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Journal : INFORMAL: Informatics Journal

Penerapan Metode User Centered Design Untuk Mengembangkan E-Learning Universitas Jember Berbasis Mobile Fahrobby Adnan; Muhammad Huda Muttaqin; Tio Dharmawan
INFORMAL: Informatics Journal Vol 3 No 3 (2018): INFORMAL - Informatics Journal
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v3i3.10072

Abstract

Aspects of usability or usability in the user's point of view when using and utilizing a product. The use of an inappropriate method in developing the design will increase the number of requests to improve the product after it is finished. Inappropriate method of selecting methods for design development Usually occurs in applications based on Graphical User Interface (GUI), e-commerce websites, cellular services, and also technology in the field of education called e-learning. E-learning is one technology that develops a distance learning system that provides a variety of solutions where the Internet is the medium. Supported by the development of technology supported by smartphones can also be used for the learning process. With the existence of smartphones, students will more easily access learning materials, and teachers will also be easier to share the material to be received. To support the effort to obtain the level of user satisfaction without leaving the specific purpose of making the application itself a user centered design (UCD) method can be applied. UCD is a method that helps users. With the application of this method users will be satisfied and comfortable when using with the system. Based on the concepts of the UCD method and the problems that occur in e-learning especially the University of Jember E-Learning application, it can be seen that the UCD method is suitable to be applied in the development of mobile-based Universitas Jember e-learning applications with the aim of making it easier students and lecturers in the learning process at the University of Jember. This research was conducted in 3 stages, namely data collection, analysis, and system development. The data collection phase consists of literature studies, and questionnaires. The analysis phase is done by processing the data from the questionnaire and conducting usability testing. The development phase is done by building a mobile-based e-learning application. The results of this study are the University of Jember M-Learning application.
Evaluation Of User Experience And Recommendation Of Improvements To The Jember DISPENDUKCAPIL Service Information System With UEQ Method Selly Mandalica Gucci; Fahrobby adnan
INFORMAL: Informatics Journal Vol 7 No 2 (2022): Informatics Journal (INFORMAL)
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v7i2.32111

Abstract

SIP Dispendukcapil Jember is a mobile application released in 2019 by the Jember Regency Government to make it easier for the public to manage and register civil. This study uses the UEQ method which has 6 parameters with 26 items, the UEQ parameters include Attractive, Perspicuity, Efficiency, Dependability, Stimulation, and Noveltyn with the result being a recommendation for feature improvements to be improved again. This research started from data collection, literature study, respondent determination, instrument preparation, data collection strategy development, UEQ questionnaire distribution, evaluation data analysis using the UEQ method, compiling recommendations for improvement and the result is an Attractive value of 1.26 which is above the average criteria, Perspicuity 1.35 above the average criteria, Efficiency 0.97 below the average criteria, Dependability 0.89 included in the criteria. below the average criteria, 1.11 Stimulation is included in the below average criteria. the above average criteria, Novelty 1.19 is a good criterion.
Pengembangan Game Visual Novel Sebagai Media Pembelajaran Bahasa Inggris Menggunakan Metode ADDIE Geofany Galindra; Fahrobby Adnan; Januar Adi Putra
INFORMAL: Informatics Journal Vol 8 No 1 (2023): Informatics Journal (INFORMAL)
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v8i1.31540

Abstract

The methods and media that are used in the teaching and learning process are crucial to its success. With the use of suitable learning resources, teachers and students can overcome barriers to learning, enabling students to quickly access and comprehend course material. The survey was conducted in SD Negeri 1 Rogojampi, and the findings revealed that teachers only verbally communicated knowledge to the students while they were learning. With the use of an Android-based Visual Novel Game and the ADDIE method, the researcher hoped to innovate in the development of English learning media. Sixth-grade elementary school students who were randomly selected as respondents during the implementation stage were divided into groups that used learning media and groups that did not. According to the expert validation results, learning media are practicable to use and test on respondents. There were no problems in the learning media during the small group test, allowing it to be continued to the implementation stage or the big group test on research respondents. The respondents are put into two groups for comparison purposes: the group that received learning media and the group that did not. The average comparison value between the groups using learning media and the groups not using learning media differs by 2.9, showing that visual novel learning media is both useful and effective as a learning medium.