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FX Hendra Prasetya
FX Hendra Prasetya
Dosen Universitas Katolik Soegijapranata
Verified email at unika.ac.id
Title
Cited by
Cited by
Year
Extending ECM with quality factors to investigate continuance intention to use E-learning
FH Prasetya, B Harnadi, AD Widiantoro, AC Nugroho
2021 Sixth International Conference on Informatics and Computing (ICIC), 1-7, 2021
132021
Studi Peristiwa Masa Awal Pandemi Covid-19 dan Prediksi Analisis Teknikal Saham Perbankan Indonesia
EL Maretha, FXH Prasetya
Jurnal Pasar Modal Dan Bisnis 3 (1), 159-174, 2021
112021
Investigation of adoption of smartphone technology for learning
FXH Prasetya, B Harnadi
2019 23rd International Computer Science and Engineering Conference (ICSEC …, 2019
82019
Virtual reality game education to learn traffic regulation
AD Lukito, R Sanjaya, H Prasetya
Sisforma 4 (1), 7-11, 2017
82017
Investigating the impact of system and service qualities on customer loyalty in acceptance of E-marketplace
FXH Prasetya, B Harnadi, AD Widiantoro, AN Hidayanto, AC Nugroho
2020 Fifth International Conference on Informatics and Computing (ICIC), 1-6, 2020
72020
Preservation of Indonesian Culture through Traditional Games Application
AD Widiantoro, FX Prasetya
SISFORMA 7 (1), 28-37, 2020
62020
The Difference Adoption of E-Commerce Technology among Z and Y Generations
B Harnadi, A Dwiyoga, FXH Prasetya
2019 23rd International Computer Science and Engineering Conference (ICSEC …, 2019
52019
Children Safety: Education Game for Childs Sex Education
F As' ari, H Prasetya, R Sanjaya
Sisforma 3 (2), 44-50, 2016
52016
An Application for Alumni of Soegijapranata Catholic University
H Mulianawati, R Sanjaya, FH Prasetya
Journal of Information Systems 6 (2), 55-62, 2020
42020
Investigating fintech service adoption using extended-ECM
B Harnadi, AD Widiantoro, FX Prasetya
SISFORMA 9 (1), 18-25, 2022
32022
Mobile Game Effectiveness for Game Enthusiasts Who Have Little Spare Time to Play Games
N Nuryanti, FXH Prasetya
SISFORMA 2 (1), 10-12, 2015
32015
Mobile Game Effectivenessfor Game Enthusiasts Who Have Little Spare Time to Play Games
FX Prasetya
SISFORMA 2 (1), 10-12, 2015
32015
Investigating the behavioral differences in the acceptance of MOOCs and E-learning technology
B Harnadi, AD Widiantoro, FXH Prasetya
Computers in Human Behavior Reports 14, 100403, 2024
22024
Examining user acceptance of MOOCs: The role of openness, task technology fit, and self-efficacy
B Harnadi, FXH Prasetya, AD Widiantoro
2022 Seventh International Conference on Informatics and Computing (ICIC), 01-06, 2022
22022
Waste Sorting and Processing Education for Children through Game Applications that Use Loud Sound Levels
BB Panjaitan, EW Nugroho, FX Prasetya
journal of busines and technology 2 (3), 101-107, 2022
22022
Expectation-Confirmation Model (ECM) to See Satisfaction and Continued Intention of e-Learning (“Cyber”)
FH Prasetya, B Harnadi, AD Widiantoro, AK Pamudji
2022 6th International Conference on Information Technology (InCIT), 303-308, 2022
22022
Implementation of Qr-code based point of sales application for retail store
S Bensona, FX Prasetya, B Harnadi
journal of busines and technology 2 (2), 64-71, 2022
22022
Educational game learning Japanese language
OD Kurniawan, H Prasetya, B Harnadi
Journal of Business and Technology 1 (2), 62-67, 2021
22021
Game As Major Introducing Media To OPT For College
IS Dewi, R Sanjaya, H Prasetya
SISFORMA 4 (1), 23-30, 2017
22017
Game Concept for Seual Child Abuse Anticipation
F As' ari, R Sanjaya, H Prasetya
Sisforma 3 (1), 6-12, 2016
22016
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