing.Paper Link
RATIH HASANAH SUDRADJAT, CINDY SRI HAYATIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPemanfaatan Tik Tok Sebagai Platform Digital Marketing dalam Upaya Peningkatan Brand Awareness Butik AishableAishable merupakan salah satu brand fashion lokal yang saat ini sedang naik daun dan digemari banyak wanita Indonesia. Terletak di Cirebon, Jawa Barat, wilayah pemasaran produk Aishable kini telah meliputi seluruh Indonesia. Selain harganya yang bersaing dan cukup terjangkau, kualitas produk Aishable terbilang unggul bahkan dapat menyaingi kualitas produk fashion impor. Kini, Aishable sedang menjalankan sistem pemasaran digital via platform Tiktok untuk meningkatkan brand awarenessnya. Tipe penelitian ini menggunakan tipe deskriptif dengan metode penelitian deskriptif kualitatif. Teknik pengumpulan data yang dilakukan dengan observasi, wawancara dan studi Pustaka. Teknik pemeriksaan keabsahan data yang digunakan yaitu dengan metode triangulasi.Paper Link
RENNYTA YUSIANA, BACHRUDDIN SALEH LUTURLEAN, ROMAT SARAGIH, RETNO SETYORINI, WARDANI MUHAMADInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPeningkatan Digital Marketing Dan Penguatan Merek Di Media Digital Pada Komunitas Sentra KreasiSaat ini sosial media dapat digunakan sebagai media untuk melakukan transaksi produk bisnis yang dimiliki. Media yang biasa digunakan untuk digital marketing seperti: website, sosial media, email marketing, video marketing, iklan, SEO, dan lainnya. Digital marketing bertujuan untuk menjangkau pasar lebih luas dengan media internet. Setelah terhubung dengan calon konsumen, kita dapat melakukan edukasi kepada calon konsumen sekaligus melakukan branding terkait produk atau jasa yang kita jual. Di Kabupaten Bandung terdapat suatu Komunitas UMKM yaitu Komunitas Sentra Kreasi yang beranggotakan kurang lebih dari 150 anggota aktif. Produk yang dihasilkan beraneka ragam seperti: pakaian, makanan dan kerajinan. Saat ini pemasaran dengan sosial media belum optimal, karena sulitnya anggota UMKM memahami teknologi. Hal ini menjadi hambatan Komunitas Sentra Kreasi untuk merambah pasar yang lebih luas. Karena itu diadakan workshop tentang pemasaran dengan sosial media, yang bertujuan mengoptimalisasi dan meningkatkan penjualan. Luaran lain yaitu Pembangunan dan tutorial Web Media Edukasi Digital Marketing untuk anggota komunitas agar mudah menggunakan media online sebagai sarana pemasaran, diharapkan anggota Sentra Kreasi dapat memasarkan produknya dan mampu mengelola penjualan produk secara terpadu. Kegiatan Pengabdian kepada Masyarakat ini dilaksanakan oleh dosen dan mahasiswa Fakultas Ilmu Terapan (FIT) dan Fakultas Komunikasi Bisnis (FKB) Universitas Telkom.Paper Link
RENNYTA YUSIANA, PATRICK ADOLF TELNONIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationCloud Catalog Dan Pengintegrasian Market Place Dan Sosial Media Untuk Membantu Penjualan Umkm Di Era New NormalPaguyuban Pengusaha Kecil dan Menengah (PPKM) Kab. Bandung, saat ini anggota PPKM berjumlah 300 jenis usaha dan terus bertambah setiap bulannya. PPKM yang bertujuan membangun kemandirian pengusaha kecil dan menengah yang professional, kuat serta bermanfaat bagi bangsa dan Negara, tentunya memerlukan suatu sistem yang mendukung operasonal dalam memasarkan produk mereka. Cloud Catalog bertujuan untuk menghimpun data yang berkaitan dengan produk UMKM dan penjualan di masa Era New Normal yang mana dalam melakukan transaksi menerapkan aturan protocol kesehatan. Dengan semakin berkembangnya teknologi dapat membantu UMKM dalam memperluas jangkauan pasar dalam memasarkan produknya. Namun dari seluruh anggota Paguyuban Usaha Kecil Menengah Regional Kabupaten Bandung (PPKM) masih dibawah 15% yang telah memiliki website dan menggunakan media sosial untuk mempromosikan produk yang hasilkan. Selebihnya masih menggunakan media konvensional seperti brosur dan pameran dalam mempromosikan produknya. Pembangunan Cloud Catalog dengan mengintegrasikan marketplace dan social media yang sudah anggota PPKM gunakan dalam memasarkan produknya diharapkan mampu mengelola penjualan produk secara terpadu sehingga dapat meningkatkan penjualan produk UMKM. Pembangunan Cloud Catalog tersebut dilaksanakan melalui Kegiatan Pengabdian kepada Masyarakat yang dilaksanakan oleh dosen dan mahasiswa Fakultas Ilmu Terapan (FIT) dan Fakultas Komunikasi dan Bisnis (FKB).Paper Link
RETNO SETYORINI, FAUZAN AZIZ, AGUS MAOLANA HIDAYAT, DEWI K SOEDARSONOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPemberdayaan Komunitas Umkm Gayatri Mahardika Melalui Optimalisasi Pemasaran Digital Dan E-Commerce Di Era New NormalDigital MSMEs are one of the important elements in supporting the national economy as a whole where the government encourages economic growth by empowering MSMEs towards Go-Digital in Indonesia. This role is predominantly carried out by the economic industry in the process of creating and growing various types of MSMEs, including digital MSMEs. The private sector, be it profit-oriented or non-profit organizations, also took part in supporting the MSME program. The Gayatri Mahardika MSME community as a non-profit organization that has an MSME development program towards Go-digital has problems in business introduction and digital marketing which is still done manually and uses tools that are commonly used for business introduction using word-of-mouth information dissemination systems and conventional digital marketing. It is, considered ineffective and efficient. They need digital marketing solutions, both to expand the market, including to survive the pandemic. Gayatri Mahardika MSME Community Empowerment Solution Through Optimization of Digital Marketing and E-commerce in the New Normal Era is expected to increase knowledge and knowledge about digital marketing and can improve the marketing system of every MSME in the Gayatri Mahardika Community so that it can survive during the pandemic and develop more so that it can improve income profits.Paper Link
RIZCA HAQQU, DIMAS SATRIO WIJAKSONOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationProduksi Foto Sebagai Aktivitas Komunikasi Visual Bagi Pelaku UMKM Jawa Barat Di Media DigitalThe media industry will and will always develop from time to time. This makes people accustomed to and adapting todigital technology. One of the sectors that are driven by the impetus of technological development is product marketingby utilizing digital platforms. Photography is an important point that cannot be separated from digital marketing activities.Where the product to be marketed will be designed in such a way, then immortalized in a photo so that the product looksmore aesthetic and attracts customers. Community service carried out aims to provide education and assistance tocreate marketing communication strategies through Photo Production as a Visual Communication Activity for West JavaUMKM in digital media to target communities for community service programs for the period 1 of 2022. Members ofUMKM fostered by the creative house of BUMN BRI Bandung are one of the UMKM that play a role in the Indonesianeconomy. Community service activities related to visual communication activities are a form of dedication from TelkomUniversity Communication Science lecturers. Through Photo Production as a provision for community service in therealm of communication science with the Humanities and Media Studies expertise group. The result of this trainingactivity is that the target community can display product photos that are used as digital marketing media.Paper Link
ROBBI HENDRIYANTO, AGUS MAOLANA HIDAYAT, PRAMITHA AULIA, FAUZAN AZIZ, ARLIN FERLINA MOCHAMAD TRENGGANA, NADYA NOVANDRIANI KARINA MOELIONO, CANDRA WIJAYANGKA, ARRY WIDODOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationGerakan Rebranding Digital Dan Pembangunan Aplikasi Kelola Redesain Kemasan UmkmDi masa pandemi, trend penjualan secara online mengalami peningkatan yang sangat pesat, diantaranya disebabkan oleh pembatasan sosial, sehingga konsumen lebih memilih metode interaksi yang tidak mengharuskan kontak fisik. Paguyuban Pengusaha Kecil dan Menengah (PPKM) Kab.Bandung merupakan paguyuban yang menaungi UMKM di wilayah kabupaten Bandung. Dalam masa pandemi, UMKM binaan kalah bersaing dalam penjualan online yang sudah ada, karena desain produk dan branding yang kurang menarik, atau ‘kekinian’. Beberapa masalah yang berhasil diidentifikasi oleh PPKM adalah kemasan produk para anggota UMKM yang dikemas dengan biasa saja tidak memberikan ciri khas produknya sehingga kurang menarik dimata konsumen, logo dan merk produk UMKM yang minimalis dan alakadarnya juga dinilai merupakan permasalahan dalam penjualan produk.Untuk itu kegiatan pengabdian kepada masyarakat kali ini bekerjasama dengan PPKM untuk membantu permasalahan dengan melakukan rebranding produk secara digital dan pembangunan aplikasi kelola redesain kemasan produk UMKM binaan PPKM.Paper Link
SHERINA FRANCIS MATAKENA, LUCY PUJASARI SUPRATMANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPeran Orang Tua dalam Pembatasan Penggunaan Gadget Anak Usia Sekolah Dasar di Kabupaten IndramayuPeran orang tua dalam perkembangan anak usia sekolah dasar di era digitalisasi ini perlu di perhatikan. Tujuan dari penelitian ini untuk menjelaskan peran oran tua dan cara mengkomunikasikan gadget pada anak usia sekolah dasar menggunakan teori pola asuh. Metode dalam penelitian ini menggunakan metode penelitian kualitatif dengan mengumpulkan data melalui wawancara informan yang terdiri dari tiga ibu dan anak usia sekolah dasar dan psikolog. Hasil dari penelitian ini menunjukkan bahwa peran orang tua dalam mendidik, mendampingi dan membimbing anak usia sekolah dasar mengacu pada ciri- ciri pola pengasuhan demokratis dalam memperhatikan aspek kognitif, aspek afektif dan aspek psikomotorik yang berkaitan dengan penggunaan gadget pada anak. Namun, sayangnya masih ada orang tua yang belum mengenal dan memahami tentang digital parenthing yang sebenarnya mampu membantu orang tua dalam menyesuaikan pola pengasuhan anak sesuai eranya. Oleh karena itu, orang tua perlu melibatkan anak dengan cara mengkomunikasikan gadget pada anak melalui diskusi tujuan, tanggung jawab dan resikonya.Paper Link
SINUNG SUAKANTO, ZULFA ULINUHA, EKKY NOVRIZA ALAMInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPerancangan User Interface Aplikasi Web e-Learning untuk Kader Kesehatan dengan Metode User-Centered Design (UCD)E-learning is an information technology that is used to assist digital and online learning. During the pandemic and after the COVID-19 pandemic, the part of health cadres is increasingly needed. However, the briefing for cadres, of course, will no longer hold events as they did before the COVID-19 pandemic. Therefore, e-learning is also needed for the training and debriefing of Health cadres. To develop e-learning web applications that can be used easily, as needed, and effectively for users, it is necessary to establish an appropriate system design and user interface. This study uses the User-Centered Design (UCD) method because it places users in every stage and exists to improve the system. Research has succeeded in developing a suitable user interface. This can be seen from the System Usability Scale (SUS) value, which is at the accepted level (acceptability accept) with a score of 81. It can be concluded that the user interface design of the e-learning web application has met user needs and provided feedback that the user can use it. When the user interface design is appropriate, it can be continued to develop an e-learning system or application according to the design that has been made.Paper Link
SINUNG SUAKANTO, ZULFA ULINUHA, SINUNG SUAKANTO, EKKY NOVRIZA ALAM, EDI TRIONO NURYATNOInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationCritical Success Factors of E-Learning for Health Learning Platform in Health OrganizationE-learning encourages students to be more involved with content and more actively involved in learning that can be controlled by themselves. E-learning has also begun to be used in supporting training activities or non-formal education activities. Likewise, in training activities in the world of health, moving along with the times, many health entities have used e-learning. This study discussed critical success factors (CSF) for e-learning in a health organization Center of Indonesia's Strategic Development Initiatives (CISDI). The case study focuses on an in-depth discussion from the students' perspective about the factors that influence the success of e-learning. Those were the learner features (learner affect, behaviour, and cognition) and course features (quality of content, quality of courses, learning materials). The research was conducted using a mix of quantitative and qualitative methods. First, quantitatively done through a questionnaire using a Likert scale. Then, in-depth user interviews were conducted qualitatively to obtain information from the questionnaire results. The findings in this study indicated that the success of e-learning is strongly influenced by the quality of the course or platform, with an average mean score (4.48). This study helps CISDI as a stakeholder to develop quality e-learning.Paper Link
SISKA NOVIARISTANTI, HASYA AZQIA HANIFANInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationFactor Analysis of Learning Management System AcceptanceIn this digital era, the development of information technology is increasingly sophisticated and integrated. In the education sector, the most integrated information technology tool is the Learning Management System (LMS). Several ministries in Indonesia have adopted LMS as a strategy to increase the competence of the state civil apparatus. Availability LMS has great organizational potential, but several studies have shown that LMS exhibits high failure rates. Therefore, this study aims to determine what factors encourage LMS acceptance so that LMS use can be maximized. This quantitative research is conducted with factor analysis based on a combination of the Extended Unified Theory of Acceptance and Use of Technology (UTAUT2) and Technology-to-Performance Chain (TPC) models. Data collection were carried out by conducting an online questionnaire survey to LMS users at the Human Resources Development Agency of the Ministry of Law and Human Rights. The data was processed using SPSS software with the Confirmatory Factor Analysis (CFA) method. This study resulted in two groups of new factors driving LMS acceptance rates: Management Support (factor 1) and Learning Facilities (factor 2).Paper Link
SISKA NOVIARISTANTI, YUVIE MIFTAH HUDAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationFactor Affecting E-Marketplace Adoption on MSMEs in Bandung, IndonesiaDespite the COVID-19 pandemic increasing e-marketplace implications for sellers and buyers, only a few MSME players in Pasar Baru Bandung have adopted Etapasbar as their e-marketplace. This study seeks what the most influential factor in adopting an e-marketplace is. This study was a quantitative cross-sectional study with the Technology-Organization-Environment (TOE) model, refined with the Diffusion of Innovations (DOI) model. Technology Context will be IT Infrastructure; Organization Context will be CEO’s Innovativeness; Environment Context will be Government Support and Environmental Uncertainty. DOI model consists of Relative Advantage, Compatibility, Complexity, Trialability, and Observability. A self-completion survey was conducted by 300 MSME players in Pasar Baru Bandung and analyzed by LISREL using SEM techniques. This study found that the most influential factors were Relative Advantage, Compatibility, Trialability, Government Support, and Environmental Uncertainty. Complexity, Observability, IT Infrastructure, and CEO’s Innovativeness were insignificant in this study. It was because MSME players tend to follow others without knowing the essence of adopting e-marketplace itself.Paper Link
SRI SOEDEWI, ARRY MUSTIKAWAN, WIRANIA SWASTYInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPenerapan Metode Design Thinking Pada Perancangan Website UMKM KirihuciThe rapid growth of MSMEs in West Java and the decline in consumer purchasing power due to the pandemic can cause MSME to innovate their products and carry out broader marketing/promotion strategies to survive and compete with similar businesses. MSME can use a website to increase product marketing as one of the promotional media. The advantage of a website can reach consumers widely, globally, and anyone can access it anywhere. Kirihuci is one of the SMEs from Bandung West Java, with good potential business but has not used the website as a promotional medium. The purpose of this study was to design the Kirihuci SMEs website using the Design Thinking method. The method focused on the user interface, user empathy, and user experience. Mixed-method is the research method, by conducting observations, interviews, distributing questionnaires, and searching for data literature through books or journals related to research. The results obtained in this study are the application of the Design Thinking method to the design of the Kirihuci UMKM website has provided convenience for its users. The results are from user feedback carried out at the usability testing stage regarding the appearance of the website interface design with good results.Paper Link
SURYATININGSIH, LUTHFI RAMADANI, APRIANTI PUTRI SUJANA, YAHDI SIRADJ, AHMAD ALMAARIF, SARI DEWI BUDIWATIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationPemberdayaan Perempuan Melalui Pemanfaatan Teknologi Informasi Pada UMKM Desa Lengkong BandungSmart Village in LengkongVillage is an integrated effort to facilitate regional development agendas starting at the lowest level, namely the village. One of the sub-programs of this effort is the digitization of business activities through increasing the competence of women entrepreneurs of Micro, Small and Medium Enterprises (MSMEs) towards online commerce in the Lengkong Village area. Today's business competition requires good skills in product marketing, business management, attractive product packaging, the best service so that loyal consumers make transactions again. This activity is the proposed first phase of a total of three stages in an effort to build digital capabilities of stakeholders in Lengkong Village through the acquisition of IT resources and improving organizational and information technology management capabilities at the village level. In general, in this first stage, the problems that exist in Lengkong Village have been identified, and an initial solution is formulated in the form of increasing the competence of women SMEs in the Lengkong Village area. Empowerment of women is expected to improve the quality of human resources as a whole because women are an important pillar in the village community in general and the family in particular. Women who are advanced will inspire families and rural communities to move forward. This community service activity is carried out in the form of a Product Photography workshop and an MSME Online Shop management workshop in an already available marketplace.Paper Link
VANDHA PRADWIYASMA WIDARTHA, FAIRUZ IQBAL MAULANA, GUSTI PANGESTU, ALBERT VERASIUS DIAN SANO, AGUNG PURNOMO, SANDI RAHMADIKAInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationContribution Of Virtual Reality Technology To Increase Student Interest In Vocational High SchoolsThis research investigates the feasibility of school-based learning using Virtual Reality technology in Electric Power Generation learning during the COVID-19 pandemic. This research employs a qualitative approach. Vocational High School Nurul Jadid Paiton Probolinggo is the site of this study. Data was gathered through observation, literature review, and interviews. In the Electrical Engineering section, interviews were conducted with a teaching instructor. Triangulation was used to investigate the data's authenticity, in addition to further interviews with the curriculum staff and instructors at the school. The teacher's assessment of learning media using Virtual Reality application technology shows valid criteria with an average value of 3.6. In comparison, after using the Virtual Reality application learning media, the assessment of students obtained an average value of 3.77 compared to conventional assessments with an interval of 2.71. The use of Virtual Reality technology has proven that it can help and facilitate student learning. The use of technologies of Virtual Reality as a means of learning in classrooms will also be an alternate option for virtual laboratories during the COVID-19 pandemic.Paper Link
VANDHA PRADWIYASMA WIDARTHA, FAIRUZ IQBAL MAULANA, IRA AUDIA AGUSTINA, AGUNG PURNOMO, AWANIS HIDAYATIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationAugmented Reality Technology ReAR Contribution to The Student Interest in High Schools Pontianak IndonesiaThis research looks at the effectiveness of classroom learning with Augmented Reality application in learning Chemical Electrolyte Solutions. This research employs a qualitative methodology. Immanuel High School Pontianak is the site of this research. Observation, document analysis, and interviews were used to gather data information. Interviews with teaching staff and students were performed. In addition to more interviews with school educators and instructors, triangulation was utilized to evaluate the veracity of the data. The assessment of the instructor on learning media utilizing technology for increased reality reveals valid criteria with an average value of 3,55. Based on the questionnaire response criteria table, the average score of the student questionnaire of 28 students showed that the overall average score was 1106 with a good category. Augmented Reality technology as a virtual lab proves that it can simplify and help student learning. During the COVID-19 pandemic, the use of technology with Augmented Reality for learning in schools may also be an alternative to virtual laboratories.Paper Link
VESTY TRYA VEGIANTI, AGUS APRIANTIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationINTERPERSONAL COMMUNICATION OF PARENTS ASSISTANCE IN ONLINE LEARNING PROCESS IN THE PANDEMIC OF COVID-19 AT SDN IBU DEWI 6 CIANJURhe spread of Covid-19 virus has caused the government to release a work from home policy for working parents, including teachers, and learn from home, especially for children who are still a student in school. This pandemic situation requires the parents to be involved in their children's education. Parental assistance in accompanying their children to study is very important in the process of guiding and educating their children. Especially for children who are still in elementary school. This research is based on many complaints from parents when they are accompanying their children to study in the COVID-19 pandemic situation. Parents complained and felt annoyed when their children find it difficult to study. In this research, it will discuss about interpersonal communication between parents and their children in the online learning process at SDN Ibu Dewi 6 Cianjur. This research uses a qualitative descriptive approach with an interpretive paradigm. The subject of this research is parents whose children were still in elementary school, especially in SDN Ibu Dewi 6 Cianjur and contain 8 samples from 8 families. The collecting data method in this research is done through observation, interviews, and documentation. The result of this research indicates that good interpersonal communication between parents and their children will help in the online learning process. This can be seen from the 6 steps of the interpersonal communication process, which are: the desire to communicating, encoding by the communicator, sending messages, receiving messages, decoding by the communicant, and feedback.Paper Link
YANUAR FIRDAUS ARIE WIBOWO, DAWAM DWI JATMIKO SUWAWI, WIDIA FEBRIYANIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationKerangka Kerja Indikator Pengukuran Tingkat Kematangan Transformasi Digital Perguruan TinggiStrategic planning is an essential part of the college life cycle; a critical aspect of planning is the digital transformation of universities. Digital transformation supports university business processes and is a riving engine for universities to adapt to changes to provide added value for the best services for all stakeholders. To achieve this, universities need an overview of the maturity level of digital transformation that has been achieved today. This research produces a new methodology for assessment in a holistic framework as an indicator of measuring the maturity level of digital transformation.This measuring tool must be easy to use by universities when they will take measurements for all academics and easily understood by all respondents who are determined to provide an accurate picture of the maturity level of digital transformation. The final result is presented in the form of a framework that contains a standard value index of maturity level, and recommendations for digital transformation as a form of self-evaluation for higher education strategic planningPaper Link
YUMNA TSAMAROH, KRISTINA SISILIA, RETNO SETYORINIInclusive Digital Platfrom for Sustainable Development (ARCHIPELAGO) for National & Internasional EducationAnalisis Minat Beli Online dan Minat Berkoperasi Digital pada Generasi ZGeneration Z is considered to have a better understanding of the era of digitization, the use and processing of digital transactions. Most cooperatives in Indonesia are still operating manually and a small number are starting to transform towards the digitalization process. This research is intended to understand the behavior of generation Z consumers in online shopping motives to be provided by a digital cooperative e-commerce platform that is suitable for generation Z. This study uses a mixed method, starting with qualitative observations and interviews with generation Z sources for a month to find out and understand their online purchasing decisions, followed by quantitative using questionnaires on 100 respondents of generation Z. The results from observations and interviews reveal differences and similarities in needs and buying decisions between genders in generation Z. The combination of consumer behavior theory and purchasing decisions is used to build a construct in the research causal. Observations show that men prefer to shop for food onsite and order snacks less via online platforms than women. The results of the analysis show that generation Z consumer behavior affects online shopping interest in digital cooperatives for generation Z by 24.1%, considered relatively small because cooperatives are considered not very well understood by generation Z. The limitation of this study is that it uses a small number of sources for observation and analysis. respondents are limited to big cities in Java.Paper Link
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