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Daya Antimikrobia Sarang Lebah Madu Trigona spp terhadap Mikrobia Patogen RENITA YULIANA; ENDANG SUTARININGSIH; HARRY BUDI SANTOSO; SEPTIANTINA DYAH RIENDRASARI
Bioedukasi: Jurnal Pendidikan Biologi Vol 8, No 1 (2015): BIOEDUKASI: Jurnal Pendidikan Biologi
Publisher : Department of Biology Education Faculty of Teacher Training and Education Sebelas Maret Un

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/bioedukasi-uns.v8i1.3546

Abstract

Potensi sarang lebah madu Trigona spp untuk menghasilkan antimikrobia sangat tinggi, tidak hanya pada bagian propolis, melainkan keseluruhan bagian dari sarang yang terdiri dari kantong madu, kantong polen, kantong telur, dan penutup sarang. Sarang lebah madu Trigona spp berfungsi sebagai tempat perlindungan lebah dari predator maupun parasit seperti fungi, jamur dan virus. Sarang lebah madu Trigona spp dapat dijadikan alternatif sumber antimikrobia alami sehingga diperlukan penelitian untuk mendeteksi aktivitas tersebut. Tujuan dari penelitian ini meneliti daya antimikrobia yang dilepaskan sarang lebah madu Trigona spp terhadap pertumbuhan mikrobia dan meneliti komponen kimia utama yang terkandung dalam sarang lebah madu Trigona spp. Metode untuk ekstraksi sarang menggunakan ethanol 70% secara maserasi dan uji antimikrobia yang terdiri dari antibakteri dan antifungi dilakukan dengan metode difusi sumur. Rancangan penelitian yang digunakan dalam bentuk rancangan acak lengkap (RAL). Data yang diperoleh dari hasil pengamatan di laboratorium dianalisis dengan menggunakan statistik parametrik yaitu One way  ANOVA. Hasil penelitian menunjukkan aktivitas antimikrobia sarang lebah madu Trigona spp berpengaruh menghambat pertumbuhan mikrobia patogen uji dengan konsentrasi hambat minimal 1% (v/v). Senyawa kimia utama sebagai antimikrobia berasal dari asam lemak dan fenol.
E-Learning Usability Evaluation Menggunakan Fuzzy Logic dan Usulan Alternatif Desain Interaktif Learning Management System (LMS) Chamilo Arif Rinaldi Dikananda; Harry Budi Santoso; Raditya Danar Dana; Dadang Sudrajat
Jurnal ICT : Information Communication & Technology Vol 18, No 1 (2019): JICT-IKMI, Juli 2019
Publisher : STMIK IKMI Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36054/jict-ikmi.v18i1.56

Abstract

E-Learning as well as learning media in general needs to be evaluated to find out and measure how much effectiveness, efficiency and user satisfaction is for the quality of the overall learning process. One effort that can be done to find out and evaluate the quality of learning is to use usability evaluation. Usability measurements require data derived from questionnaires presented using a Likert scale. The data illustrates the perceptions of users who have uncertainties because they are very subjective so they have the potential to cause misinterpretations. Fuzzy logic can be used to evaluate e-Learning reusability because fuzzy logic has the advantage of resolving a problem that contains uncertainty / ambiguity, which in this case is in accordance with the context of usability problems that are often presented in natural languages that have uncertainties, such as "how effective? "," How efficient? "And" how much user satisfaction. By using the Mamdani model Fuzzy Inference an increase in system usability with a score of 3.06 with a membership level of 0.9961 in the Moderate Usability stack. With the application of fuzzy variables and fuzzy rules, the process of evaluating system usability can be done with natural language that is easier to understand.
Rekomendasi Perbaikan Desain Aplikasi Media Pembelajaran Berbasis Desktop dalam Bentuk Prototype untuk Statistika Dasar Vederico Pitsalitz Sabandar; Harry Budi Santoso
Generation Journal Vol 2 No 2 (2018): Generation Journal
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (625.38 KB) | DOI: 10.29407/gj.v2i2.12617

Abstract

Penelitian ini bertujuan untuk memperoleh rekomendasi perbaikan dan membuat desain aplikasi media pembelajaran berbasis desktop dalam bentuk prototype untuk mata kuliah Statistika Dasar. Untuk memperoleh rekomendasi tersebut, maka dalam penelitian ini menerapkan metode usability testing dengan target pengujian yaitu kelompok dosen dan mahasiswa sebanyak 30 responden dengan tujuan untuk memperoleh 97% permasalahan dalam usability testing. Data yang dikumpulkan untuk memperoleh rekomendasi perbaikan dengan menggunakan metode usability testing, meliputi data-data yang bersifat kualitatif. Adapun pembuatan prototype dalam penelitian ini menggunakan prinsip desain interaksi. Berdasarkan hasil penelitian yang dilakukan, diperoleh beberapa rekomendasi yaitu terkait dengan desain pada tampilan interface dan konten yang terdapat pada halaman Menu Utama (Beranda), halaman Menu Game Education, dan halaman Menu Materi, di mana perlu dirancang kembali agar lebih memudahkan user dan tidak menimbulkan kejenuhan selama menggunakan aplikasi tersebut.
Evaluating User Experience of a Mobile Health Application ‘Halodoc’ using User Experience Questionnaire and Usability Testing Mochammad Aldi Kushendriawan; Harry Budi Santoso; Panca O. Hadi Putra; Martin Schrepp
Jurnal Sistem Informasi Vol. 17 No. 1 (2021): Jurnal Sistem Informasi (Journal of Information System)
Publisher : Faculty of Computer Science Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (705.13 KB) | DOI: 10.21609/jsi.v17i1.1063

Abstract

This paper aims to evaluate the user experience of a mobile health application called Halodoc to keep the user using the application and keep from losing a potential source of revenue for Halodoc. Halodoc is one of the companies that use the internet to provide health services for its users. Halodoc has services such as features for consultation with doctors, online medicine purchases, and hospital appointments. Halodoc’s vision is to simplifying healthcare, but there are still many complaints and negative reviews about Halodoc on Google play store and Apple store about the usability. This paper uses a mixed-method approach using User Experience Questionnaire (UEQ) and Usability Testing. The results of the analysis were used as a reference for making the improvement designs. The results of the UEQ evaluation showed accordingly to the UEQ benchmark already a good level of UX. However, the usability test uncovered some concrete areas for improvement.
User Perception Analysis of Online Learning Platform “Zenius” During the Coronavirus Pandemic Using Text Mining Techniques Arminditya Fajri Akbar; Harry Budi Santoso; Panca O. Hadi Putra; Satrio Bhaskoro Yudhoatmojo
Jurnal Sistem Informasi Vol. 17 No. 2 (2021): Jurnal Sistem Informasi (Journal of Information System)
Publisher : Faculty of Computer Science Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (567.356 KB) | DOI: 10.21609/jsi.v17i2.1065

Abstract

Availability of access to online learning platforms is expected to support online learning activities amid the COVID-19 pandemic. There are several issues experienced by students in online learning activities. These issues are related to Internet access, learning content, and learning evaluation. Online learning platforms are indispensable to be able to provide good learning resources that are easily accessible to students. This study aims to explore data reviews on Google Play Store to perceive the priority of service improvements that need to be carried out by online learning platform providers. Topic modeling and sentiment analysis are applied to extract useful information based on user sentiment towards the topics discussed in the application review. The result of topic analysis shows that topic trends in user reviews are about Live Class, Tryout, Subject Matter, User Account, Tutorial Video, and Free Learning Access. Meanwhile, the result of NRS assessment identified aspects that need to be a priority for improving online learning platform services. These aspects are in the Tryout and User Account sections. On the other hand, the aspect of Free Learning Access received the highest NRS. Users are helped by having free access to all learning content during learning from home activities.
E-LEARNING ADOPTION READINESS IN SECONDARY EDUCATION OF DEVELOPED AND DEVELOPING COUNTRIES: A SYSTEMATIC LITERATURE REVIEW Ratu Syafianisa Nuzulismah; Harry Budi Santoso; Panca O. Hadi Putra
Jurnal Ilmiah Kursor Vol 11 No 4 (2022)
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/kursor.v11i4.301

Abstract

Situation in COVID-19 pandemic forced educational activity to shift from face-to-face to blended learning or to full online learning. This situation becomes a problem in different academic levels, especially secondary education as some teachers and students were not ready. This “E-Learning Adoption Readiness in Secondary Education: A Systematic Literature Review” article summarized the influencing factors and issues of readiness in adopting e-Learning in high school, including the technologies and communication tools, as the foundation of analysis. The research objective is to identify and compare e-Learning adoption between developed and developing countries during pandemic. This article used Kitchenham and Charter method which extract data research published in databases such as Scopus and Science Direct. This research found distinct gaps between developed and developing countries in the context of e-learning readiness adoption and factors that influenced the said adoption. We conclude that there are still a numbers of basic internal and external factors that need to be considered in e-Learning adoption, especially in developing countries. The implication and recommendation for the adoption during pandemic is hoped to be insightful for future research in the same field, as there are significant differences in developing and developed countries, especially regarding IT literacy.
The Application of Game Mechanics and Technological Trend in Game-Based Learning: A Review of the Research Mhd. Adhitiya Okta Riyandi; Harry Budi Santoso; Panca Oktavia Hadi Putra
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 7 No 4 (2023): August 2023
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/resti.v7i4.4928

Abstract

The rapid development of information technology affects numerous aspects of human life, including education. An example of an IT application in education is game-based learning. Game-based learning has been implemented in various fields or subjects on various platforms. This is due to the potential of game-based learning to enhance student engagement in the learning process. However, the effectiveness of this method needs to be further studied. This systematic review of the literature aimed to explore the mechanics of games that are applied in current research on game-based learning, accompanied by the trend of technological use in research papers published in this domain. This study covered 30 journal and conference proceedings papers published from 2012-2022. The review was conducted using the Kitchenham method. The selected articles were then analyzed to determine the engagement model used in each paper (Feedback Model, Incentive and achievement model, and Progression Model). Findings included the trend of research in this field (technology applied to each research, on-line feature, study majors/subject) are displayed based on the time paper were published. The study result indicated that all previous research used at least one of the engagement models, with 12 articles using the three models. In terms of technology, it was found that the adoption of web-based technology has been increasing in recent years, including online features that have also increased, along with the study subjects who implemented game-based learning. In summary, game-based learning can be applied in a wide range of subjects and platforms with the support of its characteristic, making learning more flexible.
The Essential Components of Metaverse-based Mixed Reality for Machinery Vocational Schools Satrio Pradono Suryodiningrat; Harjanto Prabowo; Arief Ramadhan; Harry Budi Santoso
Journal of Applied Engineering and Technological Science (JAETS) Vol. 5 No. 2 (2024): Journal of Applied Engineering and Technological Science (JAETS)
Publisher : Yayasan Riset dan Pengembangan Intelektual (YRPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37385/jaets.v5i2.4117

Abstract

Every nation is interested in the best practices of those with high enrolment in vocational schools and low young unemployment rates. We'd like to build robust systems that can deal with issues like the quick pace of technology development and the mismatch between supply and demand in the job market. Since Mark Zuckerberg rebranded the company as Meta in 2021, the Metaverse has seen a rise in popularity. The same can be said about mixed reality, which is currently in the spotlight following the release of Microsoft's first HoloLens. The authors propose a mixed reality as a means of resolving the problem of inadequately meeting the demand for skilled workers. The purpose of this study is to help machinery vocational schools decide whether or not to adopt a mixed reality as a teaching and learning tool by identifying the most important components of a metaverse-based mixed reality for such institutions and which metaverse type mixed reality belongs to. This study uses a methodology that is developed by the authors to accommodate the true or natural flow of this research. The results of this study are to provide the essential elements of mixed reality systems as the mixed reality systems are not part of any metaverse type. The implication of this study is since mixed reality is the combination of several metaverse types, the essential elements of mixed reality systems are taken from the components of the other metaverse types. The results of this study are to be a guide of what needs to be prepared before implementing a mixed reality system.
THE EFFECT OF IMMERSIVE TECHNOLOGY ON ENHANCING STUDENT LEARNING: A SYSTEMATIC LITERATURE REVIEW Kharisma Alivia Nastiti; Harry Budi Santoso; Kasiyah Junus; Mubarik Ahmad; Endina Putri Purwandari
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 9 No. 2 (2024): JITK Issue February 2024
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v9i2.4775

Abstract

Education is one of the fundamental factors influencing national development. Educators are required to constantly explore the newest and creative strategies to deliver topics to students and promote students’ engagement in the learning process. One technology that has numerous potentials to facilitate the education process is immersive technology. Immersive technology has the potential to improve student achievement by enabling better learning outcomes. This study aims (1) to analyze the trends and impact of immersive technology usage in education; (2) to identify immersive technology that supports students’ learning processes in the pandemic era; and (3) to identify the usage of learning theories in educational application development that implement immersive technology to enhance students’ learning outcomes. This study examined seventeen selected studies after adopting the selection process of the systematic literature review process by Kitchenham. The selected studies were published between 2018 and 2022 by Emerald Insight, IEEE Xplore, and Scopus. There are three kinds of immersive technology identified in this study: virtual reality, augmented reality, and mixed reality. The study showed the nine types of students’ learning outcomes, and the results showed that using immersive technology significantly improved student learning compared to traditional methods. Furthermore, thirteen learning theories were adopted as the basis for developing educational applications. Future research directions are also suggested to continue developing promising and limited new technologies to enhance the variety of education-oriented applications. Immersive technologies designed for learning are still on a long journey, including considerations of readiness and potential effects that may arise for users such as privacy and security concern.
Usability Evaluation and Alternative Design Recommendations for HSIS Mobile Application: A Case Study of PT HNI Rozanah; Harry Budi Santoso
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.v13i4.4260

Abstract

Halal Network International (HNI) is considered as one of the sharia MLM-based companies in Indonesia. In order to fulfill the sales management needs, HNI developed HSIS application. The aims of this study are to conduct usability testing and to design alternative interface design recommendations for the HSIS Mobile application by using the User-centered Design (UCD) process. This study applied the System Usability Scale (SUS) Questionnaire, Open-ended Question (OEQ), and Task Scenario within Usability Testing (UT) as research instruments. There were 81 respondents involved in filling out the questionnaires. Furthermore, UT Phase 1 was conducted by involving 14 respondents. The results of these processes were categorized, and the design solutions were mapped based on Nielsen's Ten Usability Heuristic of Interface Design and Shneiderman's Eight Golden Rules of Interface Design. The alternative design solutions were tested again in UT Phase 2 and they showed a significant decrease in the number of usability issues. Thus, it proves that the alternatives design can provide positive improvement in the usability and user experience of the HSIS Mobile application.