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Evaluasi Aplikasi Media Pembelajaran Statistika Dasar Menggunakan Metode Usability Testing Vederico Pitsalitz Sabandar; Harry Budi Santoso
Teknika Vol 7 No 1 (2018): Juli 2018
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v7i1.81

Abstract

Dalam mengembangkan suatu sistem, suatu prinsip utama yang dijadikan ukuran keberhasilan dari sistem tersebut ialah usability. Penelitian ini bertujuan untuk mengevaluasi Aplikasi Media Pembelajaran Statistika Dasar (AMPSD) serta memperoleh rekomendasi guna pengembangan selanjutnya. Evaluasi yang dilakukan, berfokus pada aspek usability yang terdiri dari efektivitas, efisiensi, dan kepuasan pengguna. Selanjutnya, rekomendasi yang diperoleh kemudian disusun menggunakan prinsip desain interaksi. Penelitian ini menggunakan metode usability testing dengan target pengujian terdiri dari kelompok dosen dan mahasiswa sebanyak 30 responden. Selanjutnya, untuk mengukur tingkat kepuasan pengguna, digunakan kuesioner System Usability Scale (SUS). Hasil evaluasi yang dilakukan, menunjukkan bahwa AMPSD telah memenuhi tiga aspek usability, yaitu efektivitas, efisiensi, dan kepuasan pengguna. Hasil analisis terhadap tingkat efektivitas dan efisiensi penggunaan aplikasi menunjukkan bahwa baik pada kelompok dosen maupun mahasiswa, sukses (tidak mengalami kegagalan) dalam menyelesaikan tugas dengan lamanya waktu yang dibutuhkan dikategorikan sangat cepat. Selanjutnya, hasil analisis terhadap tingkat kepuasan pengguna menggunakan kuesioner SUS, menunjukkan bahwa aplikasi tersebut dapat diterima (acceptable). Rekomendasi yang diperoleh yaitu terkait dengan tampilan interface dan konten yang terdapat pada halaman beranda, game education, dan materi, dimana perlu dirancang kembali agar lebih memudahkan user dan tidak menimbulkan kejenuhan selama menggunakan aplikasi tersebut.
Rekomendasi Perbaikan Desain Aplikasi Media Pembelajaran Berbasis Desktop dalam Bentuk Prototype untuk Statistika Dasar Vederico Pitsalitz Sabandar; Harry Budi Santoso
Generation Journal Vol 2 No 2 (2018): Generation Journal
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (625.38 KB) | DOI: 10.29407/gj.v2i2.12617

Abstract

Penelitian ini bertujuan untuk memperoleh rekomendasi perbaikan dan membuat desain aplikasi media pembelajaran berbasis desktop dalam bentuk prototype untuk mata kuliah Statistika Dasar. Untuk memperoleh rekomendasi tersebut, maka dalam penelitian ini menerapkan metode usability testing dengan target pengujian yaitu kelompok dosen dan mahasiswa sebanyak 30 responden dengan tujuan untuk memperoleh 97% permasalahan dalam usability testing. Data yang dikumpulkan untuk memperoleh rekomendasi perbaikan dengan menggunakan metode usability testing, meliputi data-data yang bersifat kualitatif. Adapun pembuatan prototype dalam penelitian ini menggunakan prinsip desain interaksi. Berdasarkan hasil penelitian yang dilakukan, diperoleh beberapa rekomendasi yaitu terkait dengan desain pada tampilan interface dan konten yang terdapat pada halaman Menu Utama (Beranda), halaman Menu Game Education, dan halaman Menu Materi, di mana perlu dirancang kembali agar lebih memudahkan user dan tidak menimbulkan kejenuhan selama menggunakan aplikasi tersebut.
Penerapan User-Centered Design Method Guna Pembaruan Substansi Terhadap Informasi dan Data-Data pada Website Vederico Pitsalitz Sabandar; Kelik Sussolaikah; Riovan Styx Roring
Journal of Computer System and Informatics (JoSYC) Vol 4 No 1 (2022): November 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josyc.v4i1.2526

Abstract

The research carried out aims to carry out a substantive update of information and data on the website of the Mathematics Education Study Program, FKIP, UNPATTI. The research carried out applies the User-Centered Design (UCD) method, which is a method in a design that focuses on user needs. Broadly speaking, in using the UCD method, the research conducted was divided into three main stages, namely analysis, design, and evaluation with the process of implementing the UCD method using ISO 9241-210: 2019. Furthermore, the research conducted involved 44 respondents who were used as target users and categorized into two groups, namely the academic community (lecturers and students) and non-academic members (prospective students and alumni). Based on the results of the research conducted, 9 formulations of user requirements were obtained, followed by making a website interface design in the form of a prototype (wireframe). Furthermore, the resulting prototype is then evaluated by providing a series of task scenarios to guide users in using the website. The evaluation was carried out using a qualitative survey method, namely interview activities aimed at obtaining feedback regarding user experience on the appearance of the website design interface as well as obtaining recommendations and suggestions for further development. Based on the evaluation carried out, the result was that the resulting website design met user needs. This is because the design is produced as a solution to user needs, by a series of requirements submitted by users. In addition, the design of the website interface also provides a satisfying user experience. Therefore, the research carried out does not occur repetition (iteration), so it can proceed to the implementation stage. Furthermore, at the prototype implementation stage, the results of the website design are then converted into an interface display using the Content Management System (CMS) Framework and supporting programming languages ​​such as HTML, CSS, PHP, and Javascript. The website of the Mathematics Education Study Program which has been successfully updated for the substance of both the information and data contained therein can then be accessed via the official link of the Mathematics Education Study Program, FKIP, UNPATTI..
Decision Support System for Gaming Laptop Selection Using AHP Vederico Pitsalitz Sabandar
Journal of Information Technology, Software Engineering and Computer Science Vol. 1 No. 3 (2023): Volume 1 Number 3 July 2023
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/itsecs.v1i3.53

Abstract

This study aims to provide recommendations for gaming laptops using the AHP method with criteria for Hardware used, Graphics Card, Design, Cooling System, Reliability, Connectivity, Price, so that it becomes a solution for gamers in choosing the right laptop for gaming. The decision support system for gaming laptop selection recommendations developed is implemented using the Analytical Hierarchy Process (AHP) method. Where the AHP method can describe complex multi-factor or multi-criteria problems into a hierarchy, then the importance of each variable is given a subjective numerical value to be compared with other variables through a paired comparison matrix. Based on the assessment results using the AHP method, a recommendation for choosing the first gaming laptop by Dell Gaming G15 with a value of 0.806, the second model recommendation was obtained by Acer Nitro with a value of 0.5745, the third model recommendation was obtained by MSI Bravo 15 B5DD with a value of 0.524.