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Software Usability Measurement Inventory for Student Information Academic System at Politeknik Negeri Media Kreatif Yuyun Khairunisa; Sari Setyaning Tyas; Adnan Purwanto; Siti Aisyah
IJISTECH (International Journal of Information System and Technology) Vol 4, No 1 (2020): November
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v4i1.96

Abstract

Academic information system is a system that is urgently needed by universities to manage academic business processes. State Polytechnic of Creative Media implements SIAM as Student Information Academic System. SIAM being developed has the advantage of being able to convey more detailed information. In addition, SIAM has implemented the SSO (Single Sign On) system where this technology is in great demand, especially in very large and heterogeneous networks. In this research Software Usability Measurement Inventory (SUMI) methods used to conduct usability test. SUMI is a rigorously tested and proven method of measuring software quality from the end user's point of view. The analysis results from SUMI will be used to improve the development of the academic system life cycle.
Utilization of the Maze Chase Wordwall Online Gamification Feature as a Digital Learning Medium for Statistics and Probability Subject Yuyun Khairunisa

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Abstract

Gamification is a process of combining in-game rules, namely patterns, design, and game mechanics that aim to changing non-game activities into learning activities to make them more attractive to users. That is what we want to prove in this research because games are believed to provide various benefits from the psychological aspects of user both cognitively, emotionally, and socially, so that they can increase the interest and interactivity of students. The method used is descriptive quantitative. There are several online gamification platforms that are widely used, one of which is “wordwall”. The author makes use of one of the online features on the platform and then evaluates learning outcomes. The result of the study shows that the value as a benchmark for learning outcomes obtained by students after the application of the gamification feature is greater than before the online gamification feature was implemented.
SURVEY ON CIVITAS ACADEMICA AND STAKEHOLDERS' UNDERSTANDING TOWARDS POLIMEDIA'S VISION, MISSIONS, GOALS, AND OBJECTIVES Suratni Suratni; Yuyun Khairunisa; Henra Nanang Sukma; Refi Yuliana; Yudha Pradana; Putri Surya Cempaka; Dodik Catur Pramudiono
Jurnal Ilmiah Publipreneur Vol 9, No 2 (2021): Jurnal Ilmiah Publipreneur
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jip.v9i2.425

Abstract

P4MP plays a role in assisting the Director in ensuring the quality of education at Politeknik Negeri Media Kreatif. In carrying out this role, P4MP conducted an understanding survey of the academic community and stakeholders towards Polimedia's Vision, Mission, Objectives and Strategy (VMTS). This survey aimed to measure the level of knowledge and understanding of lecturers, staffs, students, functional and structural officials of VMTS Polimedia. Researchers used a quantitative method with purposive random sampling. Based on the data, it is known that 96.9% of lecturers knew and 87.8% of lecturers understood VMTS Polimedia. Furthermore, 96.1% of the respondents knew and 84.3% of the respondents understood the Polimedia VMTS. For college-students, as many as 73.86% of students knew and 62.2% of students understood the meaning of VMTS Polimedia. Respondents know VMTS Polimedia from 45.6% Polimedia website, 25.3% Polimedia social media, 17% bulletin boards on campus, 7.4% academic rule books, and 4.7% from other media.
Software Usability Measurement Inventory for Student Information Academic System at Politeknik Negeri Media Kreatif Yuyun Khairunisa; Sari Setyaning Tyas; Adnan Purwanto; Siti Aisyah
IJISTECH (International Journal of Information System and Technology) Vol 4, No 1 (2020): November
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1291.164 KB) | DOI: 10.30645/ijistech.v4i1.96

Abstract

Academic information system is a system that is urgently needed by universities to manage academic business processes. State Polytechnic of Creative Media implements SIAM as Student Information Academic System. SIAM being developed has the advantage of being able to convey more detailed information. In addition, SIAM has implemented the SSO (Single Sign On) system where this technology is in great demand, especially in very large and heterogeneous networks. In this research Software Usability Measurement Inventory (SUMI) methods used to conduct usability test. SUMI is a rigorously tested and proven method of measuring software quality from the end user's point of view. The analysis results from SUMI will be used to improve the development of the academic system life cycle.
Sentiment Analysis of the Impact of the Covid-19 Pandemic on Students and College Students through Twitter Social Media Yuyun Khairunisa

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Abstract

The Covid-19 pandemic has had an impact on adjusting the implementation of economic and social activities as well as education by prioritizing public safety and health, including students. The purpose of this research was to obtain the results of sentiment analysis on the impact of the pandemic on students by extracting opinions in the form of text on Twitter social media. The benefit of the results of the sentiment analysis is that solutions can be found for those affected by the pandemic. The method used in sentiment analysis consists of 5 stages, namely data collection, text preparation, sentiment detection, sentiment classification, and output analysis. The research results stated that negative sentiment was the largest sentiment, namely 88%, followed by positive sentiment as much as 6% and neutral sentiment as much as 5.3%.
3D Visualization Design for WebVR-based Job Fair Information System Yuyun Khairunisa; Ratu Verlaili; Fiki Abdul Rahman
ABEC Indonesia Vol. 10 (2022): 10th Applied Business and Engineering Conference
Publisher : Politeknik Caltex Riau

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Abstract

Virtual reality (VR) is a technology that displays a virtual world at the same time as the real environment. Several studies related to the application of virtual reality technology include motivation, experience and understanding. One of the technologies used in this research is the development of VR on the web or called Web VR. This framework can be embedded in the job market information system (SIMJOF). Web Virtual Reality can be patented in a web environment and can interact with queries to produce a more dynamic web. Web VR is an implementation of Virtual Reality on a website without using additional technology such as VR glasses. Web VR implementation using A-Frame technology which is a web framework for building virtual reality experiences with html and entity components. In this study, Virtual Reality is used to describe the state of the job market in the Polymedia virtual space. Users will be invited around to visit the boot of each company. In addition, users can access information related to company profiles and job listings. 3D animation created using Blender software. 3D models are created to depict the real job market environment. The Job Fair was held at the Polimedia Hall Tower E, the State Polytechnic of Creative Media. The job fair environment consists of the building environment, stage environment, stand environment, people, and attributes. The virtual tour is linked to a navigation bar listed in the submenu of the website. Functional testing of the application using alpha testing shows that the functions on the virtual tour (virtual reality) menu can work well (Fulfilled/T).
PELATIHAN MENGGUNAKAN DIGITAL MARKETING UNTUK MEMASARKAN PRODUK UMKM PENGRAJIN TAS LOKAL CHESSY, DESA TEGALWARU KABUPATEN BOGOR Dwi Mandasari Rahayu; Yuyun Khairunisa
Jurnal Abdi Insani Vol 10 No 3 (2023): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v10i3.1018

Abstract

The Covid-19 pandemic situation affected the state of the economy, many companies were "laying off" their workers to cover losses. This situation underlies the establishment of the Chessy Local Bag UMKM in Tegal Waru District, Bogor Regency. Based on the results of interviews with Chessy Local Bag Craftsmen MSME owners that there have been problems so far using conventional marketing. This resulted in marketing that was carried out less than optimally so that the products sold experienced stagnation and even delays. The purpose of this activity is to increase the knowledge and skills of employees at UMKM Chessy Local Bags using Digital Marketing. The implementation method uses a qualitative approach. Activities are divided into six stages, namely; preparation, data collection, implementation, evaluation, preparation of results, and reporting of implementation results. The data collection techniques used are: interviews, questionnaires, observation and literature study. As for the survey results on the activity, namely that there were 66.67% of respondents who did not understand digital marketing at all after attending the training, they understood, 100% of respondents said that digital marketing training carried out in this activity could increase understanding. There are several types of digital marketing that have been explained and 100% of respondents are most comfortable using the marketplace to market their products because it can affect sales. The implementation of community service went smoothly, the participants enthusiastically participated in the series of activities until they were finished. Participants hope that more training will be held with different topics for Chessy Local Tas UMKM employees. The conclusion from this activity is that the training carried out can increase the knowledge and skills of Chessy Local Tas UMKM employees to use Digital Marketing.
Rancang Bangun Aplikasi Literasi Finansial : Studi Kasus Siswa SMPIT Nurul Ilmi Sari Setyaning Tyas; Yuyun Khairunisa; Mitha Syafiiah Rayhani
Journal Of Engineering And Technology Innovation ( JETI ) Vol. 1 No. 03 (2024): Journal Of Engineering And Technology Innovation ( JETI )
Publisher : Rey Media Grafika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66084/jeti.v1i03.416

Abstract

Literasi finansial sangat diperlukan untuk mendidik manusia agar sadar dan paham mengelola keuangan secara bijak. Akan tetapi, kurangnya kemampuan dalam memanajemen keuangan membuat masyarakat tidak dapat memanfaatkan sumber daya alam dan mengelola keuangan dengan baik. Penelitian ini bertujuan pembuatan aplikasi pembelajaran literasi finansial interaktif ‘Belajar Duit’ untuk Siswa SMPIT Nurul Ilmi. Multimedia Development Life Cycle (MDLC) telah digunakan sebagai metode pengembang aplikasi tersebut. Berdasarkan hasil dari pengujian Software Usability Measurement Inventory (SUMI), nilai skala pengujian yang diperoleh yaitu Efficiency 97,1; Affect 95,2; Helpfulness 96,5; Controlabillity 93,5; dan Learnability89,7. Kesimpulannya, aplikasi ‘Belajar Duit’ sangat efisien untuk membantu proses belajar mengajar di SMPIT Nurul Ilmi.
Game Memoria sebagai Inovasi Digital Terapi Kognitif Pencegahan Demensia bagi Lansia: Studi Pengujian Prototipe Skala Industri : Game Memoria as a Digital Innovation in Cognitive Therapy for Dementia Prevention for the Elderly: An Industrial-Scale Prototype Testing Study Yuyun Khairunisa; Bayu Dwi Nurwicaksono; Deni Kuswoyo
Amalee: Indonesian Journal of Community Research and Engagement Vol. 6 No. 2 (2025): Amalee: Indonesian Journal of Community Research and Engagement
Publisher : LP2M INSURI Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/amalee.v6i2.8121

Abstract

This article describes the results of testing Memoria, a digital memory game developed as an innovative cognitive therapy to help prevent dementia among older adults. Dementia is a degenerative condition affecting cognitive function, and although no cure currently exists, its symptoms and progression can be reduced through activities that stimulate the brain. The study employed a Community-Based Participatory Research (CBPR) approach involving partnerships with the True Crossword Puzzle Lovers community, older adults in Srengseng Sawah, crossword puzzle experts, game developers, and digital technology practitioners. The research stages included identifying elderly cognitive health needs, designing and validating crossword-based game content, developing the digital application, conducting feasibility testing, and disseminating the final product. Usability evaluation based on ISO 9241-11 demonstrated positive outcomes, with scores of 70% for usability, 76.8% for ease of use, 78% for learnability, and 80.4% for user satisfaction. Prototype testing with participants aged over 50 years showed 85% user satisfaction and 95% sensitivity to memory improvement. These findings suggest that Memoria is a feasible and effective digital medium for cognitive stimulation and dementia prevention among older adults.
Development of an Android Based Personal Financial Management Application for Financial Monitoring and Student Expense Notifications Rizki Alfa Reza; Yuyun Khairunisa; Nur Rahmansyah
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 16 No 02 (2026): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v16i02.2294

Abstract

This development was carried out because many students still experience difficulties in managing their finances, resulting in waste and uncontrolled financial conditions. This is usually caused by a lack of awareness in financial recording and the absence of adequate tools to monitor income and expenses regularly. As a result, students often experience difficulties in meeting daily needs or sudden needs. The purpose of this research is to develop an Android-based personal financial management application to help students manage their finances better, in a structured, and efficient manner. With this application, it is hoped that students can make financial recording easier and more structured. The research was conducted by collecting data through observation and interviews to identify user needs in managing finances and understand the problems often faced by students in daily financial activities. The method used in this development is the Agile method, using the Scrum framework, which allows the development process to be carried out in stages and flexibly so that it can adapt to user needs. This application was developed on the Android platform by utilizing Firebase Authentication which is used as a security system to maintain the confidentiality of user data, while the Firebase Cloud Firestore service helps in data storage so as to reduce the risk of data loss. Black Box Testing showed that all application features functioned successfully according to system requirements. Based on usability testing using the System Usability Scale (SUS) involving 22 respondents, the application obtained a score of 79.09 which indicates that the application has good usability and is acceptable to users. Based on these results, the developed application can help students better manage their finances.