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Pengukuran Kualitas Layanan Website Pemerintah Terhadap Kepuasan Pengguna Menggunakan Metode Webqual Idria Maita; Surya Darma Sebayang
Seminar Nasional Teknologi Informasi Komunikasi dan Industri 2022: SNTIKI 14
Publisher : UIN Sultan Syarif Kasim Riau

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

Abstract

Dinas XYZ menggunakan sistem berbasis online atau situs web sebagai sarana penyedia informasi Dinas tersebut. Pada sistem tersebut menyediakan informasi seputar perizinan, pengaduan, sampai syarat apa saja yang dibutuhkan untuk melakukan pemrosesannya. Saat ini banyak dari pengguna yang belum mengetahui situs web ini, berdasarkan hal ini perlunya dilakukan pemahaman kepada calon dan pengguna layanan tentang situs web ini. Tujuan dilakukan penelitian ini ialah memberikan pemahaman terkait situs web kepada pengguna serta mengukur apakah sistem ini memiliki standar yang baik dan efektif digunakan oleh penggunanya atau tidak. Teknik pengambilan data dilakukan dengan 2 cara yaitu observasi dan kuesioner. SPSS (Statistical Package for the Social Sciences) adalah alat bantu yang digunakan untuk mengolah data pada penelitian ini. Metode yang digunakan adalah webqual sebagai alat ukur kualitas website, menggunakan pengujian variabel dan reliabilitas serta pengujian paired sample t-test. Sampel reponden yang digunakan pada penelitian ini adalah 31 responden dimana responden ini adalah orang yang akan menggunakan layanan pemerintahan atau yang sudah pernah menggunakan layanan pemerintahan tersebut. Hasil yang diperoleh dalam analisis ini berupa kualitas website dan kepuasan pengguna, dengan rata-rata kesenjangan antara dimensi kegunaan, kualitas informasi, kualitas interaksi dan efektivitas kurang dari -1.
Evaluasi User Experience Pada Game Playerunknown’s Battlegrounds (Pubg) Mobile Menggunakan Metode Heuristic Evaluation Danil Risaldi; Megawati; Idria Maita; Febi Nur Salisah
The Indonesian Journal of Computer Science Vol. 13 No. 6 (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.v13i6.4468

Abstract

Pubg Mobile game is a game developer from "Tencent Games", Pubg Mobile was released on February 9, 2018. The genre of this game is Battle royale, where players can play with 100 people at once online. There are several negative reviews from Pubg Mobile game users, namely, character bugs often occur during the game, often force close on 3 GB RAM smartphones and loading into the game is very long so that users are very uncomfortable when using it. This study uses the Heuristic Evaluation method as a measurement of user experience. This study aims to evaluate the user experience in the Pubg Mobile game application using the Heuristic Evaluation method. The results of this study indicate that the Visibility Of System Status variable gets a total value of p1 75.6%, total p2 72.9%, total p3 75.6% with the status "Good", Match Between System and Real World gets a total value of p1 64.8%, total p2 75.6%, total p3 72.9% with the status "Good". User Control And Freedom gets a total value of p1 72.9%, total p2 75.6%, with the status of "Good", Consistency And Standards gets a total value of p1 51.3%, total p2 70.2% with the status of "Not Good", Error Prevention gets a total value of p1 70.2%, total p2 70.2%, with the status of "Good", Recognition Rather Than Recall gets a total value of p1 72.9%, total p2 72.9%, with the status of "Good", Flexibility And Efficiency Of Use gets a total value of p1 56.7%, with the status of "Quite Good", Aesthetic And Minimalist Design gets a total value of p1 78.3%, with the status of "Good", Help User Recognize, Diagnose And Recover From Errors gets a total value of p1 78.3%, with the status of "Good", and the last variable Help And Documentation gets a total p1 78.4%, with the status of "Good". It is necessary to make improvements or enhancements to the Consistency And Standards variables to get better values ​​than before.
DEVELOPMENT OF AUGMENTED REALITY APPLICATION FOR GEOMETRY LEARNING USING THE MARKER BASED TRACKING METHOD Pratama, Pangeran Fadillah; Hamzah, Muhammad Luthfi; Idria Maita; Megawati, Megawati; Ahsyar, Tengku Khairil
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 4 (2024): JUTIF Volume 5, Number 4, August 2024
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.4.1928

Abstract

The role of teachers in implementing innovative and creative learning models in the era of industrial revolution 4.0 is an important influence in attracting student’s attention to achieve learning goals. Student’s lack of interest and motivation to learn is a factor in the difficulty of understanding basic mathematical concepts, especially geometric material. Apart from that, it can be seen from the student’s enthusiasm for learning who easily get bored when studying using books alone. The aim of this research is to develop and apply an Android-based augmented reality (AR) application to increase student’s interest in learning and deliver more interactive material. This application uses a marker based tracking method which was developed using the Unity program. The results of application testing using a black box showed that all application features were used successfully without errors. The pre-test and post-test of 19 grade 6 students regarding understanding of geometry material before and after using AR obtained an increase from 60.53 to 86.84. The system usability scale (SUS) test was aimed at teachers and students by providing 10 statements to assess user satisfaction with the application which received a score of 77.84 in the acceptable category. Evaluation of application usability using 3 matrices, namely learnability, obtained a result of 94%, user efficiency in completing tasks was 0.19 goal /sec, and the error matrix obtained a value of 0.44.
Analysis of User Satisfaction of SAINS Pahlawan Tuanku Tambusai University Using the EUCS Method Raihan Alfarisy; Idria Maita; Tengku Khairil Ahsyar; M. Afdal
INOVTEK Polbeng - Seri Informatika Vol. 10 No. 1 (2025): March
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/n7ene473

Abstract

  Abstract - Smart Academic Integrated System (SAINS) is an information system used to improve the quality and facilitate students, lecturers and staff in carrying out lecture activities at Universitas Pahlawan Tuanku Tambusai. Nevertheless, certain challenges persist, as revealed through interviews and observations with the Head of Student Affairs and Active Students. These include insufficient details regarding the KRS filling schedule and lecture information (content), an unappealing SAINS appearance (format), an inaccessible forgotten password menu (case of use), and a lengthy login process (timeliness). In order to gauge how happy SCIENCE users are with the system, this study used the End User Computing Satisfaction (EUCS) approach and polled 97 people. The results showed that three variables had a positive effect, namely accuracy, format and ease of use, and two variables had a negative effect, namely content and timeliness. The variables that have a positive influence have T-statistic values ​​of 2.804, 2.414, and 3.528, while the variables that have a negative influence have T-Statistic values ​​of 0.576, and 0.326. Research recommendations can add information about the KRS filling schedule and lectures on the SAINS system homepage, as well as increase the speed of access to the SAINS system by users.
PERANCANGAN ENTERPRISE ARCHITECTURE MENGGUNAKAN FRAMEWORK TOGAF ADM PADA DINAS KOPERASI DAN UKM KOTA PEKANBARU Susilawati Susilawati; Idria Maita; Febi Nur Salisah; Mona Fronita
Jurnal Sistem Informasi dan Informatika (Simika) Vol. 8 No. 1 (2025): Jurnal Sistem Informasi dan Informatika (Simika)
Publisher : Program Studi Sistem Informasi, Universitas Banten Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/simika.v8i1.3731

Abstract

The advancement of information technology and information systems has a significant impact on various organizations, both in the private and government sectors. This study aims to design an enterprise architecture using the TOGAF ADM framework in the training process in the SME sector at the Cooperatives and SMEs Service. This process was chosen because it is still done manually, resulting in obstacles such as slow data management, lack of transparency, and minimal integration between work units. The study used a qualitative approach with a case study method. Data were obtained through observation, interviews, and document analysis, which were then analyzed using the TOGAF ADM stages, including the Preliminary, Architecture Vision, and Business Architecture phases. The results of the study show that the proposed architectural design can overcome the constraints of the manual training process by presenting an integrated digital solution. This solution can accelerate the training management process, increase transparency, and strengthen coordination between work units.