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Perbandingan Usability Learning Management System Edmodo dan Google Classroom Menggunakan Heuristic Walkthrough (Studi Kasus: SMKN 11 Malang) Sabhian Bagaspati Susilo; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The implementation of the Learning Management System (LMS) in Malang Vocational High School has encountered many problems in the display that is difficult to understand, users do not understand the features of the system so that problems arise in the aspects of Usability and Learnability. Because the teacher has difficulty choosing which LMS is good to use, the researcher evaluated the comparisons of the two LMSs used namely Edmodo and Google Classroom using the Heuristic Walkthrough which is a combination of two methods namely Heuristic Evaluation on Usability and Cognitive Walkthrough on Learnability. The respondents involved were four experts and five teachers in each LMS. The results of the study show that the Learnability factor Edmodo has a total of 14 problems and two 21 for the Google Classroom. In Usability results, Edmodo has 23 problems and has an average severity rating of 2.5 while Google Classroom has 9 problems and has an average severity rating of 2.7. From these results, Edmodo is recommended for new users because it excels in Learnability aspects while Google Classroom is recommended by experts because it excels in Usability.
Evaluasi Desain Antarmuka Pengguna pada Situs Web Kabupaten Malang menggunakan Metode Human Centered Design (HCD) Ayuningtyas Ayuningtyas; Satrio Hadi Wijoyo; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

A district of Malang is a government located in province of East Java. Malang is the second largest district in East Java after Banyuwangi. As a government, Malang applies e-Government for improved information services for this government. There are 2 pages there often accessed by users, it is a home page and potential area page. A problem on district of Malang website is a placed of content that too dense, lacking an explanation of information, inconsistent use of language and font type, and improper color combination. A reference method which use for Malang district is Human Centered Design (HCD). HCD is a method used to design new interface that user needs. Thereafter do the usability testing on the first and last evaluation. There are 3 metrics usability used as parameter of success is effectivity, efficiency, and satisfaction. Result shown for first evaluation success is 58,4%, non critical error is 16,6%, and a critical error is 23,3%. And for last evaluation success is 100%, non critical error is 0%, and critical error is 0%. Efiiciency metric enchance 90% after website improvement. A satisfaction metric for first design reach non acceptable grade, and an improved interface design reach acceptable grade.
Evaluasi Playability dengan Player Persona menggunakan Metode Heuristic Evaluation of Playability (HEP) pada Game Vainglory Mochammad Naufal Rizky Angkasa; Satrio Hadi Wijoyo; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Vainglory game is a Multi-player Online Battle Arena (MOBA) game which was released on July 28, 2018 on the PC platform which until June 26, 2019 is still under development or Alpha status. Playability is a term used to describe the quality of the game as a whole, which includes uses and aspects of the game, Playability is an important factor when determining the success or failure of a video game in providing an interesting gaming experience for its players. In this study begins with making a player persona, by conducting interviews directly with 6 respondents who are players from the Vainglory game, which aims to determine the characteristics and categories of respondents when playing the Vainglory game. To be able to find out the playability aspects of the Vainglory game, an evaluation using the Heuristic Evaluation For Playability method is an evaluation method specifically devoted to evaluating the game at the development stage. This study aims to get playability problems in the Vainglory game. The evaluator used in this study was divided into two groups, namely 3 evaluators who had the ability to develop games and 3 evaluators who had experience playing games with similar genres. The results of the Playability evaluation in the Vainglory game show the results of Severity Ratings namely Minor Usability Problem, the problems found in the Vainglory game have the potential to cause problems or disruptions to players that cause a sense of playing experience or the player's playing experience to be bad.
Evaluasi User Experience Pada Social Application Mobile HAGO Menggunakan Metode Enhanced Cognitive Walkthrough Tri Andre Mahadika Putra; Satrio Hadi Wijoyo; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

HAGO is a miniature social game app made up of various fun and challenging types of games. Since its launch at the playstore on March 23, 2018, few months have become the number one on the "top free apps" playstore. This success is not far from the user experience provided by hago itself. But a system must have some problems or constraints found in particular the new release system. To find those issues needed to hold an evaluation especially in the usability section. The enhanced cognitive walkthrough is one of the usability evaluations based on the user experience. This method would give the scenario a series of tasks to be worked on and 10 questions about the assignment to the evaluation. Six expert examiners, 2 expert, and 2 novice. The evaluation of the hago application shows most troubling problems in hidden (h) type of hidden (h) problems in the main functions of the social application mobile hago. The average issues issues arise in the problem of seriousness and 3 and affect the major function of hago applications. Thus, hago's applications are quite easy for both experienced and new visitors. But new users take quite a while to understand this application
Analisis Usability dan Pengalaman Pengguna Pada Aplikasi pemesanan Budget Hotel Menggunakan User Experience questionnaire (UEQ) (Studi Kasus Pada Airy Rooms) Ike Kusuma Putri; Satrio Hadi Wijoyo; Yusi Tyroni Mursityo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT Airy Nest Indonesia (AiryRooms) is a company that provides reservation service of online budget hotel based in Indonesia. The application ranking of Airyrooms mobile take place sixth (6th) rank in the AppStore and fifth (5th) rank in the PlayStore, while other budget hotel applications get under rank below it. Even though it has reached the number of users and has received quite a lot of enthusiasm, however, from the results of interview and feedback observation that have been done by the researcher there are some problems occur during the use and users' negative perception of AiryRooms application. Therefore, it is necessary to identify the problems continuously to know what might be exist in the application, also to do measurements to know the level effectiveness, efficiency and users' satisfaction level. To measure the level of usability of this study, use a test scenario and direct interviews with Airy Rooms users. In addition, to determine the level of user satisfaction was calculated using the System Usability Scale (SUS) questionnaire and to measure the level of user experience collecting various opinions using the User Experience Questionnaire (UEQ) questionnaire with 6 scales: attractiveness, stimulation, perspicuity, dependability, efficiency, and novelty. The results of usability testing showed efficiency of 82% which means in good category, effectiveness is 89% which means above the average of the standard value of 78% and satisfaction shows results reaching a value of 78 which means on the category Acceptable. In addition, the results of measuring user experience on the novelty scale of the UEQ benchmark are below the average of 0.667, users consider the appearance of monotonous applications and available transaction services to be considered lacking even though the Airy Rooms application is fun and easy to use
Evaluasi Usability Pada Game Dota 2 Menggunakan Metode Heuristic Evaluation Fathoni Alim Rosyidi; Satrio Hadi Wijoyo; Niken Hendrakusma Wardani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Dota 2 is a Free-To-Play (F2P) game with the Online Multiplayer Battle Arena (MOBA) type, this game is a version of world of warcraft 3 which was developed by Valve Corporation in 2011. On the Dota 2 steam game platform it has a rating view that very good, which is mostly positive, and had become the most popular game in 2016 by being played by 1.2 users online simultaneously (statista, 2018). But based on the game Dota 2 www.statista.com has experienced a decline in players and now there are 700 thousand active players who play the DotA 2 game (statista, 2018). So that by knowing the problems in specific games, game companies can find out what needs to be improved in the game. The heuristic evaluation used is the usability heuristic method which covers 9 aspects. 9 aspects are: (1) visibility of system status, (2) offer real world object, (3) user control and freedom, (4) consistency and standarts, (5) error prevention, recognition rather than recall, (6) flexibility and efficiency of use, (7) aesthetic and minimalist design, (8) help user recognize, (9) diagnose and recover from error. The evaluation using the heuristic method resulted in 22 problems found, consisting of 2 cosmetic problems, 5 minor problems, 13 medium problems, and 2 major problems. the heuristic principle that is most commonly found is the principle of MA08 (Aesthetics and Minimalist Design) with the finding percentage of 22.72% with a severity rating of 3, which means the problem is at the medium level.
Analisis Pengaruh Pemasaran melalui Media Sosial terhadap Loyalitas Merek pada Instagram Tomoo Steak Rony Adita Muslim; Niken Hendrakusma Wardani; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Nowdays there are many culinary companies with very tight competition. The focus and target of marketing now has changed, which how companier got new customers, and has changed to how company kept customers to be loyal. One strategy that can be used by company using social media. Tomoo Steak is a culinary company that actively engages in customers relationship in anagement throught social media marketing o gain customers loyalty. Customer loyalty is positively influenced when companies doing advantageous campaigns, relevant content, popular contents, various platforms and applications, frequently updated content on social media (Erdogmus & Cicek, 2012). This study tested the relationship between social media marketing and customer loyalty using multiple linear regression analysis. Respondents from this study are followers Tomoo Steak account in Instagram. The data were collected using simple random sampling technique. Result of f test, show independent variables simultaneously or equally influence brand loyalty. The independent variable used in this study contributed 52,2% to the Tomoo Steak brand loyalty. The relevant content variable has the greatest influence brand loyalty. This is because the Tomoo Steak Instagram account presents content that can attract customers to interact with content companies, various platform.
Evaluasi Website Ngalup.Co Working Space Menggunakan User Experience Questionnaire (UEQ) Dan Focus Group Discussion (FGD) Untuk Meningkatkan User Experience Fitra Endi Auliansyah; Satrio Hadi Wijoyo; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Ngalup.co Working Space is a company located in City of Malang that provides working space compilation service, event hall, and meeting room. Website of Ngalup.co Working Space provides information about company profile, services, event held, partnership, pricing, testimony, and blog. For a website that gives information about company and its services must have a good user interface design to improve user experience of website's users. User experience of Ngalup.co Working Space's website assessed by User Experience Questionnaire (UEQ) using six scales: Attrativeness, Perspicuity, Efficiency, Dependabilty, Stimulation, and Novelty. The aims of the study were to find out quality level of user experience and redesign website of Ngalup.co Working Space to improve user experience by using User Experience Questionnaire (UEQ) and Focus Group Discussion (FGD). Evaluating a website for a company is an important thing to meet user needs. The result of UEQ were need to imrpoves on all scale of UEQ especially at perspicuit and dependabilty scale that user understanding of given information. Redesign user interface website of Ngalup.co Working Space improve its user experience at all scales.
Evaluasi Perbandingan Ranking antara Proposed Value dan Perceived Value terhadap E-ticketing berdasarkan Model UXHoneycomb Frita Dwi Julianinda; Hanifah Muslimah Az-Zahra; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Traveloka, Tiket.com and Pegipegi are applications as service providers that accommodate the distribution and sale of transportation tickets online. The number of users of a product or application, certainly does not guarantee user experience satisfaction from an application. At present the three e-ticketing applications are able to offer proposed values ​​that can be felt by users when running or using an application. Proposed value is used to provide experience and meet user needs in using the application. This can be utilized in the development of an online based application, namely Traveloka, Tiket.com, and Pegi - Pegi. The application has the value offered to users and the perceived value of user experience. This study aims to evaluate the value that has been given and felt by users using the UX Honeycomb method that can explain the quality of user experience. In UX Honeycomb there are seven aspects namely useful, usable, desirable, findable, accessible, credible, and valueable. The UX Honeycomb aspect will be ranked to get the comparison evaluation results from the proposed value and perceived value in each application. Based on the comparison of the proposed values ​​and the perceived value of each application that needs to be improved on Traveloka is desirable, for Tiket.com, which needs to be improved is findable, while the activities that need to be improved are valueable.
Pengembangan Media Pembelajaran Berbasis Multimedia Interaktif Pada Materi Desain Jaringan Lokal (LAN) Dengan Model Pembelajaran Problem Based Learning (Studi Kasus : DI SMK Negeri 3 Malang) Kurnila Putri Islamawati; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Interactive learning media is a learning tool that can be used to convey learning content interestingly by adding a learning model that empowers students to think critically about a problem and identify problems. However, at State Vocational High School 3 in Malang, the media used for learning activities uses only power points and material descriptions with lectures and questions, making learning less effective and less interesting. This trend also reduces the learning achievements of the students. Based on these issues, researchers want to develop interactive multimedia learning media using problem-based learning (PBL) learning models to promote a lively classroom atmosphere, which also increases the quality of students learning outcomes. The development model used is ADDIE with stages (1) analysis; (2) design; (3) development; (4) implementation; (5) evaluation. The media has been validated by media experts and material experts to determine the feasibility of testing. The study was conducted on TKJ 2 grade 10 students in SMKN 3 Malang, which corresponded to 37 students. The results of the study show: (1) Creating Adobe Flash CS6-based learning media for computer topics and basic networks. (2) The results of the evaluation of several experts: (a) media expert I and media expert II, both with 78.7% and in the category good. (b) Results of the Evaluation of Materials Expert I and Material Experts II, both 92% and 91% in the Excellent category. (3) Preliminary test results 29.8% of the students had completed. after students get treatment with learning media, the test showed that 83.8% of the students had completed the standard given by the school, so the use of Interactive Multimedia had an impact on student learning.
Co-Authors Abdul Harris Wicaksono Abdurahman Abdurahman Adam Hendra Brata Adelia Ayu Trilestari Aditya Putra Pratama Aditya Rachmadi Admaja Dwi Herlambang Ady Ramadhan Putra Afifah Pratiwi Reza Ayu Widiarti Agnes Astriani Agung Rizqi Maulana Agustinus Ryan Wicaksono Ahmad Afif Supianto Ahmad Fahrurrozi Ahmad Fariddudin Ailsa Nabila Irvhan Aisha Damayanti Alfi Nur Rusydi Alif Hilyatun Nisak Alma Syahara Nur Cholidhea Alya Paramitha Ayuningsih Amanda Puti Wibawa Andi Reza perda Andi Reza` Perdanakusuma Andikarama Prasida Andre Diofanu Anisah Ikhsawiyanthi Annisa Julia Santoso Aprilia Riayatul Millah Arief Rino Wahyu Putra Arnezha Tinar Arrofiq Budi Al Fajri Atika Shinta Pratiwi Atikah Febrianti Nastiti Ayu Made Krisna Dewi Ayu Resmitasari Ayuningtyas Ayuningtyas Bagus Setiawan Batita, Maurish Sofie Rahmi Bondan Sapta Prakoso Bondan Sapto Prakoso Bossarito Putro Buce Trias Hanggara Budi Darma Setiawan Cindy Felita Nur Alimah Saptonoadi Civica Moehaimin Dhewanty Cristina Pravitasari Dayu Ikhwanika Prasetyo Denis Mafira Ramdhan Desi Rosalia Dewi Dhaneswara Mursito Rukmi Diah Priharsari Diah Priharsari Diah Putri Vidia Sari Dian Agus Sasmita Dian Indrawati Dimas Adhitya Rahadiarizki Dimas Anugerah Asprila Dimas Ferry Kurniawan Dinda Aditya Febrianti Dini Rahmatika Adi Diva Kurnianingtyas Duwi Ajeng Intan Sari Dzakiyyah Salma Wachid Ebid Dliya'ul Haq Edy Santoso Eko Cahyo Wahyudi Elistya Maghfiroh Ella Inayatul Khusna Elmanda Krisna Jaya Erfan Yuono Eric Aji Panji Kurniawan Ervina Nurhidayati Fadillah Eka Putri Fahmi Nur Fachrurozi Faizatul Amalia Faradilla Umami Fariatul Auniyah Farid Khatibul Umam Fariz Wahyu Djatmiko Fathoni Alim Rosyidi Fatmawati Fatmawati Fatwa Ramdani, Fatwa Fauzan Adi Laksono Fierhan Arzza Ardhana Firmansyah Arif Maulana Fitra Abdurrachman Bachtiar Fitra Endi Auliansyah Frita Dwi Julianinda Gidion Aldi Goesti Sofi Indah Sari Grenzya Laksmi Putri Kusoy Hanggar Wahyu Agi Prayogo Hanifah Asri Hanifah Muslimah Az-Zahra Haris Hasan Mangundap Hawim Mahfudah Herman Tolle Hilda Khairunnisa Ida Fitriah Ifadhatur Rohmah Ike Kusuma Putri Ikrom Septian Hadi Ilham Hananto Wibisono Inneke Yola Ferdiana Hadi Intan Kikis Sahara Intan Sartika Eris Maghfiroh Irdiaga Isnainrajab Irfan Aufa Ramadya Irfan Nuril Faza Ismaiwati Ismaiwati Ismiarta Aknuranda Issa Arwani Iwan Majid Jofy Eljabar Ukur Katon Pratama Susanto Kembang Regain Kevin Maulana Khusnul Aidil Santosa Komang Candra Brata Kurnila Putri Islamawati Lailatul Fitriyah Lailil Muflikhah Lizma Nur Saidah Luh Putu Dessy Citra Yoseva Wardana Lutfi Fanani Lutfiani Akhmadi Luthfan Aufa Faqih M. Daffas Athadiansyah Moch. Afandi Yusup Mochammad Chandra Saputra Mochammad Naufal Rizky Angkasa Moh. Septian Al Fikri Muhammad Ainu Yazid Muhammad Anas Ziauddin Muhammad Daffa Arga Muhammad Nicco Gumaisa Muhammad Rizal Ramdhani Muhammad Syarifuddin Muhammad Tanzil Furqon Muhammad Zainuri Aziz Muhammad Zidane Hidayatullah Suprapto Mukhamad Naufal Ar-Rozaq Nabial Ihlashi Nabilah Wava Elazri Nadiah Alma Ratnaduhita Nanang Yudi Setiawan Narayana Demafaris Pradana Naufal Zulfikar Priambodo Ni Made Dewi Widiastuti Nia Amanda Putri Niken Hendrakusma Wardani Nur Sa'ida Kismurdiani Nurul Hidayat Onita Dwi Agustin Panji Aris Setyawan Pujo Prasetyo Aji Putri Nur Utami Ramadhani Raden Siti Nabila Putri Fasabuma Rahmawati Hari Khasanah Raka Irvaldo Rahadiasta Raka Wisnu Wijaya Raka Yuwono Ario Wibowo Ramdaning Puri Pradani Rayyan Mada Reinardus Dimas Bagus Kurniawan Rendy Murdiyanto Resky Ramadhanti Retno Indah Retno Indah Rokhmawati Reza Ararsy Arrohman Rezdy Juliani Rapa' Ricco Anjasmara Putra Pratama Ricky Gunawan Rida Erlangga Rihadatul 'Aisy Rindhi Nisrina Hasna Rita Novi Dayanti Rivo Dimas Prakasa Rizal Bachtiar Rizka Hikma Damayanti Rizki Agung Pambudi Rizki Hasna Salsabil Rakha Rizky Ariefpambudi Rizqi Ahmad Abdillah Rokhmah Vira Santi Roni Yulistyo Saputra Rony Adita Muslim Rosa Guriarsa Priambodo Rudy Usman Azzakky Sabhian Bagaspati Susilo Sabilatunnajah Sabilatunnajah Salviko Israfi Talanrea Sandhi Hendrawan Sapriliana Sukmana Putri Satrio Agung Wicaksono Setiyawan, Ramadhana Shafa Dinda Tsabitah Sila Nur Ma'rifah Supraptoa Supraptoa Syamsu Anaqin Syattya Permata Anugrah Syeh Umar Anggana Syinthia Dwi Fortuna Tara Rahmadilla Adhi Tri Afirianto Tri Afirianto Tri Alfrianto Tri Andre Mahadika Putra Tubagus Reza Fachlevi Vigo Hernando Vikry Aghnas Saharja Welly Purnomo Wibisono Sukmo Wardhono Yeni Amelia Br Tarigan Yuliana Anggreini Budiman Yunior Rikky Fitanto Yunita Titisari Yusi Tyroni Mursityo Zaky Nur Abyan Zulvarina, Prima