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Analisis dan Perancangan UI/UX Aplikasi Mobile eCard Asuransi Takaful Menggunakan Metode Heuristic Evaluation Eni Pudjiarti; Siti Faizah
Elkom: Jurnal Elektronika dan Komputer Vol. 18 No. 1 (2025): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/rpdgcr30

Abstract

Information systems can be technically defined as a set of interconnected components designed to support decision-making and drive organizational operations. PT Asuransi Takaful Keluarga utilizes an information system in the form of the Takaful eCard mobile application, which facilitates registration and access to outpatient and inpatient insurance services at partner hospitals. Over time, several usability issues have emerged related to the application's user interface (UI) and user experience (UX). To evaluate user satisfaction and comfort levels, usability testing was conducted using the Heuristic Evaluation method. This method assesses UI design flaws based on 10 established usability principles. The evaluation revealed design issues in (H2) question Q6, (H3) question Q7, and (H10) questions Q27 and Q28. These issues are primarily related to the absence of new feature additions, ineffective message dialog boxes, and the lack of a user guidance module. The findings highlight the need for UI/UX improvements to enhance user interaction with the Takaful eCard application.
Penerapan Pembelajaran Mendalam di Sekolah Dasar untuk Meningkatkan Efektivitas dan Kualitas Pembelajaran IPAS Luthfiyah, Hullatul; Toto Nusantara; Siti Faizah; Shirly Rizki Kusumaningrum; Mardhatillah
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 9 No 2 (2025): AUGUST
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/else.v9i2.26271

Abstract

This study explores the implementation of a deep learning approach by IPAS subjects at SD Negeri Sumbertaman 2. It uses a qualitative method with a case study approach involving participatory observation, in-depth interviews, and document analysis. The results show the school’s success in adapting the three main aspects of deep learning according to the local context. The meaningful learning approach is realized through learning that is linked to real problems in the students’ environment, while mindful learning is implemented with structured metacognitive strategies. In addition, joyful learning is implemented by integrating local cultural elements into learning. To overcome the limitations of digital infrastructure, the school develops a hybrid learning model and improves teachers’ capacity through continuous professional development programs. This implementation positively impacts students’ critical thinking skills, strengthening character and social skills according to the “6C” concept and increasing learning motivation. This learning model exemplifies how schools in urban border areas can make meaningful educational transformations by integrating cognitive, social-emotional, and cultural aspects in IPAS learning.
ANALISIS PENGETAHUAN DAN PENGGUNAAN WEBSITE JAKEVO PADA MASYAKAT KELURAHAN PENGGILINGAN DENGAN METODE EUCS Risma Linda; Siti Faizah
Jurnal Riset Multidisiplin Edukasi Vol. 2 No. 10 (2025): Jurnal Riset Multidisiplin Edukasi (Edisi Oktober 2025)
Publisher : PT. Hasba Edukasi Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71282/jurmie.v2i10.1037

Abstract

This study aims to analyze the level of knowledge and usage of the Jakarta Evolution (JAKEVO) website among the residents of Kelurahan Penggilingan. JAKEVO is an online licensing service provided by the Jakarta Provincial Government. This research uses a descriptive quantitative method with a survey approach and data analysis using the End-User Computing Satisfaction (EUCS) method, which includes five dimensions: Content, Accuracy, Format, Ease of Use, and Timeliness. Data was collected through questionnaires distributed to 100 purposively selected respondents. The results show that most of the community is aware of and has used the JAKEVO website. Validity and reliability tests indicate that all items are valid and reliable, with a Cronbach’s Alpha value of 0.964 for the usage variable. The most dominant dimensions influencing user satisfaction are Format and Timeliness. However, some users still face challenges in understanding certain features, especially those with low digital literacy. This research recommends increasing public outreach, simplifying the interface, and providing digital training for the community.
ANALISIS VALIDASI PENGEMBANGAN MODUL PEMBELAJARAN KUBUS DAN BALOK BERBASIS CONTEXTUAL TEACHING AND LEARNING Nurida Ulinuha; Siti Khabibah; Siti Faizah
Ed-Humanistics : Jurnal Ilmu Pendidikan Vol 5 No 2 (2020): Ed-Humanistics
Publisher : Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ed-humanistics.v5i2.1070

Abstract

Penelitian ini bermaksud untuk membuat dan mengukur validitas modul pembelajaran matematika materi kubus dan balok berbasis contextual teaching and learning untuk kelas VIII SMP/MTs sederajat. Metode penelitian mengadaptasi penelitian pengembangan model ADDIE yang menggunakan empat tahapan saja yaitu analysis, design, development, dan evaluation. Hasil validasi modul dari validator ahli media dan validator ahli materi masing-masing mendapatkan rata-rata 89,583 dan 91,667 dengan kriteria sangat valid. Kata Kunci: modul pembelajaran matematika, contextual teaching and learning, ADDIE.
Pengaruh Alat Peraga Jam Sudut Terhadap Hasil Belajar Siswa Kelas VIII pada Materi Sudut Norma Khoirotim Muafifah; Siti Faizah
Ed-Humanistics : Jurnal Ilmu Pendidikan Vol 8 No 1 (2023): Ed-Humanistics
Publisher : Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ed-humanistics.v8i01.3952

Abstract

Penelitian ini mengacu pada pembelajaran dengan alat peraga, alat peraga adalah sesuatu yang dapat dipergunakan untuk menyampaikan suatu informasi melalui rangsangan pikiran, fokus, dan kemauan siswa sehingga siswa terdorong untuk belajar. Penelitian eksperimen ini bertujuan untuk mengetahui pengaruh penggunaan alat peraga jam sudut terhadap hasil belajar siswa pada materi sudut. Teknik pengumpulan data yang digunakan adalah tes. Hasil penelitian menunjukkan, menggunakan alat peraga jam sudut berpengaruh terhadap hasil belajar matematika siswa kelas VIII, hal ini dapat dilihat dari hasil analisis uji t nilai rata-rata dari 21 sampel adalah 36.19 saat pretest dan 52.62 saat posttest, yang berarti nilai rata-rata posttest lebih tinggi dari nilai pretest. Pada uji t test hasil yang dapat yaitu sig.2 tailed sebesar 0.000 < 0.05 yang berarti penggunaan alat peraga jam sudut berpengaruh terhadap hasil belajar siswa kelaas VIII pada materi sudut
HUBUNGAN PENGGUNAAN MEDIA PEMBELAJARAN BERUPA ALAT PERAGA JANGKA SORONG DAN METODE PEMBELAJARAN GAMES TERHADAP MOTIVASI DAN HASIL BELAJAR SISWA KELAS X TPM 2 SMKN 1 SINGOSARI Alfiana Nur Hidayati; Dwi Wahyu Rizqillah; Panji Wahyu Nur Pratama; Aris Ansori; Siti Faizah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02` (2025): Volume 10 No. 2 Juni 2024 In Built
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.14267

Abstract

Tujuan dari penelitian ini adalah untuk mengetahui hubungan antara media pembelajaran berupa alat peraga jangka sorong dan metode pembelajaran games terhadap motivasi belajar dan hasil belajar siswa kelas X TPM 2 SMKN 1 Singosari. Metode yang digunakan pada penelitian ini menggunakan metode tindakan kelas yang terdiri dari dua siklus yaitu siklus I dan siklus II. Jenis penelitian ini menggunakan metode analisis data deskriptif kuantitatif dan deskriptif kualitatif. Subjek penelitian ini adalah siswa SMK Negeri 1 Singosari jurusan Teknik Pemesinan kelas X yang berjumlah 35 siswa. Hasil penelitian menunjukkan bahwa media pembelajaran berupa alat peraga jangka sorong dan metode pembelajaran games pada pembelajaran dasar-dasar teknik mesin materi pengukuran dinyatakan berpengaruh terhadap peningkatan motivasi belajar dan keberhasilan belajar peserta didik. Pelaksanaan pembelajaran pada siklus 1 dan siklus 2 menghasilkan peningkatan pada nilai minimal peserta didik, nilai peserta didik dengan predikat baik dan sangat baik, dan rata-rata nilai kelas jika dibandingkan dengan tahap pra siklus. Dari pembelajaran siklus 1 menunjukkan peningkatan dan kemajuan yang cukup baik namun masih ada siswa yang mendapat nilai dibawah 70 sehingga perlu untuk dilakukan siklus selanjutnya. Dari pembelajaran siklus 2 diperoleh hasil belajar dengan semua indikator keberhasilan tercapai sehingga dapat dikatakan cukup dalam pelaksanaan tindakan kelas.
PENGEMBANGAN INSTRUMEN PENILAIAN BERBASIS SOAL HOTS BERBANTUAN GOOGLE FORM PADA MATA PELAJARAN IPA SISWA KELAS V(LIMA) SDN TULUSREJO 3 MALANG Fina Arianti; Siti Faizah; Mardhatillah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20312

Abstract

This research aims to develop a HOTS question-based assessment instrument that can be used to assess students' high-level thinking abilities in Class V science subjects at SDN Tulusrejo 3 Malang. This research uses an R&D (Research and Development) approach. This research uses the ADDIE development model which includes five stages, namely Analysis, Design (planning), Development (development), Implementation (implementation), and Evaluation (evaluation). The test subjects in this research were 21 students of class V (five) at SDN Tulusrejo 3 Malang. The types of data used in this research are qualitative and quantitative data. In this research, qualitative data was obtained from observation, interviews and documentation. Meanwhile, quantitative data was obtained from question validation sheets and trial results. The results of this research show that the product validity test results of the HOTS question-based assessment instrument assisted by Google Form obtained an average score of 4.26 with the criteria "Very valid". So, it can be concluded that the development of an assessment instrument based on hot questions with the help of Google Form is valid for use in testing activities with students. Meanwhile, in terms of product testing, an average score of 80.9% (rounded to 81) was obtained, which is included in the "Effective" category. It can be concluded that the development of Hots question-based assessment instruments in science learning assisted by Google Form is effective in improving the evaluation, creativity, analysis and critical thinking skills of fifth grade students at SDN Tulusrejo 3 Malang.