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THE DEVELOPMENT OF WEB-BASED CREDIT TRANSFER APPLICATIONS IN THE FACULTY OF SCIENCE AND TECHNOLOGY UNIVERSITAS TERBUKA (A CASE STUDY IN THE INFORMATION SYSTEM PROGRAM) Dian Nurdiana; Adhi Susilo; Dwi Astuti Aprijani; Andri Suryadi
International Journal of Global Operations Research Vol 2, No 4 (2021)
Publisher : iora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47194/ijgor.v2i4.84

Abstract

The implementation of credit transfer at Universitas Terbuka refers to the Rector's Regulation Number 119, 2018. This credit transfer could only be carried out once when students registered themselves at very first time. Recognition of credit transfer is accepted whn accomplishment of courses have been obtained from their previous universities. Through the provision of credit transfer recognition services, students are expected to be able to finish their study faster. Students can apply for credit transfer through the Faculty which would then be proceed by Study Program. Students are required to collect documents such as diplomas, transcripts, descriptions of courses at their previous university, and the submissions for courses intended to be transferred for credit. The documents which are in form of print out would later be processed in their respective Study Programs. During the process, the Study Program compiled the documents manually by recording and determining the courses approved for credit transfer. However, the study Program hasn’t used a special application. Due to this limitation, several problems occurred in the process, such as the absence of filing the credit transfer application documents, the ineffectiveness of storing the credit transfer master block in the Study Program, and the large number of credit transfer applications. These problems often result in delays in the credit transfer process, thus disrupting academic services for students. Therefore, it is necessary to develop a credit transfer application that can assist in the implementation of credit transfer in the Faculty of Science and Technology. The methodology used to develop this credit transfer application is the waterfall model. For design modeling using UML (Unified Modeling Language), while software testing uses Black Box Testing and usability and acceptance tests applied the PSSUQ (Post-Study System Usability Questionnaire) method. From the results of the tests, it showed that Black Box Testing got test results of 100%, while the usability and acceptance tests using the PSSUQ method got 68% of respondents. The conclusion of this study showed that the application is ready to use and the users Agree/Good/Like on the development of a web-based credit transfer application at the Faculty of Science and Technology of the Universitas Terbuka (case study of Information Systems Study Program). Kata kunci: Credit transfer, Web, Waterfall, , Black Box Testing, PSSUQ.
APLIKASI JARINGAN SYARAF TIRUAN UNTUK MENGENALI TULISAN TANGAN HURUF A, B, C, DAN D PADA JAWABAN SOAL PILIHAN GANDA (Studi Eksplorasi Pengembangan Pengolahan Lembar Jawaban Ujian Soal Pilihan Ganda Di Universitas Terbuka) Dwi Astuti Aprijani; Unggul Utan Sufandi
Jurnal Matematika Sains dan Teknologi Vol. 12 No. 1 (2011)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Artificial Neural Network (ANN) can be applied to recognice pattern, particularly at the stage of data classification. This study used a multilayer perceptron backpropagation ANN, an unsupervised learning algorithm, to recognize the pattern of uppercase handwriting on the answer sheet of multiple-choice exams. The application of this network involves mapping a set of input against a reference set of outputs. In this research, ANN was trained using 8000 handwritten uppercase characters (A, B, C, and D) consisting of 6000 training data characters (1500 characters for each letter) and 2000 testing data characters (500 characters for each letter). The result showed that for the most optimal performance, the architecture and network parameters were 10 neurons in hidden layer, learning rate of 0.1 and 3000 iteration times. The accuracies of the result using the optimal network architecture and parameters were 90.28% for training data and 87.35% for testing data.
UJI USABILITY FUNGSI APLIKASI WEB SISTEM INFORMASI DENGAN USE QUESTIONNAIRE (STUDI KASUS: APLIKASI WEB SISTEM INFORMASI TIRAS DAN TRANSAKSI BAHAN AJAR) Unggul Utan Sufandi; Mochamad Priono; Dwi Astuti Aprijani; Bagus Arif Wicaksono; Denisha Trihapningsari
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 19 No. 1 (2022): Edisi Januari 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (263.674 KB) | DOI: 10.23887/jptk-undiksha.v19i1.42320

Abstract

The web Application For Information Systems And Transactions For Teaching Materials (SITTA) is an application that is used to support operational activities in the distribution service of teaching materials at State Universities of the Open University. The SITTA web application can be accessed on the https://distributions.ut.ac.id/ website with internal access to UT at the center and UPBJJ (Distance Learning Program Unit). The SITTA web application was used by UT employees as users of the SITTA web application, which was used recently because the SITTA web application was only implemented in early 2018. Therefore, it was deemed necessary to test its usability. This is to assess the success of the usability aspect of an information system application while at the same time knowing that the application can be useful and has been by its function or not for user needs. One of the tests that can be done is usability testing. This test is carried out using the USE Questionnaire method using 4 aspects of testing. 4 aspects tested are aspects of Usefulness, Satisfaction, and Ease of Use. The purpose of this paper is to determine user acceptance of the SITTA web application based on usability criteria. This research is a quantitative descriptive type that is carried out on users of the SITTA web application by distributing a USE Questionnaire consisting of 30 questions and using 5 points of assessment on a Likert Scale. This study obtained the results of measuring the usability of the SITTA web application with a score of 88.10% on the measurement of the usefulness aspect, 78.29% on the ease of use, 82.14% on the ease of learning, and 81.26% on the satisfaction aspect. satisfaction.
Evaluasi dan Hasil Review Desain User Interface Prototype Aplikasi Mobile Sitta Universitas Terbuka Unggul Utan Sufandi; Dwi Astuti Aprijani; Paken Pandiangan
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 10 No. 3 (2021)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v10i3.40281

Abstract

Sistem Informasi Tiras dan Transaksi Bahan Ajar (SITTA) merupakan sistem yang dimiliki Universitas Terbuka (UT) untuk mengelola layanan dan distribusi bahan ajar ke mahasiswa. Saat ini, sistem tersebut sedang dikembangkan dalam versi mobile berbasis platform Android. Aplikasi mobile SITTA dikembangkan dengan langkah awal berupa pembuatan desain prototype aplikasi. Suatu desain aplikasi perlu dilakukan evaluasi agar aspek-aspek usability dapat sesuai dengan prinsip desain User Interface dan User Experience yang baik dan benar untuk memenuhi kebutuhan user secara tepat. Penelitian ini menghasilkan hasil akhir berupa desain yang telah dievaluasi oleh pakar UI/UX Designer sebagai evaluator untuk memberikan masukkan perbaikan terhadap desain yang dirancang. Penelitian ini menggunakan pendekatan User Centered-Design dan diperoleh rancangan desain arsitektur informasi, rancangan desain user interface dalam bentuk low fidelity prototype (wireframe) dan rancangan desai user interface dalam bentuk high fidelity prototype aplikasi mobile SITTA sebagai desain rancangan yang dibuat berdasarkan evaluasi oleh pakar sesuai prinsip desain.
PEMILIHAN TEKNOLOGI AUDIO YANG TEPAT SEBAGAI MEDIA PEMBELAJARAN UNTUK MAHASISWA UNIVERSITAS TERBUKA Sri Kurniati; Tengku Eduard Azwar Sinar; Dwi Astuti Aprijani
Jurnal Pendidikan Terbuka Dan Jarak Jauh Vol. 10 No. 1 (2009)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (147.428 KB)

Abstract

The kind of audio technology makes it possible to choose the technology that can make students easy and convenient to access the audio program. Audio streaming technology is technology used to put the audio programs on the website. Available in various formats audio programs that can be used for audio streaming technology. The aim of the research is to make the selection of audio technologies available for use in e-Learning system at the Open University (UT). Data taken with the questionnaire and download audio programs in various formats on the UT website. Data analysis to see the frequency calculations are presented descriptively.The results showed that the 4 (four) format used on audio technology, which is MP3 (MPEG layer 3), WMA (Windows Media Audio), OGG Vorbis, and AAC (Advanced Audio Codec) can be concluded that: most audio format easy to use are MP3, MP3 audio format is the fastest format can be downloaded by students, as well as audio technology that produces the best sound quality is MP3.
PENGUKURAN USABILITY APLIKASI WEB MENGGUNAKAN METODE PSSUQ (STUDY KASUS: APLIKASI SITTA UNIVERSITAS TERBUKA) Unggul Utan Sufandi; Dwi Astuti Aprijani
JST (Jurnal Sains dan Teknologi) Vol. 11 No. 2 (2022)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (474.712 KB) | DOI: 10.23887/jstundiksha.v11i2.43534

Abstract

Suatu aplikasi sistem informasi perlu diuji untuk mengetahui apakah aplikasi tersebut berjalan dengan baik dan sesuai dengan kebutuhan user. Salah satu uji aplikasi adalah uji kegunaan (usability testing). Universitas Terbuka memiliki sebuah sistem yaitu Sistem Informasi Tiras dan Transaksi Bahan Ajar (SITTA) yang dikelola untuk memberikan pelayanan dan pendistribusian bahan ajar ke mahasiswa. Aplikasi SITTA yang digunakan yaitu berupa layanan berbasis website. Website SITTA belum pernah dilakukan usability testing sebelumnya. Oleh karena itu penelitian ini memiliki tujuan untuk melakukan usability testing aplikasi web SITTA dengan menggunakan metode PSSUQ. PSSUQ digunakan sebagai instrumen penelitian yang terdiri dari 19 butir pertanyaan. Metode PSSUQ ini menggunakan aspek usability dengan berfokus pada 4 kategori penilaian dalam konsep usabilty yaitu System Usefulness (Sysuse), Information Quality (InfoQual), dan Interface Quality (InterQual), dan Overall. Penelitian ini bersifat penelitian deskriptif kuantitatif yang dilakukan pada user aplikasi web SITTA sejumlah 140 orang dan menggunakan 5 skala poin penilaian pada Skala Likert. Hasil yang diperoleh dari penelitian ini secara kuantitatif yaitu perolehan nilai rata-rata skor secara keseluruhan pada empat kategori usability pada PSSUQ yaitu sejumlah 1,99. Untuk kategori penilaian Sysuse memperoleh nilai rata-rata terendah yaitu 1,93 dan kategori Interqual memperoleh nilai rata-rata tertinggi yaitu 2,03. Metode PSSUQ mempunyai prinsip lower score high usability, hal itu memiliki arti jika skor yang didapat semakin kecil maka nilai usability-nya semakin besar, sehingga dapat disimpulkan bahwa aplikasi web SITTA dilihat dari aspek kegunaan sistemnya pengguna merasa cukup puas dan aplikasi bermanfaat serta sesuai dengan kebutuhan pengguna.
Pengembangan Aplikasi E-Brosur Berbasis Augmented Reality (Studi Kasus: Media Promosi Universitas Terbuka) Dian Nurdiana; Dwi Astuti Aprijani
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 14 No 2-c (2022): Jupiter Edisi Oktober 2022
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./5484/5.jupiter.2022.10

Abstract

Dalam rangka berkontribusi pada pemerataan pendidikan dan peningkatan angka partisipasi kasar (APK) perguruan tinggi di Indonesia, Universitas Terbuka (UT) menargetkan peningkatan jumlah siswa menjadi 1 juta siswa. Untuk mencapai target tersebut, UT harus gencar mempromosikan dan mensosialisasikan program-programnya melalui kantor wilayah yang tersebar di seluruh Indonesia. Promosi dan sosialisasi UT harus dilakukan secara menarik dengan menggunakan teknologi terkini. Salah satu teknologi terkini yang dapat digunakan sebagai media promosi adalah Augmented Reality. Dalam studi ini kami mengembangkan aplikasi e-brosur berbasis Augmented Reality. Penggunaan Augmented Reality bertujuan untuk menarik minat generasi millennial karena mereka menonjol dalam penggunaan teknologi. Metode pengembangan yang digunakan adalah Software Development Life Cycle (SDLC). Pengujian dilakukan dengan menggunakan Pengujian Black Box. Dari hasil pengujian yang dilakukan dari 7 merek handphone Android disimpulkan bahwa semua pengujian berjalan dengan baik. Sehingga aplikasi ini bisa dilanjutkan pada tahap selanjutnya seperti uji user acceptance test.