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Scrum-Driven Task Management for University IT Governance: A Multi-Role Usability Evaluation Muhammad Faried Saputra; Aris Budianto
Engineering Science Letter Vol. 5 No. 02 (2026): In Press - Engineering Science Letter
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/IISTR.esl.002246

Abstract

Task management is an essential aspect of organizational operations that involves coordinating various work activities and facilitating collaboration among team members. However, in many organizations, task management processes are still carried out through informal communication channels such as direct conversations, email, or instant messaging applications, which complicate task monitoring and documentation. This study aims to develop a web-based task management system that supports more structured task management within the Directorate of Information and Communication Technology at Universitas Sebelas Maret. The system was developed through four iterative Scrum sprints over 10 weeks. Functional testing employed the Black-Box Testing method, and usability was assessed using the System Usability Scale (SUS) with 20 purposively selected respondents across four user roles: administrators, sub-directorate heads, section heads, and staff members. The results indicate that all system functions operated successfully, and the system achieved an average SUS score of 75.25 — categorized as Good and exceeding the standard usability benchmark of 68, with scores ranging from 71.0 (section heads) to 81.0 (administrators). These findings suggest that Agile Scrum-based development produces task management systems that are adaptive to organizational needs and well-accepted across hierarchical user roles, with implications for IT governance practice in higher education institutions.
Peningkatan Pemahaman IoT dan VR melalui Game Edukatif Interaktif di PKBM Banyutowo Septian Cesare Arden; Yosef Argo Krismawan; Naufal Husnianto; Muhammad Hafidz Raisal; Zidan Firkhan Ali; Mustika Bintang Pramudya Santi; Rhema Thamariska; Muhammad Faried Saputra; Khoirul Huda Indra Atmoko; Cucuk Wawan Budiyanto
DEDIKASI: Community Service Reports Vol 7, No 2 (2025): DEDIKASI: Community Service Report - July
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i2.107801

Abstract

The high interest in technology at PKBM Banyutowo, which is not matched by the availability of devices, encourages the implementation of this community service activity. This community service initiative aims to enhance students' understanding and skills in Internet of Things (IoT) and Virtual Reality (VR) technologies through interactive learning methods using educational games. The program was conducted at PKBM Banyutowo , involving 10 elementary school participants. The implementation comprised three stages: preparation (developing IoT devices and VR games), execution (hands-on practice and simulations), and evaluation (via quizzes and reflections). Results indicated significant improvements in participants' grasp of IoT concepts and their enthusiasm for VR simulations. Challenges such as programming complexity and device availability were addressed through intensive mentoring and structured learning modules. The activity not only strengthened participants' technical competencies but also fostered sustained interest in digital technologies.