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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.
Usability Evaluation And Satisfaction Of Mobile Game Players Using SUS, GEQ, And PENS Hikmah, Lailatul; Kurniawan, Dedy; Sanjaya, M Rudi; Rifai, Ahmad
Jurnal Ekonomi Vol. 13 No. 04 (2024): Edition October -December 2024
Publisher : SEAN Institute

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

Abstract

The rapid development of digital technology has a significant impact on the entertainment industry, especially on mobile games. Evaluation is needed to ensure usability, experience, and player satisfaction. The rapid increase in the mobile game industry makes evaluating these aspects important to ensure that games are not only attractive from the virtual, but also provide an optimal playing experience. The SUS method is used to measure the usability of the game, while GEQ evaluates the dimensions of the playing experience, such as emotion and involvement, and PENS measures the psychological needs of players, such as competence, autonomy, and connectedness. This study evaluates the Mobile Legends game using the System Usability Scale (SUS), Game Experience Questionnaire (GEQ), and Player Experience of Need Satisfaction (PENS). The results of 101 data obtained showed a SUS score of 52.89 which is included in the "ok" category at Low Marginal which requires improvement. GEQ and PENS show a positive playing experience even though some psychological needs have not been fully met. The combination of these three methods provides a comprehensive understanding of the user experience that can be a reference for the development of future mobile games.
Pelatihan Penegmbangan Desain We Pelatihan Pengembangan Desain Web Aplikasi Ujian Berbasis Komputer dengan Aplikasi Canva dan Figma Sanjaya, M Rudi; Rosa Indah, Dwi; Wijaya Putra, Bayu; Afif, Hasnan; Arrijal Ismail, Ahmad; Riski, M. Rido; Trimaysella, Anne; Fatinah, Fitriasari; Izzatul Maula, Nurly; Merlin, Chalia; Liana Andini, Rahmah; Wulandari, Fitri
Jurnal SOLMA Vol. 13 No. 3 (2024)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v13i3.15925

Abstract

Background: Web-based applications have not been optimally utilized at the Miftahul Jannah Islamic Boarding School Foundation, Peninjauan Village, where teachers still have minimal knowledge in using technology for learning. Therefore, community service activities are needed to train them to use the Canva and Figma applications to design more modern and technology-based learning materials. The objectives of this Community Service are 1) Providing training on how to use the fiqma and canva applications so that they can use them effectively, 2) Improving the competence of participants in designing web-based designs with Figma and Canva application technology at the Miftahul Jannah Islamic Boarding School, Peninjauan Village, OKU Regency, South Sumatra Province. Method: This community service includes mentoring activities, discussions, questions and answers, demonstrations. The partner in this activity is the Miftahul Jannah Islamic Boarding School in Peninjauan Village, with 28 participants. The activity lasted for 3 days, with a duration of 8 hours each day. Results: Improving the competence of teachers at the Miftahul Jannah Islamic Boarding School in using the Canva and Figma applications to design computer-based exam web designs. Findings during the activity showed that, despite initial difficulties in adopting new technology, the training participants were able to adapt well after receiving clear guidance and opportunities for hands-on practice. Conclusion: The results of this activity were the creation of a computer-based exam web design for the Miftahul Jannah Islamic Boarding School in the review village to replace conventional exams with digital ones.
Penerapan Metode PIECES untuk Menentukan Analisis Tingkat Kepuasan Pengguna pada Aplikasi Traveloka Mufidah, Luthfiyyah; Sanjaya, M Rudi; Kurniawan, Dedy; Putra, Apriansyah
The Indonesian Journal of Computer Science Vol. 13 No. 6 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i6.4557

Abstract

This study evaluates the user satisfaction of the Traveloka application using the PIECES framework, which includes Performance, Information, Economy, Control, Efficiency, and Service. The population and sample of the study were Traveloka application users totaling 202 respondents. Data was collected through linear regression analysis and One-way ANOVA to examine the impact of these factors on user experience. The analysis showed highly significant p values (p < 0.001) for all independent variables, indicating that each PIECES category has a significant influence on user satisfaction. In particular, Efficiency_Index showed the strongest influence with a coefficient of 0.521 (p = 0.000), followed by Control_Index and Info_Index with coefficients of 0.251 (p = 0.002) and 0.249 (p = 0.001) respectively. The regression model explained 66.1% of the variance in Satisfaction_User_Index (R² = 0.661), which confirms the reliability of the model. These findings provide valuable insights for Traveloka to identify service strengths and weaknesses and recommend strategic improvements to enhance user experience.
Analisis Pengguna Aplikasi Mobile Banking Sumsel Babel Menggunakan Metode System Usability Scale Aziz Saputra; Sanjaya, M Rudi
The Indonesian Journal of Computer Science Vol. 12 No. 5 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i5.3455

Abstract

Mobile banking telah menjadi bagian penting dari layanan perbankan modern, dan tingkat kepuasan pengguna terhadap aplikasi tersebut menjadi kunci dalam meningkatkan pelayanan perbankan digital dengan metode System Usability Scale (SUS) melalui partisipasi 373 responden. Tujuan utamanya adalah mengidentifikasi masalah penggunaan dan memahami persepsi pengguna terhadap aplikasi ini. Hasil penelitian menunjukkan skor SUS sebesar 31,46, yang mengindikasikan kategori "Not Acceptable," dengan penilaian "Poor" pada skala Adjective Rating. Hasil ini menunjukkan bahwa aplikasi Mobile Banking Sumsel Babel memiliki tingkat usability yang rendah dan perlu perbaikan signifikan untuk meningkatkan kepuasan pengguna. Temuan ini dapat membantu penyedia layanan dalam mengidentifikasi area yang memerlukan perhatian khusus guna meningkatkan kualitas aplikasi mereka. Penelitian ini memberikan kontribusi dalam pemahaman usability aplikasi perbankan mobile dan menjadi pedoman bagi penyedia layanan finansial untuk memperbaiki pengalaman pengguna dalam aplikasi Mobile Banking Sumsel Babel
Implementasi CRISP-DM Pada Analisis Pembangunan Pendidikan Prasekolah Menurut Kabupaten/Kota di Indonesia Iranti, Putri Chandra; Kurniawan, Dedy; Sanjaya, M Rudi; Rifai, Ahmad; Syahbani, M Husni; Hartono Cahyadi, Gabriel Ekoputra; Sari, Purwita
Journal of Information System Research (JOSH) Vol 6 No 1 (2024): Oktober 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i1.5957

Abstract

Preschool education through Kindergarten (TK) plays a crucial role in child development in Indonesia, yet unequal access remains a significant issue. This study evaluates the need for preschool infrastructure development using the K-Means clustering algorithm implemented through RapidMiner. Regional clustering is based on the number of students, number of TK schools, Human Development Index (HDI), poverty rate, population size, and unemployment rate. The CRISP-DM methodology is applied, involving stages of understanding, preparation, modeling, evaluation, and deployment. Data from the Central Bureau of Statistics (BPS) and the Ministry of Education's Dapodik system are utilized, incorporating Z-transformation normalization and data cleansing. The clustering results reveal three main clusters with the lowest Davies-Bouldin Index (DBI) at K=3, scoring 0.205. With a total of 514 districts/cities in Indonesia, the results of the needs of each cluster were obtained, namely Cluster 0 consisting of 402 districts/cities requiring increased participation, Cluster 1 covering 49 districts/cities requiring educational facilities, Cluster 2 covering 63 districts/cities requiring the construction of new schools. This study provides valuable insights into addressing disparities in preschool education access and offers guidance for better resource allocation and policy decisions aimed at improving early childhood education infrastructure.
Analisis Tingkat Kepuasan Pengguna Aplikasi TIX ID Menggunakan Metode User Experience Questionnaire (UEQ) Gebrila Permata Calista; Sanjaya, M Rudi
The Indonesian Journal of Computer Science Vol. 13 No. 4 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i4.4231

Abstract

Di lingkungan saat ini, penggunaan aplikasi seluler sedang meningkat dan pengalaman pengguna adalah kunci keberhasilan aplikasi. Adapun tujuan penelitian adalah untuk menganalisis tingkat kepuasan pengguna aplikasi TIX ID dengan metode User Education Questionnaire (UEQ) di lingkungan kampus Fakultas Ilmu dan Teknologi Komputer Universitas Sriwijaya. Alasan umumnya mencakup konten usang, ukuran aplikasi berlebihan, dan kualitas buruk. Tujuan penelitian untuk mengetahui tingkat kepuasan pengguna dalam menggunakan aplikasi TIX ID, pemahaman fitur aplikasi, dan kepuasan pengguna. Metode penelitian yang digunakan adalah pengukuran dengan menggunakan instrumen kepada mahasiswa Fasilkom Unsri. Analisis data pengguna aplikasi TIX ID menunjukkan bahwa meskipun aplikasi tersebut menerima ulasan positif untuk banyak fitur, masih ada ruang untuk perbaikan guna meningkatkan pengalaman pengguna secara keseluruhan. Untuk itu, guna hasil penelitian ini dapat memberikan saran yang berguna untuk meningkatkan pengalaman pengguna dan kesuksesan pada aplikasi TIX ID. Penelitian ini akan memberikan kontribusi terhadap perbaikan aplikasi TIX ID agar lebih memenuhi kebutuhan dan keinginan pengguna, serta meningkatkan kepuasan pengguna saat mengakses dan menggunakan aplikasi.
Sentiment Analysis Aplikasi Mobile TIX ID di Playstore Menggunakan Algoritma Random Forest Ramadhini, Reffina; Sanjaya, M Rudi; Ruskan, Endang Lestari; Indah, Dwi Rosa
Building of Informatics, Technology and Science (BITS) Vol 7 No 1 (2025): June (2025)
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v7i1.7361

Abstract

TIX ID is one of the e-ticketing entertainment platforms for film orders that has experienced a rapid surge in Indonesia. The various features offered by the TIX ID application must of course be able to meet user expectations in order to compete in the market. The influence of reviews provided by users has a very important impact on the reputation of an application, whether it is positive reviews in the form of text and then processed into negative review information. Sentiment analysis is a study used in analyzing a review or perspective whose final result is in the form of positive or negative text information. The research that has been carried out using the Random Forest algorithm has succeeded in collecting review data of 2000 samples labeled positive and negative. Random Forest modeling in the study used the evaluation of the confusion matrix model and classification report which managed to achieve an accuracy of 87%, performance in the negative class showed high precision of 85%, negative recall rate of 92%, and f1-score of 88%. Then in the positf precision class reached 91%, recall was 83%, and f1-score was 87%. While the macro average and weighted average values for all metrics were 88%, indicating a balance of classification performance among the classes. Overall, the application of the Random Forest algorithm model provides accurate results and makes sentiment analysis a tool that helps developers understand user satisfaction and needs on the TIX ID application.
Pengaruh Parameter Proses Electrospinning pada Komposit Polyvinylidene Fluoride/Polyacrylonitrile Nanofiber Sriyanti, Ida; Almafie, Muhammad Rama; Dani, Rahma; Idjan, Meutia Kamilatun Nuha Ap; Partan, Radiyati Umi; Sanjaya, M Rudi; Jauhari, Jaidan
Jurnal Penelitian Pendidikan IPA Vol 9 No 9 (2023): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i9.4840

Abstract

PAN cannot be used as a stand-alone nanofiber, so it needs to be modified through copolymerization with other polymers, such as PVDF. It is composite mutually beneficial for both PVDF/PAN polymers. Study aims to see the effect of process parameters, such as voltage, flow rate and needle tip distance of PVDF/PAN composite nanofiber as well as molecular interaction and crystal structure, to confirm the presence of polymer in the nanofiber composite. The nanofibers with solution parameters PN1: PVDF 6% and PAN 8%, PN2: PVDF 6% and PAN 10%, and PN3: PVDF 6% and PAN 12% were prepared using electrospinning. Morphology of the process parameters of voltage (12kV, 16kV, 18kV), flow rate (30 μl/min, 60 μl/min, 90 μl/min) and needle tip distance (75 mm, 100 mm, 125 mm) were observed. The results showed straight and continuous fibre morphology, with a smooth surface and no beaded structure, with homogeneous fibre distribution with an increase in diameter from 394 ± 79 nm (NF1) to 851 ± 89 nm (NF3). The optimal state was in the solution of PN2: PAN 10% (w/w) and PVDF 6% (w/w), High Voltage 12 kV, Flow Rate PN3: 60 μl/min, and Needle to Collector Distance 75 mm.