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Analisis Kepuasan SIAKAD Pondok Pesantren Miftahul Jannah Menggunakan System Usability Scale Ahmad Arrijal Ismail, Ahmad Arrijal Ismail; Sanjaya, M Rudi; Saputra, Ariansyah
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 16 No 1 (2024): Jurnal Penelitian Ilmu dan Teknologi Komputer (JUPITER)
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.10842767

Abstract

Information system of academic is a platform designed to manage academic data for educational institutions. The Miftahul Jannah Islamic Boarding School academic information system does not yet have a clear picture of the system satisfaction index. Satisfaction is an important factor in analyzing the system's ability to obtain data correctly and accurately. Given these challenges, a method is needed to assess satisfaction with SIAKAD Pondok Pesantren Miftahul Jannah. The purpose of this study is to assess user satisfaction with the Miftahul Jannah Islamic Boarding School Academic Information System (SIAKAD). The evaluation was conducted using the System Usability Scale (SUS) method In this study, the SUS method was used to measure user satisfaction with SIAKAD by involving the participation of 146 individuals from the boarding school. The results showed that SIAKAD of Miftahul Jannah boarding school received a score of 70.72, which indicates that the system is acceptable to users.
Perancangan Aplikasi Akademik Pe Perancangan Aplikasi Akademik Pembayaran Sumbangan Pembinaan Pendidikan Menggunakan Metode User Centered Design (UCD): Perancangan Aplikasi Akademik Pembayaran Sumbangan Pembinaan Pendidikan Menggunakan Metode User Centered Design (UCD) Sanjaya_Sjy, M rudi sanjaya Sanjaya; Lestari Ruskan, Endang; Wijaya Putra, Bayu; Arrijal Ismail, Ahmad; Izzatul Maula, Nurly; Saputra, Ariansyah
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 16 No 2 (2024): Jurnal Penelitian Ilmu dan Teknologi Komputer (JUPITER)
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.13118515

Abstract

Abstract Technology is developing from year to year, so technology is needed in the form of an application, one of which is to simplify the academic administration process, one of which is designing an application for paying SPP donations (Payment of Academic Development Contributions). The design of this application aims to simplify the administration part for paying Educational Development Contributions (SPP). The research method uses interviews, observation and literature studies, then the method uses (User Centered Design) which consists of context analysis, defining requirements, design, evaluation. The design of this application is tested with the level of efficiency using the user centered design method. (UCD), The results of validity testing for the design of Educational Development Contribution (SPP) payment applications, where the efficient levels were obtained were (1) 0.646, (2) 0.772, (3) 0.595, (4) 0.853, (5) 0.514, ( 6) 0.831, (7) 0.554, (8) 0.872, (9) 0.62, (1) 0.852 stated that the efficiency level is valid. The results of reliability testing for designing the Education Development Contribution (SPP) payment application, where the efficient level is obtained is ( 1) 0.887, (2) 0.878, (3) 0.889, (4) 0.872, (5) 0.894, (6) 0.873, (7) 0.895, (8) 0.868, (9) 0.888, (10) 0.893 declared Level efficiency is declared Reliable, where the test Keywords— Aplication, Design Website, UCD, Validitas, Realibilitas.
Penerapan Metode System Usability Scale (SUS) Pada Aplikasi Gesiwan Sebagai Media Pembelajaran Zahra, Lisa; Saputra, Ariansyah; Joni M, A. Bahri
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 17 No 1 (2025): Jurnal Penelitian Ilmu dan Teknologi Komputer (JUPITER)
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14686208

Abstract

The life cycle of animals is a topic considered difficult for students to understand due to the abstract nature of the processes of shape changes and life phases of animals, as well as a lack of conceptual knowledge, making it challenging for students to remember the learning material. Educational games have become a primary focus in improving learning outcomes across various educational levels. By leveraging interactive technology, educational games not only facilitate an enjoyable learning process but also provide opportunities to develop skills and creativity in learning. This educational game is developed using Unity 2021 software. Testing results show that the average SUS score for the GESIWAN (Educational Game on Animal Life Cycles) application is 80.53, which is generally categorized as “Excellent.” It can be concluded that this interactive multimedia educational game is suitable for use as a learning medium in Grade V at SDN 180 Palembang. This research focuses on analyzing the application of usability in improving user satisfaction with the GESIWAN application. Testing was conducted with student respondents using the SUS (System Usability Scale) method. The goal of this research is to produce an interactive multimedia educational game application by analyzing the game’s usability that can be used as a learning medium, using the SUS (System Usability Scale) method.
Rancang Bangun Game Edukasi Jizzle Menggunakan Metode System Usability Scale (SUS) S, Priscillia Angelina; Malyan, Ahmad Bahri Joni; Saputra, Ariansyah
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 7, No 6 (2024): Desember 2024
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v7i6.8361

Abstract

Abstrak – Metode System Usability Scale (SUS) merupakan sebuah metode yang sering digunakan untuk mengukur tingkat kemudahan penggunaan suatu aplikasi. Metode SUS banyak dijumpai diberbagai pengembangan karena sifatnya cepat, fleksibel dan sederhana dalam penggunaanya. Penelitian ini bertujuan untuk merancang dan membangun sebuah game edukasi bernama “Jizzle”. Game edukasi, ditujukan untuk meningkatkan pemahaman belajar siswa kelas VII, didalamnya berisikan materi zat dan perubahan pada mata pelajaran Ilmu Pengetahuan Alam. Metodologi ADDIE (Analysis, Design, Development, Implementation and Evaluation) juga digunakan dalam pengembangan, karena prosesnya dianggap berurutan tapi juga interaktif sehingga lebih terstruktur selama proses pengerjaannya. Hasil penelitian menunjukkan bahwa game Jizzle memiliki nilai rata-rata SUS sebesar 51,3 dari para siswanya dengan tingkat kepuasan rata-rata mengisi nilai 5 poin. Menunjukkan game edukasi mudah dalam penggunaan serta efektif. Untuk analisis kuantitatif menunjukkan peningkatan cukup signifikan pada skor post-test siswa setelah mencoba game edukasi. Sedangkan analisis kualitatif juga mengungkapkan bahwa siswa merasa lebih memahami konsep materi pembelajaran setelah memainkan game edukasi. Penelitian ini menyimpulkan bahwa game edukasi Jizzle bisa menjadi alat bantu yang efektif untuk meningkatkan pemahaman siswa terhadap materi pembelajaran dikelas.Kata kunci: Game Edukasi, Metode SUS, IPA Abstract - The System Usability Scale (SUS) method is a method that is often used to measure the level of ease of use of an application. The SUS method is often found in various developments because it is fast, flexible and simple to use. This research aims to design and build an educational game called "Jizzle". Educational game, aimed at improving the learning understanding of class VII students, contains material on substances and changes in Natural Sciences subjects. The ADDIE (Analysis, Design, Development, Implementation and Evaluation) methodology is also used in development, because the process is considered sequential but also interactive so that it is more structured during the work process. The research results show that the Jizzle game has an average SUS score of 51.3 from students with an average satisfaction level of 5 points. Shows that educational games are easy to use and effective. Quantitative analysis shows a significant increase in students' post-test scores after trying educational games. Meanwhile, qualitative analysis also revealed that students felt they understood the concepts of learning material better after playing educational games. This research concludes that the Jizzle educational game can be an effective tool for increasing students' understanding of classroom learning material. Keywords: Educational Games, SUS Method, Science
Analisis Metode Agile Framework dalam Pengembangan Sistem Informasi Kelurahan Plaju Darat Putra, Bayu Wijaya; Saputra, Ariansyah; Sanjaya, M. Rudi
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 17 No 1 (2025): Jurnal Penelitian Ilmu dan Teknologi Komputer (JUPITER)
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

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

Abstract

Data management at the village level still faces various obstacles, especially in recording and utilizing information related to regional potential, such as economic, social, and infrastructure aspects. The diversity of data documentation hinders the analysis process and decision-making by the Village Head based on accurate data. There are weaknesses in data and document access, resulting in inefficiency in searching, updating, and validating data. The development of information systems at the village level is an important step in improving the efficiency of public services and administrative transparency. This study aims to apply the Agile Framework, especially the Scrum method, in the development of the Plaju Darat Village Information System, Palembang City. The system developed is designed to manage population data, regional potential, and administrative services more efficiently and responsively. This research method uses a qualitative approach with this research design, which involves a system development process through five sprints over five weeks. The results of the study show that the application of the scrum method allows the creation of more flexible and iterative applications so that they can quickly adapt to the needs of government administration. The evaluation of the system usability assessment using SUS (System Usability Scale) achieved a score of 81.06% where the system developed using the agile method has been able to provide optimal results not only in terms of good application development in a short time, but also in terms of usability that has been well received by users.
Evaluasi Usabilitas Aplikasi “SIGERAK” Sebagai Media Pembelajaran Interaktif Menggunakan System Usability Scale (SUS) Naiya, Rara Weinita; Azwardi, Azwardi; Saputra, Ariansyah
TIN: Terapan Informatika Nusantara Vol 6 No 3 (2025): August 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v6i3.7951

Abstract

Digital learning media has become one of the alternative solutions to address the challenges of 21st-century education, especially in delivering abstract material such as the human movement system at the elementary school level. This study was conducted to design and assess the feasibility of the SIGERAK application as an interactive digital learning medium. The application is equipped with instructional content, quizzes, and educational mini games designed to enhance students understanding of the human movement concept. The trial was carried out at SD Negeri 85 Palembang using a descriptive quantitative approach. A total of 30 students and 2 sixth-grade teachers participated in the learning sessions using the application. The evaluation process employed the System Usability Scale (SUS) instrument, which consists of 10 Likert scale statements to assess aspects of user comfort and ease of use. The collected data were analyzed through score conversion and interpreted based on three dimensions Acceptability Ranges, Grade Scale, and Adjective Ratings. The evaluation results showed that SIGERAK obtained an average score of 80.63. This score falls into the Acceptable category, corresponds to Grade B, and is classified as Good. This study indicates that SIGERAK has a high level of usability and is considered suitable as a game-based thematic learning medium at the elementary school level.
Rancang Bangun Sistem Penghitung Ikan dan Monitoring Kualitas Air Untuk Ikan Guppy: Design and Construction of a Fish Counting System and Water Quality Monitoring for Guppy Fish Latifah, Najwa Esthi; Indarto, Indarto; Saputra, Ariansyah
Indonesian Journal of Informatic Research and Software Engineering (IJIRSE) Vol. 5 No. 2 (2025): Indonesian Journal of Informatic Research and Software Engineering (IJIRSE)
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/ijirse.v5i2.2282

Abstract

Budidaya ikan guppy memerlukan pengawasan terhadap kualitas air dan jumlah ikan secara tepat dan efektif. Metode penghitungan manual serta pengukuran pH dan suhu air secara tradisional sering kali kurang cepat dan akurat, serta sulit untuk dilakukan secara terus-menerus. Penelitian ini mengusulkan sistem monitoring menggunakan Arduino Mega, webcam, sensor pH, dan sensor suhu DS18B20 yang dilengkapi alat pengingat berupa buzzer. Webcam digunakan untuk menghitung jumlah ikan secara langsung dengan algoritma YOLO yang dijalankan di Python dan berkomunikasi melalui koneksi serial ke Arduino. Informasi tentang jumlah ikan, pH, dan suhu ditampilkan langsung pada layar LCD, dengan data sensor diperoleh dari hasil rata-rata setiap 10 detik. Sistem ini diuji pada wadah berwarna putih agar webcam mudah dalam mendeteksi ikan. Namun, kendala teknis seperti gerakan ikan yang sangat cepat dapat menyebabkan YOLO tidak mendeteksi ikan. Hasil uji menunjukkan akurasi penghitungan ikan mencapai 95%, Pengukuran pH memiliki rata-rata kesalahan pengukuran sebesar ±0.1 dengan kesalahan maksimal 3.5%, sedangkan pengukuran suhu memiliki rata-rata kesalahan pengukuran sebesar ±0.3°C dan kesalahan maksimal 1.4%. Alarm berbunyi otomatis jika pH berada di luar rentang 6-8 atau suhu di luar 23-27°C. Sistem ini membantu meningkatkan efisiensi dan akurasi dalam memantau kualitas air serta populasi ikan Guppy
Pelatihan teknologi e.commerce limbah kertas bekas berbasis ekonomi sirkular kemitraan berdampak Al Qubro, Khodijah; Hertati, Lesi; Permatasari, Indah; Ramadhan, Rio; Saputra, Ariansyah
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 5 (2025): September
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i5.33803

Abstract

Abstrak Permasalahan kemiskinan absolut yang masih membelenggu berbagai lapisan masyarakat Indonesia, terutama di wilayah urban dan peri-urban, menuntut solusi inovatif yang berkelanjutan dan inklusif. PKM ini menawarkan pendekatan berbasis ekonomi sirkular melalui pemanfaatan limbah kertas bekas sebagai bahan baku produk bernilai jual tinggi, seperti kerajinan tangan dan produk kreatif ramah lingkungan. Inovasi tidak hanya berkontribusi terhadap pengurangan limbah dan pelestarian lingkungan, namun membuka peluang ekonomi bagi kelompok rentan dan masyarakat berpenghasilan rendah. Program ini dirancang dalam bentuk kemitraan antara mahasiswa, pelaku UMKM daur ulang, dan komunitas lokal. Proses produksi akan didukung oleh pelatihan keterampilan daur ulang dan pengolahan limbah menjadi produk bernilai guna. Untuk memperluas jangkauan pemasaran, program ini mengintegrasikan teknologi e-commerce sebagai alat distribusi digital yang efektif. Melalui platform daring, produk-produk hasil olahan limbah kertas dapat dipasarkan secara lebih luas dan efisien, meningkatkan pendapatan masyarakat mitra, diikutin lebih kurang 25 orang karyawan PT Mahameru serta tim dari universitas indo global mandiri dosen dan mahasiswa. Tujuan utama dari kegiatan ini adalah menurunkan angka kemiskinan absolut melalui pemberdayaan ekonomi lokal yang berdampak lingkungan dan sosial. Hasil pelatihan peningkatan keterampilan masyarakat, penguatan jejaring usaha berbasis sirkular, dan kontribusi terhadap Tujuan Pembangunan Berkelanjutan (TPB/SDGs), khususnya Tanpa Kemiskinan, Pekerjaan Layak dan Pertumbuhan Ekonomi dan Konsumsi dan Produksi yang Bertanggung Jawab. Manfaatan teknologi digital, serta prinsip ekonomi sirkular, menjadi model pemberdayaan masyarakat yang dapat direplikasi di berbagai daerah dengan karakteristik serupa. Kata kunci: limbah kertas bekas; teknologi e.commerce; angka kemiskinan obsolute; ekonomi sirkular; berkelanjutan. Abstract The problem of absolute poverty that still shackles various levels of Indonesian society, especially in urban and peri-urban areas, demands innovative, sustainable and inclusive solutions. This PKM offers a circular economy-based approach by utilizing used paper waste as raw material for high-value products, such as handicrafts and environmentally friendly creative products. Innovation not only contributes to waste reduction and environmental preservation, but also opens economic opportunities for vulnerable groups and low-income communities. This program is designed as a partnership between students, recycling MSMEs, and local communities. The production process will be supported by training in recycling skills and processing waste into useful products. To expand marketing reach, this program integrates e-commerce technology as an effective digital distribution tool. Through an online platform, products processed from paper waste can be marketed more widely and efficiently, increasing the income of partner communities. Approximately 25 employees of PT Mahameru and a team from Universitas Indo Global Mandiri, including lecturers and students, participated. The main objective of this activity is to reduce absolute poverty through local economic empowerment that has environmental and social impacts. The training results in improved community skills, strengthened circular-based business networks, and contributed to the Sustainable Development Goals (SDGs), specifically No Poverty, Decent Work, Economic Growth, and Responsible Consumption and Production. The use of digital technology and circular economy principles provides a model for community empowerment that can be replicated in various regions with similar characteristics. Keywords: waste paper; e-commerce technology; absolute poverty rate; circular economy; sustainable.
Pengujian Aplikasi Jelajah Bahasa Menggunakan Metode System Usability Scale (SUS) Nadilah; Azwardi, Azwardi; Saputra, Ariansyah
Jurnal Teknologi Informatika Multimedia Digital Vol 2 No 1 (2025): Maret
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.15208859

Abstract

Dalam era digital, aplikasi berbasis bahasa semakin berkembang, namun tidak semua memiliki tingkat kegunaan yang optimal, yang berdampak pada pengalaman pengguna. Penelitian ini bertujuan mengevaluasi aplikasi Jelajah Bahasa untuk menilai sejauh mana aplikasi tersebut memenuhi standar kegunaan yang baik. Metode System Usability Scale (SUS) digunakan sebagai alat ukur utama untuk menilai usability berdasarkan pengalaman pengguna. SUS merupakan metode sederhana namun efektif dalam memberikan gambaran menyeluruh tentang tingkat kegunaan suatu aplikasi melalui serangkaian pertanyaan yang terstruktur. Hasil penelitian menunjukkan bahwa aplikasi Jelajah Bahasa memperoleh skor SUS yang mengindikasikan tingkat kegunaan yang baik, tetapi masih terdapat beberapa aspek yang perlu diperbaiki. Oleh karena itu, penelitian ini memberikan rekomendasi untuk meningkatkan kualitas aplikasi agar lebih user-friendly dan memenuhi kebutuhan pengguna secara optimal.