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Compliance Without Experience? A Task-Based WCAG 2.1 Evaluation of Mobile Banking in Indonesia Maetam, Fatin; Ratnasari, Chanifah Indah
Jurnal Pendidikan Informatika (EDUMATIC) Vol 10 No 1 (2026): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v10i1.34175

Abstract

Mobile banking applications play a central role in digital financial systems; however, accessibility for users with visual impairments remains insufficiently examined in real task contexts. Existing studies primarily emphasize automated and interface-level assessments, with limited attention to interaction processes during task execution. This study evaluates the accessibility of a widely used mobile banking application in Indonesia using a task-based approach based on WCAG 2.1 Level A and AA criteria. An exploratory descriptive case study was conducted on BRImo (version 2.92.0) using Android 13 and TalkBack 16.2.0. The evaluation integrates manual WCAG inspection, automated testing, and screen reader-based interaction testing across three core tasks: login authentication, balance inquiry, and fund transfer. The unit of analysis focuses on interaction steps within task workflows, examined through a triangulation approach comparing structural compliance and interaction-level outcomes. The findings show substantial partial conformance, with over 70% of Level A and nearly 90% of Level AA criteria categorized as “Supports with Exceptions.” However, critical barriers persist in transactional workflows, including missing labels, inconsistent screen reader feedback, and navigation failures that hinder task completion. These results indicate that WCAG conformance alone is insufficient to ensure functional accessibility, highlighting the distinction between structural conformance and experiential task accessibility.
Integrated Behavioral Perceptual Evaluation for Comparative E-Commerce Web Usability: Evidence from Shopee and Tokopedia Rahma, Mifta Fauzia; Ratnasari, Chanifah Indah
Jurnal Pendidikan Informatika (EDUMATIC) Vol 10 No 1 (2026): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v10i1.34193

Abstract

The growth of e-commerce has intensified competition among digital platforms, making usability a crucial factor in user engagement and convenience. However, many usability studies rely on single-method evaluation approaches, rarely conduct cross-platform comparisons, and seldom examine the relationship between perceived usability and behavioral interaction efficiency. This study compared the web usability of Shopee and Tokopedia by combining subjective usability assessment with eye-tracking analysis. Thirty-nine participants completed search, filter, and cart tasks on both platforms while gaze data were recorded and then completed the USE Questionnaire. The data were analyzed using non-parametric tests and AOI-based eye-tracking metrics. The results showed that both platforms achieved comparable perceived usability and received a “Good” classification. However, eye-tracking findings revealed task-dependent differences in visual attention, particularly during search activities. These findings demonstrate that perceived usability equivalence does not necessarily indicate behavioral interaction efficiency. This study contributes methodologically by proposing an integrated evaluation framework that combines biometric and psychometric measures, and theoretically by providing empirical evidence of the divergence between subjective perceptions and objective behavioral efficiency, with implications for improving visual hierarchy and navigation in e-commerce interfaces.
Gamified Mobile Learning for Teaching the Prophet’s Mandatory Traits in Elementary Education Hanafi, Sakti Chandra; Ratnasari, Chanifah Indah
Jurnal Pendidikan Informatika (EDUMATIC) Vol 10 No 1 (2026): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v10i1.34206

Abstract

The integration of digital media in Islamic elementary education remains limited, particularly in studies that integrate Islamic character education with game-based learning and provide quantitative evidence of learning effectiveness. This study develops and evaluates the usability of an Android-based educational game, Kisah Teladan Rasul, designed to support elementary school students’ understanding of the Prophet’s mandatory traits (ṣidq, amānah, tablīgh, and faṭānah) through gamified mobile learning. A Research and Development approach using the ADDIE model was employed, involving 19 fourth-grade students at SDN Margorejo 2 Pati. The small sample size reflects the exploratory and developmental nature of this study, which prioritizes systematic media development over broad generalizability. Learning improvement was examined through a one-group pretest–posttest design yielding an average N-Gain score of 0.69 (medium category), indicating meaningful improvement in conceptual understanding. Usability was assessed using the System Usability Scale, with a mean score of 90.1, categorized as Excellent (Highly Acceptable). These findings suggest that an Android-based educational game integrating narrative missions, scenario-based challenges, and immediate feedback can serve as effective complementary media in Islamic elementary education. This study contributes by combining systematic instructional design (ADDIE), game-based mobile learning, and empirical usability evaluation within the specific context of Islamic character education.
Development and Evaluation of a Hygiene Learning Game for Kindergarten Children Jasmin, Khun Muhammad Dalle; Ratnasari, Chanifah Indah
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 10 No. 2 (2026)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v10i2.8252

Abstract

Improving clean and healthy living habits in early childhood is important because many young children still need structured support to practice daily hygiene routines consistently. This study aimed to develop and evaluate a digital learning game, Hygiene Hero: Clean Up Buddies, for kindergarten children aged four to six years. The study used a design and development approach with a prototyping model and evaluated the game through a one-group pre-test–post-test design and usability assessment using an adapted System Usability Scale. The findings showed that the game helped improve children’s hygiene knowledge and achieved high usability, indicating that the interface was appropriate and acceptable for young learners. The game was developed from classroom observations and teacher input so that the learning activities matched hygiene practices already introduced in kindergarten. This study contributes to early childhood education by showing that digital games designed around authentic classroom hygiene routines and refined through iterative feedback can serve as effective complementary media to support hygiene learning and reinforce healthy habit formation.
A Digital Dakon Game for Elementary Mathematics Learning: An ADDIE-Based Development Nalendra, Muhammad Aulia; Ratnasari, Chanifah Indah
bit-Tech Vol. 8 No. 3 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3748

Abstract

Mathematics learning in elementary school often relies on repetitive exercises that can reduce student engagement and motivation. Digital game-based learning provides opportunities to create interactive learning environments by integrating instructional content into gameplay. In addition, ethnomathematics emphasizes connecting mathematical concepts with familiar cultural contexts. One traditional Indonesian game with mathematical potential is Dakon, which involves counting, comparison, and distribution activities. This study aimed to develop and evaluate a culturally contextualized digital mathematics game based on Dakon for elementary school students. The study contributes by integrating ethnomathematics into a structured digital game-based learning environment using the ADDIE instructional design model. The game was implemented as an Android-based application using Unity game engine with a rule-based AI opponent. Arithmetic questions were embedded into gameplay across three progressive levels to support gradual learning. The implementation involved twenty third-grade students from MI Fajar Siddiq Elementary School in Palembang, Indonesia. System functionality was validated using black-box testing, while user evaluation was conducted using a 13-item Likert-scale questionnaire measuring usability, attractiveness, effectiveness, and user acceptance. The results showed that all system features functioned as expected. User evaluation indicated positive perceptions with mean scores of 4.19 (usability), 4.17 (attractiveness), 4.38 (effectiveness), and 4.30 (user acceptance), with an overall mean of 4.25 and a feasibility percentage of 85%. The reliability test yielded a Cronbach’s alpha of 0.88, indicating strong internal consistency. These findings suggest that integrating culturally relevant games into digital learning environments can enhance engagement and support mathematics learning.
Gamification-Based Redesign of Sekawan V3 Using User-Centered Design and Usability Evaluation Sopian, Fadhlan Putera; Ratnasari, Chanifah Indah
bit-Tech Vol. 8 No. 3 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3774

Abstract

Higher education institutions expect thesis administration systems to support students not only functionally but also through clear workflow guidance and sustained engagement. In Sekawan V3, preliminary observation and an initial user interview identified issues related to limited progress visibility, fragmented workflow, unclear status feedback, and low motivational support during the undergraduate thesis process. This study aimed to redesign Sekawan V3 by integrating gamification elements based on the Octalysis framework into its interface while grounding the redesign in a user-centered design approach. The novelty of this study lies in applying gamification to a procedural academic administrative workflow to improve progress awareness and user motivation in thesis administration. The study consisted of four main stages: understanding the context of use, specifying user requirements, producing design solutions, and evaluating the resulting prototype. A high-fidelity prototype was developed in Figma by redesigning the main thesis administration features, including Dashboard, Files, Logbook, Progress Check, and Leaderboard. The gamification system was implemented through progress indicators, levels, badges, and task guidance. A usability evaluation was conducted through online unmoderated testing with 26 respondents (17 active students and 9 alumni), followed by the System Usability Scale questionnaire. The results showed an overall SUS score of 72.79, categorized as an acceptable usability level with a good user experience rating. These findings suggest that the gamification-based redesign can improve progress awareness, workflow clarity, and motivational support in thesis administration, while still requiring further refinement and full backend implementation.
PERBANDINGAN ANTARMUKA TRAVELOKA DAN TIKET.COM MENGGUNAKAN EYE-TRACKING DAN UEQ Triyanto, Ahmad Gunawan; Ratnasari, Chanifah Indah
Technologia : Jurnal Ilmiah Vol 17, No 2 (2026): Technologia (April)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v17i2.22966

Abstract

Penelitian ini membandingkan efektivitas desain antarmuka pada dua platform Online Travel Agent, yaitu Traveloka dan Tiket.com, dengan mengombinasikan analisis perilaku visual dan evaluasi pengalaman pengguna. Metode yang digunakan adalah eksperimen komparatif dengan desain within-subject, di mana setiap partisipan menguji kedua platform menggunakan skenario tugas yang sama. Data dikumpulkan melalui teknologi eye-tracking untuk menganalisis distribusi perhatian visual serta User Experience Questionnaire (UEQ) untuk mengukur persepsi pengalaman pengguna. Hasil penelitian menunjukkan bahwa perhatian visual pengguna pada kedua platform terutama terfokus pada elemen antarmuka yang mendukung penyelesaian tugas. Meskipun tidak ditemukan perbedaan signifikan dalam pola perhatian visual, evaluasi UEQ menunjukkan perbedaan karakteristik pengalaman pengguna. Traveloka unggul pada aspek efisiensi penggunaan, sedangkan Tiket.com menunjukkan keunggulan pada aspek daya tarik visual dan pengalaman emosional. Temuan ini menunjukkan bahwa kombinasi evaluasi perilaku visual dan persepsi pengguna dapat memberikan pemahaman yang lebih komprehensif mengenai kualitas interaksi pada sistem layanan digital.
PERANCANGAN UI/UX APLIKASI KEAMANAN PEREMPUAN MENGGUNAKAN DESIGN THINKING UNTUK PENGGUNA PRIMER DAN SEKUNDER Muhammad Dendy Avendyca Ramadhan; Ratnasari, Chanifah Indah
Jurnal INSTEK (Informatika Sains dan Teknologi) Vol 11 No 1 (2026): APRIL
Publisher : Department of Informatics Engineering, Faculty of Science and Technology, Universitas Islam Negeri Alauddin, Makassar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/instek.v11i1.66585

Abstract

Keamanan perempuan di ruang publik masih menjadi isu penting, sementara aplikasi keamanan yang tersedia belum selalu dirancang berdasarkan kebutuhan pengguna yang beragam, khususnya antara pengguna utama dan penerima notifikasi darurat. Penelitian ini bertujuan merancang UI/UX aplikasi keamanan perempuan berbasis mobile bernama SERENA dengan mempertimbangkan pengguna primer dan sekunder. Metode yang digunakan adalah design thinking melalui tahap empathize, define, ideate, prototype, dan test. Tahap empathize melibatkan 69 responden perempuan berusia 15–53 tahun untuk mengidentifikasi kebutuhan pengguna. Hasil menunjukkan bahwa fitur yang paling dibutuhkan adalah tombol SOS, pelacakan lokasi real-time, dan kontak darurat, dengan desain yang sederhana dan mudah digunakan. Prototipe kemudian dievaluasi menggunakan User Experience Questionnaire (UEQ) dan Technology Acceptance Model (TAM). Hasil UEQ menunjukkan seluruh aspek pada pengguna primer dan sekunder berada pada kategori Excellent. Hasil TAM menunjukkan bahwa pada pengguna primer, Perceived Usefulness berpengaruh signifikan terhadap Behavioral Intention (Sig. = 0,029), sedangkan Perceived Ease of Use tidak signifikan. Sebaliknya, pada pengguna sekunder, Perceived Ease of Use berpengaruh signifikan terhadap Behavioral Intention (Sig. = 0,044), sedangkan Perceived Usefulness tidak signifikan. Temuan ini menunjukkan bahwa SERENA berpotensi memenuhi kebutuhan pengguna dan meningkatkan efektivitas penggunaan aplikasi keamanan di situasi nyata.
ROBUSTNESS EVALUATION OF GRADIENT BOOSTING MODELS FOR GRADUATION PREDICTION UNDER COHORT-BASED DISTRIBUTION SHIFTS Rifandito Daniswara; Chanifah Indah Ratnasari
JIKO (Jurnal Informatika dan Komputer) Vol 9 No 1 (2026)
Publisher : Program Studi Teknik Informatika Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/jiko.v9i1.11546

Abstract

Student graduation rate is a critical performance indicator for higher education institutions, particularly in accreditation assessment. Early prediction of on-time graduation supports academic planning and quality assurance. Although prior studies report high predictive accuracy using conventional cross-validation, limited attention has been given to robustness under cohort-based distribution shifts. This study evaluates the robustness of three gradient boosting models—Histogram-Based Gradient Boosting (HGB), Extreme Gradient Boosting (XGBoost), and Light Gradient Boosting Machine (LightGBM)—for predicting on-time graduation using structured academic trajectory data from 370 labeled instances across three cohorts. Two validation strategies were employed: a stratified 80:20 split for aggregated evaluation and Leave-One-Group-Out (LOGO) validation to simulate cohort-based distribution shifts. Under stratified evaluation, all models achieved macro F1-scores above 0.74, with HGB obtaining the highest score (0.7568). However, LOGO evaluation revealed substantial performance degradation, with mean F1-scores below 0.51 and increased variability across cohorts. XGBoost demonstrated comparatively better stability under distribution shifts. These findings indicate that high predictive accuracy under random splits does not guarantee cross-cohort robustness, highlighting the importance of distribution-aware validation for reliable deployment in educational data mining.
Deteksi Cyberbullying Tiga Kelas pada Komentar Berbahasa Indonesia di Aplikasi X dan Threads Menggunakan IndoBERTweet Nisya Indriyani; Chanifah Indah Ratnasari
Journal of Computers and Digital Business Vol. 5 No. 2 (2026)
Publisher : PT. Delitekno Media Madiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56427/jcbd.v5i2.1009

Abstract

Media sosial menjadi ruang utama untuk berinteraksi, tetapi juga memunculkan risiko cyberbullying melalui komentar yang menghina, merendahkan, atau menyerang pengguna lain. Penelitian ini bertujuan mendeteksi cyberbullying pada komentar berbahasa Indonesia dari aplikasi X dan Threads menggunakan IndoBERTweet. Penelitian menggunakan pendekatan kuantitatif dengan desain supervised machine learning. Dataset akhir terdiri atas 9.182 komentar yang diseimbangkan berdasarkan platform, yaitu 4.591 komentar dari aplikasi X dan 4.591 komentar dari Threads. Sebagai kebaruan, penelitian ini menerapkan klasifikasi tiga kelas, yaitu non-cyberbullying, ambiguitas, dan cyberbullying, untuk mengakomodasi komentar yang belum dapat dikategorikan secara tegas sebagai aman atau berbahaya. Proses penelitian meliputi pengumpulan data berbasis kata kunci, pelabelan awal berbasis aturan, validasi pakar pada data terpilih, prapemrosesan terbatas, fine-tuning IndoBERTweet, evaluasi model, dan integrasi ke dalam prototipe sistem. Hasil pengujian pada 919 data uji menunjukkan accuracy sebesar 0.7911 dan macro F1-score sebesar 0.7294. Model memperoleh F1-score sebesar 0.8680 pada kelas non-cyberbullying, 0.4901 pada ambiguitas, dan 0.8301 pada cyberbullying. Evaluasi platform menunjukkan accuracy sebesar 0.8214 pada aplikasi X dan 0.7609 pada Threads. Model dapat digunakan sebagai alat bantu moderasi awal, tetapi komentar ambigu tetap memerlukan peninjauan manusia.