SATESI: Jurnal Sains Teknologi dan Sistem Informasi
https://www.journal.yp3a.org/index.php/satesi
<table style="height: 50px; vertical-align: middle; border-bottom: 3px solid #ffffff; background-color: #00f0ff; width: 100%; border: 0px solid black; box-shadow: 1px 1px 5px 2px;" border="1" width="100%" rules="none"> <tbody> <tr> <td width="170" height="100"><img src="https://journal.yp3a.org/public/site/images/adminjurnal/sampul-jurnal-satesi-a4a2fa13003dd5dcd48efa8d4a43fa34.jpg" alt="" width="1410" height="2017" /></td> <td> <table class="data" style="background-color: #00f0ff;" border="0" width="100%" rules="none"> <tbody> <tr valign="center"> <td width="30%"><strong>Journal Title</strong></td> <td>:</td> <td width="70%">Jurnal Sains Teknologi dan Sistem Informasi</td> </tr> <tr valign="center"> <td width="30%"><strong>Language</strong></td> <td>:</td> <td width="70%">Indonesia and English</td> </tr> <tr valign="center"> <td width="30%"><strong>ISSN</strong></td> <td>:</td> <td width="70%"><a href="https://issn.brin.go.id/terbit/detail/20210910281132137" target="_blank" rel="noopener"><span style="color: #000000;">2807-8152 (Electronic Media)</span></a></td> </tr> <tr valign="center"> <td width="30%"><strong>Frequency</strong></td> <td>:</td> <td width="70%">2 issues per year (April and October)</td> </tr> <tr valign="center"> <td width="30%"><strong>DOI</strong></td> <td>:</td> <td width="70%"><a href="https://doi.org/10.54259/satesi"><span style="color: #000000;">doi.org/10.54259/satesi</span></a></td> </tr> <tr valign="center"> <td width="30%"><strong>Editor-in-chief</strong></td> <td>:</td> <td width="70%">Romindo, M.Kom</td> </tr> <tr valign="center"> <td width="30%"><strong>Email</strong></td> <td>:</td> <td width="70%">jurnal.satesi@gmail.com</td> </tr> <tr valign="center"> <td width="30%"><strong>Publisher</strong></td> <td>:</td> <td width="70%">Yayasan Pendidikan Penelitian Pengabdian Algero</td> </tr> <tr valign="center"> <td width="30%"><strong>Citation Analysis</strong></td> <td>:</td> <td width="70%"><a href="https://scholar.google.com/citations?user=knTH0tIAAAAJ&hl=id" target="_blank" rel="noopener"><span style="color: #000000;">Google Scholar</span></a></td> </tr> <tr valign="top"> <td width="30%"><strong>Indexing</strong></td> <td>:</td> <td width="70%">Google Scholar, BASE, Crossref, OneSearch, Garuda, DRJI, Copernicus International, World Cat, Scilit, Dimensions, SINTA</td> </tr> </tbody> </table> </td> </tr> </tbody> </table> <p align="justify"><strong>Jurnal </strong><strong>Sains Teknologi dan Sistem Informasi</strong> yang disingkat <strong>SATESI</strong> dikelola oleh Yayasan Pendidikan Penelitian Pengabdian Algero. Jurnal ini merupakan jurnal yang dapat akses secara terbuka bagi para Peneliti, Dosen dan Mahasiswa yang ingin mempublikasikan hasil penelitiannya di bidang ilmu pengetahuan teknologi dan sistem informasi.</p> <p align="justify"><strong>Jurnal </strong><strong>Sains Teknologi dan Sistem Informasi</strong> adalah wadah informasi berupa hasil penelitian, studi kepustakaan, gagasan, aplikasi teori dan kajian analisis kritis dibidang perkembangan teknologi terkini yang meliputi bidang sistem informasi, teknologi informasi, rekayasa perangkat lunak, teknik komputer dan ilmu komputer, terbit 2 kali setahun yaitu bulan April dan Oktober.</p>Yayasan Pendidikan Penelitian Pengabdian ALGEROen-USSATESI: Jurnal Sains Teknologi dan Sistem Informasi2807-8152<p>Authors who publish with this journal agree to the following terms:</p> <ol> <li class="show">Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under <a href="http://creativecommons.org/licenses/by/4.0/" rel="license">Creative Commons Attribution 4.0 International License</a> that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.</li> <li class="show">Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.</li> <li class="show">Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (Refer to <a href="http://opcit.eprints.org/oacitation-biblio.html" rel="license">The Effect of Open Access</a>).</li> </ol>Computer System Usability Questionnaire (CSUQ) dalam Usability Testing Aplikasi Perkumpulan Penggiat Programmer Indonesia (P3I)
https://www.journal.yp3a.org/index.php/satesi/article/view/4294
<p><em>The development of Information and Communication Technology has driven innovation in learning media, including the Indonesian Programmer Activists Association (P3I) which provides online training services through the Online Learning Information System Application (SIPO). To provide quality learning services, a usability evaluation of the P3I application was conducted using the Computer System Usability Questionnaire (CSUQ) method. The CSUQ method focuses on evaluating three aspects, namely System Usefulness, Information Quality, and Interface Quality. This study uses a quantitative approach with the Snowball sampling technique on 50 respondents from a total population of 70 active P3I members. Data analysis was carried out using the Partial Least Square - Structural Equation Modeling (PLS-SEM) method through smartPLS software. The test results show that the indicators in the CSUQ model have good validity and reliability, with most loading factor values ≥ 0.7 and Average Variance Extracted (AVE) and Composite Reliability values that have met the standards. The analysis results also show that System Usefulness, Information Quality, and Interface Quality together have given an influence of 80.5% on the Usability of the P31 Application. These results indicate that the P3I application has been able to provide benefits to its users and these findings can be used as input in further system development to improve the user experience in online learning.</em></p>M. Yusuf FebriantoFenilinas Adi ArtantoDani MutaqoAqika Ari Yogiana
Hak Cipta (c) 2025 M. Yusuf Febrianto, Fenilinas Adi Artanto, Dani Mutaqo, Aqika Ari Yogiana
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2025-10-152025-10-155214715410.54259/satesi.v5i2.4294Analisis Kesuksesan Website Pondok pesantren Al Kamal Kebumen Menggunakan Model DeLone & McLean
https://www.journal.yp3a.org/index.php/satesi/article/view/5535
<p>Website Pondok Pesantren Al-Kamal Kebumen berfungsi sebagai media penyampaian informasi dan layanan pesantren. Pemanfaatannya masih belum optimal karena terkendala minimnya pembaruan konten yang berdampak pada rendahnya minat kunjungan. Website ini tetap memberikan kontribusi positif dalam memperluas jangkauan komunikasi, memudahkan akses informasi, serta meningkatkan transparansi kegiatan pesantren. Penelitian ini bertujuan mengevaluasi tingkat keberhasilan website dengan menggunakan Model DeLone and McLean (2003), yang mencakup enam dimensi: kualitas sistem (<em>system quality</em>), kualitas informasi (<em>information quality</em>), kualitas layanan (<em>service quality</em>), penggunaan (<em>use</em>), kepuasan pengguna (<em>user satisfaction</em>), dan manfaat bersih (<em>net benefit</em>). Metode yang digunakan adalah kuantitatif deskriptif melalui penyebaran kuesioner skala Likert 4 poin kepada 210 responden santri, kemudian dianalisis menggunakan <em>Structural Equation Modelling</em> (SEM) berbasis <em>Partial Least Square</em> (PLS). Hasil penelitian menunjukkan bahwa dari sembilan hipotesis yang diuji, enam hipotesis diterima dan tiga hipotesis ditolak. Kualitas layanan dan kualitas sistem terbukti berpengaruh signifikan terhadap penggunaan maupun kepuasan pengguna. Penggunaan berpengaruh signifikan terhadap kepuasan pengguna, sedangkan kepuasan pengguna berpengaruh signifikan terhadap manfaat bersih. Kualitas informasi terhadap penggunaan dan kepuasan pengguna, serta penggunaan terhadap manfaat bersih, tidak berpengaruh signifikan. Tingkat keberhasilan website secara keseluruhan berada pada kategori sedang dengan nilai R-Square variabel manfaat bersih sebesar 42,5%. Temuan ini menunjukkan bahwa sebagian manfaat yang dirasakan pengguna dapat dijelaskan melalui model penelitian, meskipun terdapat faktor eksternal lain di luar model yang juga turut berpengaruh.</p>Fani Dwi FikasariEko SetiawanAsti RatnasariYanuar Wicaksono
Hak Cipta (c) 2025 Fani Dwi Fikasari, Eko Setiawan, Asti Ratnasari, Yanuar Wicaksono
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2025-10-152025-10-155215516210.54259/satesi.v5i2.5535Evaluasi Penerimaan Sistem E-Konseling Universitas Jambi Menggunakan Metode UTAUT3
https://www.journal.yp3a.org/index.php/satesi/article/view/5817
<p>Skripsi ini mengevaluasi penerimaan sistem E-konseling di Universitas Jambi dengan menggunakan model Unified Theory of Acceptance and Use of Technology 3 (UTAUT 3). Penelitian ini melatarbelakangi masalah tingkat kesehatan mental pada mahasiswa yang didukung oleh data dari WHO dan Kemenkes. Universitas Jambi memberikan layanan konseling online untuk membantu mahasiswa menyelesaikan permasalahannya, namun dari pra-penelitian didapatkan bahwa tingkat pengetahuan dan penggunaan E-konseling masih sangat rendah. Penelitian ini memiliki tuujuan untuk mengimplementasikan model UTAUT 3 yang digunakan untuk mengidentifiikasi faktor-faktor yang mempengaruhi penerimaan E-konseling Universitas Jambi. Penelitian ini mengambil sampel 100 responden dari seluruh mahasiswa aktif strata 1 yang ada di Universitas Jambi, sampel ini mewakili seluruh fakultas yang ada di Universitas Jambi. Teknik analisis yang dilakukan pada penelitian ini adalah PLS-SEM (Partial Last Structural Equation Modeling) yang menggunakan aplikasi SmartPLS 4 dalam perhitungan datanya. Hasil yang didapatkan dari perhitungan data menunjukkan bahwa ada 4 hipotesis memiliki pengaruh yang signifikan yaitu Habit terhadap Use Behavior, Personal Innovativeness terhadap Behavioral Intention, Hedonic Motivation terhadap Behavioral Intention, dan Facilitating Conditions terhadap Use Behavior serta 8 hipotesis lainnya tidak memiliki pengaruh yang signifikan yaitu Performance Expectancy terhadap Behavioral Intention, Effort Expectancy terhadap Behavioral Intention, Social Influence terhadap Behavioral Intention, Facilitating Condition terhadap Behavioral Intention, Price Value terhadap Behavioral Intention, Habit terhadap Behavioral Intention, Personal Innovativeness terhadap Use Behavior dan Behavioral Intention terhadap Use Behavior.</p>Sindy Nabila IndrianiReni Aryani Dewi Lestari
Hak Cipta (c) 2025 Sindy Nabila Indriani, Reni Aryani , Dewi Lestari
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2025-10-152025-10-155216317210.54259/satesi.v5i2.5817Peningkatan UX Melalui Perancangan dan Pengujian Sistem Pembelajaran Digital Berbasis Buku menggunakan Design Thinking
https://www.journal.yp3a.org/index.php/satesi/article/view/5372
<p>Pengalaman pengguna (UX) merupakan aspek penting dalam pengembangan sistem pembelajaran digital. Penelitian ini bertujuan untuk merancang prototipe sistem pembelajaran digital berbasis buku menggunakan metode Design Thinking guna meningkatkan pengalaman pengguna. Proses dilakukan melalui lima tahapan: empati, merumuskan masalah, menggagas ide, membuat prototipe, dan pengujian. Data dikumpulkan melalui wawancara, kuesioner, dan observasi terhadap mahasiswa, dosen, dan penerbit. Evaluasi dilakukan dengan System Usability Scale (SUS) dan analisis heatmap untuk mengukur kemudahan penggunaan dan perilaku interaksi pengguna. Prototipe yang dikembangkan mengintegrasikan pembelian buku digital menggunakan kode voucher serta fitur pembelajaran kolaboratif seperti grup kelas dan materi tambahan dari dosen. Hasil pengujian menunjukkan skor SUS di atas ambang batas 68, yang menandakan sistem memiliki tingkat usability yang baik. Analisis heatmap memperlihatkan bahwa pengguna aktif berinteraksi dengan elemen-elemen utama seperti navigasi dan konten. Penelitian ini menunjukkan bahwa pendekatan Design Thinking efektif dalam menghasilkan sistem pembelajaran digital berbasis buku yang sesuai dengan kebutuhan pengguna. Sistem ini tidak hanya mendukung distribusi konten, tetapi juga menciptakan pengalaman belajar yang lebih menyenangkan, interaktif, dan kolaboratif.</p>Dian Ayu CahyaniIrma SantikaramaSigit Anggoro
Hak Cipta (c) 2025 Dian Ayu Cahyani, Irma Santikarama, Sigit Anggoro
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2025-10-152025-10-155217318210.54259/satesi.v5i2.5372Klasifikasi Rambut Rontok Menggunakan Metode Naive Bayes
https://www.journal.yp3a.org/index.php/satesi/article/view/5612
<p><em>Hair loss is a common problem experienced by various groups, both men and women. In 2023, a survey found that 64.7% of hair problems were hair loss, followed by dandruff, dry hair, dull hair, limp hair, and oily hair. The causes of hair loss are diverse, ranging from genetic and hormonal factors to lifestyle. To accurately identify and classify the types of hair loss, a method is needed that can handle data efficiently and accurately. This study aims to classify types of hair loss using the Naive Bayes method, a classification algorithm in data mining based on probability and Bayes' theorem. The data used consists of various attributes such as staying up late, brain activity duration, stress levels, dandruff, and hormones. The Naive Bayes method was chosen because of its ability to handle data with a large number of attributes and produce fairly accurate predictions even with the assumption of independence between features. The results of the study show that the Naive Bayes method is capable of classifying types of hair loss with an accuracy rate of 76.67%. These findings indicate that this method can be used as a tool to aid in the rapid and efficient initial diagnosis of hair loss problems.</em></p>Arif HidayatSutedi Sutedi
Hak Cipta (c) 2025 Arif Hidayat, Sutedi Sutedi
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2025-10-152025-10-155218318910.54259/satesi.v5i2.5612Rancang Bangun Aplikasi Pembelajaran Paud Berbasis Web dengan Fitur Gamifikasi pada Kober Boafeo
https://www.journal.yp3a.org/index.php/satesi/article/view/5551
<h1><a name="_Toc206567360"></a><em>ABSTRACT</em></h1> <p><strong><em>DESIGN AND DEVELOPMENT OF A WEB-BASED PAUD LEARNING APPLICATION WITH GAMIFICATION FEATURES AT KOBER BOAFEO</em></strong></p> <p><strong><em>Berchmans John Sado</em></strong></p> <p><strong><em>Information Systems Study Program, Faculty of Science and Technology,University of</em></strong></p> <p><strong><em>Flores, 2025</em></strong></p> <p><a href="mailto:censado26@gmail.com"><strong><em>censado26@gmail.com</em></strong></a></p> <p><em>The advancement of information and communication technology has influenced various sectors, including education. The utilization of technology in learning can provide positive contributions by helping teachers deliver materials more effectively and interactively. However, in the learning process at Early Childhood Education (PAUD), traditional methods such as textbooks and blackboards are still widely used, which are considered less engaging and interactive. This often results in students being passive and less motivated in following the learning process. This research aims to design and develop a web-based learning application with gamification features implemented at PAUD Desa Boafeo. The application is designed to integrate the concept of learning through play, aiming to increase student motivation through a more engaging, interactive, and enjoyable approach. Gamification features are integrated into the application to provide a more dynamic learning experience, which is expected to enhance student participation in learning. With this application, it is expected that teachers will find it easier to deliver learning materials, and help students understand lessons in a more engaging and efficient way. This application is also expected to contribute to improving the quality of education in PAUD through the use of technology as an interactive learning medium.</em></p> <p><strong><em>Keywords</em></strong><em>: Information Technology, Web-Based Learning, Gamification, PAUD, Learning Application.</em></p>Berchmans John SadoKristianus Jago TuteBenediktus Yoseph Bhae
Hak Cipta (c) 2025 Berchmans John Sado, Kristianus Jago Tute, Benediktus Yoseph Bhae
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2025-10-152025-10-155219019710.54259/satesi.v5i2.5551TalkieBuddy : Generative AI-Driven Interactive Doll for Advancing Children's Verbal Skills
https://www.journal.yp3a.org/index.php/satesi/article/view/5769
<p style="font-weight: 400;">Keterlambatan bicara masih menjadi masalah perkembangan utama pada anak usia prasekolah, dengan salah satu penyebab penting adalah keterbatasan waktu orang tua untuk melakukan stimulasi bahasa secara rutin. Penelitian ini mengembangkan TalkieBuddy, boneka interaktif berbasis <em>Internet of Things</em> yang terintegrasi dengan kecerdasan buatan generatif, dirancang untuk menstimulasi keterampilan bicara anak sekaligus mendukung keterlibatan orang tua. Sistem menangkap suara anak melalui mikrofon, mengubahnya menjadi teks menggunakan modul <em>speech-to-text</em>, memprosesnya dengan <em>large language model</em> (LLM) yang diperkaya literatur pendidikan dan psikologi anak, kemudian menghasilkan respons yang dikonversi kembali menjadi suara melalui <em>text-to-speech</em>. Seluruh interaksi disinkronkan dengan aplikasi <em>mobile</em>, yang memungkinkan orang tua memantau perkembangan anak melalui <em>dashboard monitoring</em>, mengelola profil anak, menyesuaikan gaya komunikasi boneka, dan mengakses artikel <em>parenting</em>. Hasil pengujian fungsional menunjukkan komunikasi antara perangkat, layanan <em>cloud</em>, dan aplikasi berjalan sesuai rancangan, meskipun terdapat keterbatasan dalam pengenalan suara di lingkungan bising. Uji coba lapangan melibatkan tujuh anak prasekolah, tiga orang tua, dan empat guru, yang memperlihatkan peningkatan kepercayaan diri anak dalam berbicara, respons yang lebih aktif, serta manfaat signifikan bagi orang tua dalam pemantauan. Penelitian ini menyimpulkan bahwa TalkieBuddy berpotensi menjadi solusi inovatif untuk stimulasi bahasa anak, sekaligus membantu mengurangi ketergantungan pada gawai berbasis layar.</p>Desinta Yamasan RusliChintya Angel KingCharlene SilverPriscilla PriscillaAde Maulana
Hak Cipta (c) 2025 Desinta Yamasan Rusli, Chintya Angel King, Charlene Silver, Priscilla Priscilla, Ade Maulana
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2025-10-152025-10-155219820510.54259/satesi.v5i2.5769Sistem Informasi Manajemen Aset Berbasis Web Di Badan Kesbangpol Ende Kabupaten Ende
https://www.journal.yp3a.org/index.php/satesi/article/view/5948
<p>Pengembangan sistem informasi berbasis web telah menjadi kebutuhan utama dalam mendukung efesiensi dan transparansi oraganisasi, termasuk instansi pemerintahan. Salah satu instansi yang memerlukan inovasi dalam pengelolaan aset adalah Badan Kesatuan Bangsa dan Politik (Kesbangpol) Kabupaten Ende. Aset-aset yang dimiliki oleh Badan Kesbangpol perlu dikelola dengan baik agar penggunaannya dapat optimal dan tercatat secara akurat. Saat ini, sistem monitoring dan evaluasi (monev) aset di Badan Kesbangpol Ende masih dilakukan secara manual, yang menimbulkan berbagai kendala, seperti kurangnnya akurasi data, kesulitan dalam memantau kondisi aset, dan lambatnya proses evaluasi. Hal ini berdampak pada efektivitas pengelolaan aset dan dapat mengakibatkan pemborosan sumber daya. Sistem informasi atau biasa disingkat dengan SI merupakan suatu sistem yang mengkombinasikan antara aktivitas manusia dan penggunaan teknologi, yang berfungsi untuk mengumpulkan, menyimpan, mengelola dan menyebarkan informasi yang relevan bagi sebuah organisasi. Pada saat sekarang sistem informasi berbasis <em>cloud </em>memungkinkan penyimpanan dan pemrosesan data populasi dalam jumlah besar yang terukur dan hemat biaya. Sistem<em> cloud </em>memungkinkan akses jarak jauh ke informasi dari mana saja dengan koneksi internet. Aset adalah segala sesuatu yang dimilki oleh suatu perusahan yang memilki nilai ekonomis dan dapat diguanakan untuk menghasilkan pendapatan atau keutungan di masa mendatang.</p>Oktaviana Ina PalangFerdinandus Lidang WitiBenediktus Yoseph Bhae
Hak Cipta (c) 2025 Oktaviana Ina Palang, Ferdinandus Lidang Witi, Benediktus Yoseph Bhae
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2025-10-152025-10-155220621110.54259/satesi.v5i2.5948Sistem Informasi E-Commerce Berbasis Web pada Usaha Keripik Ms
https://www.journal.yp3a.org/index.php/satesi/article/view/5957
<p><em>The MS Chips business is a micro-enterprise with a limited market reach, a small workforce, and is independently managed by the owner. The business was founded in 2000 with the aim of improving human resources and empowering families to increase income and help children struggling to find work. Its main products include regular cassava chips, Nuabosi cassava chips, and banana chips. With the advancement of technology, businesses are required to adapt to compete in the digital era. Technology facilitates the rapid, precise, and accurate access to information, helping to simplify daily activities. Through the use of technology and internet access, people can easily obtain information about product availability, flavor variants, and prices through devices such as laptops, tablets, and smartphones. The purpose of this study is to design a web-based e-commerce information system for the MS Chips business, a case study of the MS Chips Factory. Thus, the application of technology is expected to expand marketing reach and increase the competitiveness of the MS Chips business amidst the development of the digital economy.</em></p>Yunita TivaFerdinandus Lidang WitiBenediktus Yoseph Bhae
Hak Cipta (c) 2025 Yunita Tiva, Ferdinandus Lidang Witi, Benediktus Yoseph Bhae
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2025-10-152025-10-155221221810.54259/satesi.v5i2.5957Pengembangan E-Media Augmented Reality Berbasis Inquiry-Based Learning untuk Meningkatkan Minat Belajar Visualisasi Sejarah Manusia Purba
https://www.journal.yp3a.org/index.php/satesi/article/view/5906
<p><em>This study aims to develop and evaluate the effectiveness of an Augmented Reality (AR)-based learning media using an Inquiry-Based Learning (IBL) model to enhance history learning interest among Grade X students at SMA NU Hasyim Asy’ari Tarub. The research was motivated by the low student interest caused by monotonous and traditional teaching methods. Employing a Research and Development (R&D) approach with the ADDIE model, the media was designed to feature interactive 3D objects of prehistoric humans, including Homo Soloensis, Pithecantropus erectus, and Homo Florensiensis, supplemented with audio and video. The application was developed using Unity 3D and Vuforia for Android devices. Validation from material, media, and language experts yielded scores of 49, 49, and 46 respectively, categorizing the media as "highly feasible." Classroom implementation garnered a very positive response with an average score of 116.4 from 26 students. A paired sample t-test comparing pre-test and post-test scores showed a statistically significant increase in learning interest, with a mean score difference of 14.40 at a 95% confidence level. These findings conclude that the AR-IBL learning media is highly effective and suitable for increasing student engagement and interest in history.</em></p>Mohamad FurqonIra Palupi AyuningtyasFadilah Falah SyifaRizal NurzuliPramesti Rahmadiyani
Hak Cipta (c) 2025 Mohamad Furqon, Ira Palupi Ayuningtyas, Fadilah Falah Syifa, Rizal Nurzuli, Pramesti Rahmadiyani
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2025-10-152025-10-155221922610.54259/satesi.v5i2.5906Segmentasi Investor Cryptocurrency Menggunakan Metode K-Means: Studi terhadap Faktor-Faktor yang Mendorong Keputusan Investasi
https://www.journal.yp3a.org/index.php/satesi/article/view/7405
<p><em>The growth of cryptocurrency investors is very rapid with diverse characteristics and various investment driving factors. This study aims to analyze and form investor segmentation in cryptocurrency based on investment driving factors using the K-Means Clustering algorithm. A quantitative approach was applied through online questionnaires to 300 respondents who are cryptocurrency investors, with 289 valid data meeting the research criteria. The variables studied include four driving factors: Fear of Missing Out (FOMO), social media influence, high profit potential, and interest in the investment world. Data were processed through Min-Max normalization, Principal Component Analysis (PCA), and K-Means clustering using Orange Data Mining. The optimal number of clusters was determined using the Silhouette Score, while cluster validation used K-Nearest Neighbors (KNN). ANOVA and Games-Howell tests confirmed significant differences between clusters. The results identified four clusters: Cluster 1 (Emotional Investors, n=37), Cluster 2 (Ambitious Investors, n=156), Cluster 3 (Rational Investors, n=50), and Cluster 4 (Passive Investors, n=46). Cluster 3 is the most optimal in investment decision-making with a profit rate of 90% and zero loss (0%). These findings confirm that optimal investment decisions are driven by rational analysis and logical consideration without excessive emotional influence.</em></p>Arosochi Yosua DaeliVicky DarmanaKevin Bastian SiraitTriandes Sinaga
Hak Cipta (c) 2025 Arosochi Yosua Daeli, Vicky Darmana, Kevin Bastian Sirait, Triandes Sinaga
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2025-10-152025-10-155222723510.54259/satesi.v5i2.7405