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Journal : Jupiter

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.
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.