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Evaluasi User Experience E-Learning Universitas Bhayangkara Jakarta Menggunakan Metode TUXEL: Technique for User eXperience Evaluation in E-Learning 2.0 Alwan Fauzan; Retno Indah Rokhmawati; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The rapid development of Information and Communication Technology creates innovations in teaching and learning activities which are usually done face-to-face but can now be done anywhere without being bound by place and time using a Learning Management System by utilizing internet and computer technology. Based on a short user experience questionnaire to 159 users of E-Learning Universitas Bhayangkara Jakarta, it is known that the index score for the ease of learning and use factor is 72%; easy access 77%; interactive and non-boring visuals 68%; increase interest in learning 66%. TUXEL 2.0 is a method that is used specifically to evaluate the usability and user experience of an E-Learning using three questionnaires, namely problem reporting tables, general LMS evaluation, and user experience questionnaire for 12 respondents. From the results of the usability inspection stage, 33 problems were found from the four categories, namely Login, Assignments, General Interface, and Assessments. In the General LMS / Pedagogical Usability Inspection stage, 17 problems were found from the four categories, namely Learning Through LMS, LMS Flexibility, Help and Documentation, and LMS Learnability. At the UX Evaluation stage, the overall scale value tends to be positive. Based on the results of the hierarchical analysis of user needs, Ubhara Jaya's E-Learning is considered good enough to support learning activities, but is less reliable because it often experiences technical problems. Keywords: TUXEL 2.0, Learning Management System, Usability, User Experience
Evaluation of the Success Nutrition Fulfillment Campaigns Through Diet in People with Autistic Disabilities Based on Prototyping Tasks in Design Thinking Silfiatul Ulumiyah; Mochamad Chandra Saputra; Retno Indah Rokhmawati
Journal of Information Technology and Computer Science Vol. 8 No. 3: December 2023
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.202383598

Abstract

Consideration of people, problems, and context is part of the design thinking approach to problem solving. Redefining complicated problems effectively can benefit greatly from this method. Specifically in this study, the development of the nutrition fulfillment application program for autistic children. The calculation of the percentage of test participants who successfully completed the task was 94.3%. The prototype provides high effectiveness based on the assigned task related to the daily diet food menus for autism. The results of the evaluation of the efficiency aspect present a value of 0.085 goals/sec which means that test participants completed 1 task in about 11.76 seconds and is more efficient than the manual process. The result of satisfaction evaluation based on SUS shows that average of the result of the questionnaire is 72 from 100 means that the user easily operates the prototype.