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Analisis Kesiapan Implementasi E-Learning Menggunakan E-Learning Readiness Model Ronny Faslah; Harry Budi Santoso
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 3 No 2 (2017): POSITIF - Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v3i2.431

Abstract

The successful implementation of e-Learning in a college is influenced by many factors. One of these factors is the readiness of universities to use e-Learning in teaching and learning process. E-Learning Readiness (ELR) is an instrument developed by Aydin and Tasci to measure the level of readiness of e-Learning implementation in developing countries grouped into four factors: technology, innovation human, and self-development,. This study aims to determine the level of readiness of e-Learning implementation in teaching and learning process at Hasnur Polytechnic. The results showed that Hasnur Polytechnic is included in the ready category in applying e-learning but requires an improvement on several factors.
EVALUASI DAN PENGEMBANGAN ALTERNATIF DESAIN ANTARMUKA E-CAMPUS STIKOM AMBON Amran Suatkab; Harry B. Santoso
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 4 No 2 (2018): POSITIF : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v4i2.580

Abstract

E-Campus is a support media of administration and academic activities system that used to improve the effectiveness and efficiency of campus activities. However, e-Campus is created and developed by the public to meet the needs in general, which means it is not created to the specific needs of the campus that impact on campus administration and academic activities such as unused features or those that unrelated to campus activities. Furthermore, for students and lecturers, there are parts of the form that are not complete, and so forth. Evaluation with e-Campus system is done by multi method which consist of usability test, that is observing respondent difficulties in utilizing function / e-Campus feature specifically, and system usability scale to assess system as a whole. The results show that none of the scenarios were successfully resolved without help (hint). The completion rate for tasks 13 and 18 is 0% of all users and furthermore, not all tasks were completed on time. The main problem lies in the page view, toolbar, navigation system and incomplete pages. The e-campus prototype was built based on Shneiderman’s 8 Golden Rules of Interface Design with considerations on inputs from the evaluation process
Analisis Kualitas E-Learning dalam Pemanfaatan Web Conference dengan Metode Webqual (Studi Kasus: Universitas KH. A. Wahab Hasbullah) Sujono Sujono; Harry Budi Santoso
E-JURNAL JUSITI : Jurnal Sistem Informasi dan Teknologi Informasi Vol 6 No 1 (2017): e-jurnal JUSITI
Publisher : Universitas Dipa Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

E-Learning merupakan sebuah sistem pembelajaran jarak jauh yang bersifat elektronik yang menggunakan teknologi jaringan dan komputer. Banyak model pembelajaran e-Learning salah satunya menggunakan web conference Kualitas e-Learning dapat diukur menggukan medote webqual. Webqual merupakan metode yang digunakan untuk mengukur kualitas website berdasarkan pengguna akhir. Webqual disusun berdasarkan penelitian pada tiga dimensi, yaitu usability, information dan service interaction. Penelitian ini bertujuan untuk  mengetahui kualitas web conference sehingga dapat dijadikan media belajar mahasiswa serta mengetahui indikator yang paling berpengaruh dalam kualitas e-Learning. Penelitian ini menggunakan 90 responden dan 22 pertanyaan dengan uji validitas dan reliabilitas. Hasil uji validitas didapatkan r hitung > dari r tabel serta uji reliabilitas didapatkan nilai alpha 0.807 yang lebih besar dari rtabel maka konsisensi kuisioner dinyatakan valid. Pada uji skala likert diketahui dimensi usability mendapat enam interpretasi puas, dimensi information mendapat empat interpretasi puas dan service interaction mendapat empat interpretasi puas. Indikator usability mendapakan yang tingkat interpretasi puas terbanyak. Sehingga dimensi usability berpengaruh positif kepada kepuasan pengguna
Analisis Kualitas E-Learning dalam Pemanfaatan Web Conference sebagai Media Belajar Mahasiswa Sujono -; Harry Budi Santoso
SAINTEKBU Vol 9 No 2 (2017): Volume 9 No. 2 Mei 2017
Publisher : KH. A. Wahab Hasbullah University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (430.203 KB) | DOI: 10.32764/saintekbu.v9i2.114

Abstract

E-Learning merupakan sebuah sistem pembelajaran jarak jauh yang bersifat elektronik yang menggunakan teknologi jaringan dan komputer. Banyak model pembelajaran e-Learning salah satunya menggunakan web conference Kualitas e-Learning dapat diukur menggukan medote webqual. Webqual merupakan metode yang digunakan untuk mengukur kualitas website berdasarkan pengguna akhir. Webqual disusun berdasarkan penelitian pada tiga dimensi, yaitu usability, information dan service interaction. Penelitian ini bertujuan untuk  mengetahui kualitas web conference sehingga dapat dijadikan media belajar mahasiswa serta mengetahui indikator yang paling berpengaruh dalam kualitas e-Learning. Penelitian ini menggunakan 90 responden dan 22 pertanyaan dengan uji validitas dan reliabilitas. Hasil uji validitas didapatkan r hitung > dari r tabel serta uji reliabilitas didapatkan nilai alpha 0.807 yang lebih besar dari rtabel maka konsisensi kuisioner dinyatakan valid. Pada uji skala likert diketahui dimensi atau indikator usability mendapakan yang tingkat interpretasi puas terbanyak. Sehingga dimensi usability berpengaruh positif kepada kepuasan pengguna.
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.
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.
Co-Authors Afirando, Rio Agnes Audya Tiara P Agri Fina Amran Suatkab Amran Suatkab Amrisandha Pranantya Prasetyo Ardanisa Rachma Arief Ramadhan Arief Ramadhan Arif Rinaldi Dikananda Arminditya Fajri Akbar Aska Daulika Athaya, Hisyam Avelia Diva Zahra Baginda Anggun Nan Cenka Baginda Anggun Nan Cenka Baginda Anggun Nan Cenka Baginda Anggun Nan Cenka Budiarti Budiarti Budiarti Choirul Anam Dadang Sudrajat Dana Indra Sensuse Darmin Karim Deden Sumirat Hidayat Diarto , Nur Dony Abdul Chalid Endang Sutariningsih Endina Putri Purwandari Endina Putri Purwandari Erisva Hakiki Purwaningsih Erza Janitradevi Nadine Fachri Munandar Harjanto Prabowo Harjanto Prabowo Ilma Alpha Mannix Jahns Michael Kasiyah M. Junus Kharisma Alivia Nastiti Lawanto, Oenardi Lina Fitra Lina Fitria Mannix, Ilma Alpha Martin Schrepp Mhd. Adhitiya Okta Riyandi Michael, Jahns Mira Suryani Mochammad Aldi Kushendriawan Mubarik Ahmad Muh Syaiful Romadhon Nan Cenka, Baginda Anggun Nandhita Zefania Maharani Nenden Citra Softwatul Ningrum Nungki Selviandro Nurhaedah M Oenardi Lawanto Pahlevi, Reynald Daffa Panca O. Hadi Putra Panca O. Hadi Putra Panca Oktavia Hadi Putra Panca Oktavia Hadi Putra Paramartha, Putu Agya Prasetyo, Amrisandha Pranantya Pratama, Faiz Rizqullah Putra, Panca Hadi Putra, Panca O. Hadi Raditya Danar Dana Ratu Syafianisa Nuzulismah Rendra Rahmatullah RENITA YULIANA, RENITA Ridwan Afandi Rio Afirando Rizal Fathoni Aji Ronny Faslah Ronny Faslah, Ronny Rozanah Saputro, Singgih Rochmad Satrio Bhaskoro Yudhoatmojo Satrio Pradono Suryodiningrat SEPTIANTINA DYAH RIENDRASARI, SEPTIANTINA DYAH Shabrina Salsabila Kurniawan Singgih Dwi Saputro Sopian Amir Sujono - Sujono Sujono Suryodiningrat, Satrio Pradono Tunggul Fardiaz Utami, Aisyah Nurlita Vederico Pitsalitz Sabandar Wahyudi lsnan Zainal A. Hasibuan