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EVALUASI USABILITY EDULOGOS SEBAGAI SISTEM INFORMASI MANAJEMEN SEKOLAH OFFLINE-FIRST MENGGUNAKAN SYSTEM USABILITY SCALE (SUS) Laurensius Geraldi Toron; Krismiyati Krismiyati
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.14019

Abstract

Digital transformation in the field of education has encouraged schools to utilize information systems to improve the effectiveness and efficiency of administrative management. However, limited information technology infrastructure and internet access in some schools remain obstacles to the implementation of information systems. This study aims to evaluate the level of usability of the offline-first School Management Information System application EduLOGOS using the System Usability Scale (SUS) method. This study used a descriptive quantitative approach with the SUS instrument, which consists of ten statement items measured on a five-point Likert scale. The evaluation involved six users, namely a school administrator, teachers, and administrative staff at SD Kristen 01 Salatiga. Data were analyzed using the SUS scoring procedure to obtain a usability score based on user perceptions. The results showed that EduLOGOS obtained an average SUS score of 72.08, which falls into the Acceptable category, achieved Grade B, and received an Adjective Rating of “Good”. These findings indicate that the application has a good level of usability and is acceptable to users, providing a basis for further system development in future research. ABSTRAK Transformasi digital di bidang pendidikan mendorong sekolah untuk memanfaatkan sistem informasi guna meningkatkan efektivitas dan efisiensi dalam pengelolaan administrasi. Namun, keterbatasan infrastruktur teknologi informasi dan akses internet di sebagian sekolah masih menjadi kendala dalam penerapan sistem informasi. Penelitian ini bertujuan untuk mengevaluasi tingkat usability aplikasi Sistem Informasi Manajemen Sekolah berbasis offline-first EduLOGOS menggunakan metode System Usability Scale (SUS). Penelitian ini menggunakan pendekatan kuantitatif deskriptif dengan instrumen SUS yang terdiri atas sepuluh butir pernyataan menggunakan skala Likert lima tingkat. Evaluasi melibatkan enam pengguna, yaitu administrator sekolah, guru, dan tenaga administrasi di SD Kristen 01Salatiga. Data dianalisis menggunakan prosedur perhitungan SUS untuk memperoleh skor usability berdasarkan persepsi pengguna. Hasil penelitian menunjukkan bahwa EduLOGOS memperoleh skor rata-rata SUS sebesar 72,08, yang termasuk dalam kategori Acceptable, memperoleh Grade B, dan berada pada Adjective Rating "Good". Temuan ini menunjukkan bahwa aplikasi memiliki tingkat usability yang baik dan dapat diterima oleh pengguna, sehingga dapat menjadi dasar bagi pengembangan sistem pada penelitian selanjutnya.
Strategies and Obstacles in Bahasa Indonesia Acquisition Experienced by Six Foreign Teachers in Indonesia Anita Widiprastyanti; Elmi Erinta; Meykke Alvia Yuntiawati; Listyani Listyani; Krismiyati Krismiyati
KREDO : Jurnal Ilmiah Bahasa dan Sastra Vol. 9 No. 1 (2025): JURNAL KREDO VOL 9 NO 1 TAHUN 2025
Publisher : Universitas Muria Kudus

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Abstract

This study explores the strategies and challenges faced by six foreign teachers in learning the Indonesian language at an international school in Semarang, Central Java. Foreign teachers are increasingly playing significant roles in education in Indonesia, yet they often encounter difficulties in adapting to local linguistic and cultural norms. Using a qualitative case study approach, data were collected through semi-structured interviews and field notes. The findings reveal that the main challenges experienced by foreign teachers include differences between formal and informal language use, pronunciation difficulties, grammatical complexity, dialect variations, limited opportunities for practice, and a tendency toward code-switching. To overcome these challenges, the teachers employed strategies such as community support, immersive learning through real-life practice, attending formal classes, self-study, and using language applications. Among these strategies, community support and immersive learning proved to be the most effective in enhancing fluency and cultural understanding, while formal classes provided a strong foundation in grammar and vocabulary. This study highlights the importance of combining immersive experiences with structured learning to support successful language acquisition for foreign teachers in Indonesia. The findings are expected to provide practical contributions for educational institutions in designing language support programs and promoting more inclusive cultural integration. 
FUN LEARNING WITH COMPUTER BAGI SISWA TK KRISTEN 1 SATYA WACANA SALATIGA Hermawan, Anton; Nataliani, Yessica; Dwi Purnomo, Hindriyanto; Christianto, Erwien; Setyanti, Angela Atik; Yulia, Hanita; Krismiyati, Krismiyati; Juliastomo Gundo, Adriyanto; Bayangkariwati Tacoh, Yuliana Tien; Wellem, Theophilus; Hendry, Hendry; Chandra, Dian W.
Midang Vol 3 No 3 (2025): Midang, Oktober 2025
Publisher : Unpad Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24198/midang.v3i3.63906

Abstract

ABSTRACT. The rapid development of information technology necessitates adjustments across various sectors, including education, particularly in early childhood education. Introducing technology at an early age is considered a strategic step in preparing children to face the challenges of the digital era. This community service program aimed to introduce technology, specifically computers, to kindergarten students. The program was in-person for students aged 4 to 5 years at TK Kristen 1 Satya Wacana, Salatiga. The training was conducted over multiple sessions, starting with an introduction to computer hardware, then developing mouse-handling skills, and engaging in interactive learning activities through educational games that addressed subjects like letters, numbers, geometric shapes, and different types of vehicles. Evaluation results revealed that the participants showed high enthusiasm throughout the sessions. The students also began to recognize computers as an alternative learning medium and other digital devices commonly used at home, such as smartphones and tablets. These findings suggest that a digital game-based learning approach can effectively enhance both students’ learning motivation and basic computer operation skills at an early age. Keywords: childhood education, computer training, education game, fun learning, gamebased learning.
Modeling Factors Affecting Vocational School Students’ Perceived Ease of Use of Educational Technology Masruri Hafid; Krismiyati Krismiyati; Andrushia Diana
International Journal of Information Technology and Business Vol. 8 No. 1 (2025): November : International Journal of Information Techonology and Business
Publisher : Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/ijiteb.812025.32-39

Abstract

The integration of educational technology has become increasingly important in supporting effective learning processes. Google Drive is one of the widely used cloud platforms for online storage, access, and collaboration in educational activities. This study aims to examine the factors influencing vocational school students’ perceived ease of use (PEoU) of Google Drive as a learning support tool. The research model was adapted from the Technology Acceptance Model (TAM) by incorporating external variables, including Computer Self-Efficacy (CSE), Perceived Enjoyment (PE), Perceptions of External Control (PEC), Technological Complexity (TC), and Facilitating Conditions (FC). Data were collected from 274 students at a public vocational school in Central Java using an online questionnaire. The data were analyzed using Partial Least Squares–Structural Equation Modeling (PLS-SEM) with SmartPLS. The findings reveal that Computer Self-Efficacy, Perceived Enjoyment, and Perceptions of External Control significantly influence students’ perceived ease of use of Google Drive. In contrast, Technological Complexity and Facilitating Conditions do not significantly affect perceived ease of use. These findings highlight the importance of internal user perceptions in supporting educational technology adoption among vocational school students.
PENERAPAN MODEL UTAUT UNTUK MEMAHAMI TINGKAT PENERIMAAN DAN PENGGUNAAN PLATFORM MERDEKA MENGAJAR Maria Margareta; Krismiyati Krismiyati
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 1 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i1.5942

Abstract

Platform Merdeka Mengajar (PMM) telah dihadirkan oleh Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi (Kemendikburistek). Salah satu tujuan pengembangan platform ini adalah supaya guru maupun kepala sekolah mendapatkan referensi, materi, inspirasi, dan pemahaman tentang Kurikulum Merdeka. Hal tersebut selanjutnya akan dapat membantu pengembangan dan implementasi Kurikulum Merdeka. Dengan menerapkan model UTAUT diharapkan dapat menjelaskan perilaku serta sejauh mana penerimaan dan penggunaan penggunaan PMM oleh guru/kepala sekolah. Data yang diolah dalam penelitian ini didapatkan dari penyebaran kuesioner dalam bentuk google form kepada guru/kepala sekolah. Hasil penelitian menunjukkan bahwa penggunaan PMM diyakini dapat meningkatkan kinerja pemakainya. Sebagian besar responden juga merasa bahwa penggunaan PMM cukup mudah. Pengaruh sosial dalam hal ini juga memberikan peranan besar bagi para pengguna dalam menggunakan PMM. Ekspektasi kinerja, ekspektasi usaha, dan pengaruh sosial ini mempengaruhi minat pemanfaatan PMM. Namun dalam penelitian ini sebagian besar responden merasa kurang adanya kondisi yang memfasilitasi dalam penggunaan PMM. Minat pemanfaatan dan kondisi yang memfasilitasi pada akhirnya akan mempengaruhi perilaku penggunaan PMM.