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Pengaruh Penggunaan Media Pembelajaran Interaktif Berbasis Powerpoint untuk Meningkatkan Motivasi Belajar, Kebiasaan Belajar, dan Hasil Belajar Siswa di SMK Negeri 3 Malang
Lizma Nur Saidah;
Satrio Hadi Wijoyo;
Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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The study was conducted based on observations over a period of one month of the condition of teaching and learning activities in SMK Negeri 3 Malang. During observation, the point of view of the problem is seen from the behavior of students. Problems that emerge are from the motivation and habits of students that are not good. Students always use powerpoint as their only learning resource. On the other hand, teaching books such as modules and e-books have been provided but are not utilized by students. The way out is to make modifications to the Powerpoint program into interactive media. Interactive means there is an interaction between powerpoint and students. The study was conducted by two class experimental methods, namely the control class and the experimental class. The instrument was a questionnaire and a pretest-posttest question. The instrument was analyzed using Pearson correlation test to determine the effect produced. The correlation test results stated that powerpoint interactive media had a positive effect on learning motivation by 44.22% while the other 55.78% were influenced by other factors. In the study habits there are 77.44% influence, another 22.56% influenced by other factors. In the learning outcomes of students there are 81.18% influence while the other 18.82% is influenced by other factors. So the authors suggest for educators to make more use of interactive powerpoint media in order to improve motivation and good study habits
Evaluasi Kualitas Website Jawa Pos menggunakan Metode Webqual 4.0 dan Importance Performance Analysis (IPA) (Studi pada PT. Jawa Pos)
Yunior Rikky Fitanto;
Satrio Hadi Wijoyo;
Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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PT. Jawa Pos is a company which engaged in the multimedia printing daily newspaper named Jawa Pos, based in Surabaya, East Java. Furthermore Jawa Pos is also engaged in the application and the website as a media for users to read the news. The purpose of this research is to know the quality of Jawa Pos website which emphasizes on three variables, namely Usability factor, Information Quality factor, Service Interaction Quality factor on Jawa Pos website based on Webqual 4.0 method. Data collection is obtained from the dissemination of questionnaires and analysis using descriptive analysis and Importance Performance Analysis (IPA) method which assesses the performance of Jawa Pos website based on the importance of each variable. The valuation scale on this study used the Likert scale method implementing the 5 scales of choice with statements ranging from strongly disagreeing to very concur. While the technique used to measure the number of respondents needed in this study, using Slovin technique with a percentage of accuracy is 90%, so the number of respondents needed in this research is 100 respondents. To limit the scope of existing, the characteristics of the population in this study are the people who have experience using Jawa Pos websites to read the news online with sampling techniques using the approach Convenience Sampling. This research resulted in an improvement recommendation based on its factors of interest and performance.
Pengaruh Problem Based Learning Terhadap Peningkatan Hasil Belajar Siswa pada Mata Pelajaran Komputer dan Jaringan Dasar di SMK Negeri 3 Malang
Yuliana Anggreini Budiman;
Satrio Hadi Wijoyo;
Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Problem Based Learning is the learning model in which the focus of learning is in the real problem which had been given by the teacher in order to encourage the students to find out various information and knowledge as well as experience which can be useful to solve the problem by having group discussion. The aim of this research is to investigate whether PBL model can affect the students' learning outcomes. The focus of this research is the students' learning outcomes in cognitive and psychomotor aspect. The result of this study showed that there was no significant effect after implementing PBL model toward the students' learning outcomes in cognitive aspect. It is proven from the result of analyzing the data in which the significance value of the learning outcome in cognitive aspect is in the amount of 0.993, which is bigger than 0.05. Based on the criteria of success which had been set, it can be concluded that there was no significant effect in students' learning outcome in cognitive aspect after implementing PBL model. However, the result of this study showed that there was significant effect toward the students' learning outcomes in psychomotor aspect. It was proven from the result of analyzing the data in which the significance value of the learning outcome in psychomotor aspect is in the amount of 0.001, which is smaller than 0.05. Based on the criteria of success which had been set, it can be concluded that there was significant effect in students' learning outcome in psychomotor aspect after implementing PBL model.
Evaluasi User experience Pada Aplikasi Mobile Asphalt 9: Legends Menggunakan Cognitive Walkthrough dan Heuristic Evaluation
Ahmad Fahrurrozi;
Satrio Hadi Wijoyo;
Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Asphalt 9: Legends is a racing game that shows sophisticated cars in row that play with more clear graphic. Asphalt 9: Legends has 10 millions users, but this game was found a problem from the respondent like function from the fitur such as Settings and Restart that are difficult to find for the user. Based on observation from a writer, this game has many kinds of problem such as Hidden, is a clearance symbol that shows for fitur function and feedback, which is not serving mode touchdrive function in the game so there is no feedback between the system and users. The purpose of this observation are for evaluating users interface from Asphalt 9: Legends using cognitive walkthrough and Heuristic Evaluation method. Cognitive Walkthrough method involves 4 respondents who are new users of this game, for heuristic evaluating method involves 9 evaluator experts. The result of the Cognitive Walkthrough shows the Asphalt 9: legends has enough problems in Users and Hidden. Evaluating using heuristic method shows this game has 26 usability problems which is heuristic MA01 (visibility of System Status) prinsiple has the highest problem 30.7%, meanwhile the highest average level of severity is in the Heuristic Ma03 (User Control and Freedom) principle is 2.63 in percentage.
Evaluasi User Experience Pada Game FORTNITE MOBILE Menggunakan Metode Enhanced Cognitive Walkthrough
Raka Irvaldo Rahadiasta;
Satrio Hadi Wijoyo;
Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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FORTNITE MOBILE is a competitive multiplayer game that makes "Battle-Royale" the main genre, this game is a type of Third-Person Shooter. This game was just released by Epic Games on July 24, 2018. This game includes a new type of game on the mobile platform so that it has the potential to have new users. User experience is very important for the success of a game on the market, especially on the type of application that has just been released. Systems that are not well designed and not easy to use will make it difficult for users to learn and operate, so it will rarely be used . In order to get a good user experience, an evaluation is necessary. Enhanced Cognitive Walkthrough method is a user experience evaluation method where evaluators provide scenario-based assignments and several questions to game users to find problems that interfere with the learning process. This method is suitable for the system that was just released because it can explore the cognitive processes of users when they first use the system. Respondents used in this study were divided into two groups, namely 3 respondents who had never played the FORTNITE MOBILE game and 3 people who were experienced in playing the FORTNITE MOBILE game and often played games with similar genres. The evaluation results on the FORTNITE MOBILE game show that many problems occur because the display does not explain its function (hidden) in the learn control menu. However, problems that arise are problems that are mild and do not affect the main functions in the game.
Evaluasi Desain Antarmuka Aplikasi Mobile SiGap menggunakan Metode Heuristic Evaluation (Studi Kasus pada BPBD Kabupaten Sidoarjo)
Yunita Titisari;
Satrio Hadi Wijoyo;
Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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SiGap application is an official mobile application owned by the Sidoarjo Regency Regional Disaster Management Agency (BPBD). This application is used to facilitate the public in knowing information about disasters that occur in Sidoarjo. However, there were several complaints in application. To explore the problems in the SiGap application, a usability evaluation is needed. The usability evaluation method used in this study is the Heuristic Evaluation method involving 3 usability expert evaluators. In addition, to get deeper data related to the impressions, expectations and goals of a user when accessing the application, a Persona was created to represent the SiGap application users. Evaluation is carried out in 2 stages. The first stage aims to find out application problem. The second stage aims to find problems in the application after an interface design improvement is built based on the evaluation of phase 1 and Persona. Phase 1 evaluation resulted in a total of 21 problem findings, with an average severity rating that can be classified into 3 of 4 categories namely minor, major, and catastrophic. While in stage 2 evaluation, 3 problems were found.
Kualitas Interaksi Multi Arah pada Pembelajaran Berbantuan Edmodo untuk Mata Pelajaran Komputer dan Jaringan Dasar (Studi pada Kelas X Jurusan Teknik Komputer dan Jaringan SMK Negeri 3 Malang)
Intan Kikis Sahara;
Satrio Hadi Wijoyo;
Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Learning is a combination of teaching and study activities that involve an active interaction between the teacher and students so that the specified goals are achieved. However, there are problems when implementing learning in class X of the Department of Computer and Network Engineering at Vocational High School 3 of Malang that is the lack of quality of multi-direction interaction caused by the limited frequency of time teachers teach directly in the classroom and students passively ask questions during learning. The population in this research were all grade X students the Department of Computer and Network Engineering in the 2018/2019 academic year who were attending Computer and Basic Networking subjects with a total of 71 students. The sampling technique used in this research is the saturated sampling technique because all members of population are made into a research sample consisting of 35 students of class X TKJ 1 and 36 students of class X TKJ 2. In this research using data collection techniques in the form of observation, interviews, and questionnaires. This research compares between conventional learning models and blended learning models with Edmodo aims to improve the quality of multi-directional interaction. The type of weak experimental research using a static-group pretest-posttest design was used in this research. Based on the results of hypothesis testing, the researchers found that there was a significant difference in the quality of multi-direction interaction between the blended learning classes with Edmodo compared to the conventional learning classes based on evidence from the results of the t-test.
Pengembangan E-Modul pada Mata Pelajaran Sistem Komputer untuk Kelas X Program Keahlian Teknik Komputer dan Jaringan di SMK Negeri 2 Malang dengan Model Pengembangan 4-D
Rizka Hikma Damayanti;
Hanifah Muslimah Az-Zahra;
Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Vocational High School 2 Malang has a number of expertise programs, one of which is Computer and Network Engineering. When learning, students are not given a module, the teacher uses teaching methods using powerpoint teaching media. One solution that can be used to solve this problem is to develop learning media in the form of E-Modules. With the hope that the E-Module can motivate and attract students' attention to the material presented. The development of E-Modules is carried out using a 4-D development model because it is suitable for the development of teaching devices. Data collection methods are used in the form of interviews, questionnaires and tests. Based on the questionnaire, the validation test of media experts and material experts shows that learning media in the form of E-Modules are declared to be very valid and suitable for use in the teaching process with an overall average percentage of material experts at 98.96% and media experts at 80.00% . The results of the pre-test conducted by 31 students received an average of 50.45 and an average post-test score of 91.74. In addition, the results of the t-test obtained a significance value of less than 0.05 which is equal to 0,000. From the results obtained from the analysis, it can be concluded that learning media in the form of E-Modules that have been developed can be used effectively in the teaching process.
Evaluasi Usability Tampilan Antarmuka Website Perpustakaan Politeknik Kesehatan Kemenkes Kota Malang menggunakan Metode Usability Testing dan Heuristic Evaluation
Arnezha Tinar;
Satrio Hadi Wijoyo;
Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Library of Health Polytechnic of Malang City Health Ministry has an official website to help students find references to study. This website has a search feature for a collection of textbooks, national, international journals and lecturer research. Based on observations, there are complaints on the website, namely, ineffective and inefficient search, inappropriate use of words and no library book lending information. This study uses the usability testing and heuristic evaluation methods because the heuristic evaluation method is able to find many usability problems so that all usability problems can be resolved. This research combined with usability testing to get the user's perspective. Determination of evaluators using regular and double because the potential for finding problems is higher than the novice evaluator. Based on the results of the evaluation using the usability testing method and heuristic evaluation obtained 26 usability problems. 23 usability problems from heuristic evaluation and 6 usability problems from usability testing. Problems that are found are mostly related to the functionality and appearance of the system interface. Usability testing produces a level of effectiveness of 60%, efficiency of 46.5% and satisfaction of 63.4. The usability problem found in heuristic evaluation is divided into 7 out of 10 Nielsen's heuristic principles. The most common usability problems found on the principle of H8 aesthetic and minimalist design are 9 usability problems. Usability problems found have 1 usability problems in the cosmetic category, 11 usability issues in the minor category, 3 usability issues in the medium category, 2 usability issues in the major category, and 6 usability problems in the catastrophic category.
Perancangan Antarmuka Sistem Informasi Manajemen Kelurahan dengan Menggunakan Metode Human-Centered Design (Studi Kasus: Kantor Kelurahan Penanggungan Kecamatan Klojen Kota Malang)
Hilda Khairunnisa;
Satrio Hadi Wijoyo;
Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Penanggungan Village Office is an office that conducts management related to public services and population services located in Malang, especially in the District of Klojen. Based on the research results, there are several problems in the office related to management in archiving, reporting on data for monthly or annual data, management on citizen certificates, and no history of citizen letters. These problems make the staff in charge feel difficult in finding information and data, so the need for interface design by using a prototype to adjust user needs in the appearance of the Village management information system to expedite the performance of its services and expedite the work process. The desired interface is adjusted first to the needs of users using the help of Human-Centered Design (HCD) methods that aim as a focused approach to the user in the design. The evaluation applied was Heuristic Evaluation (HE) which aims to review the findings of problems on the prototype. The next evaluation is an interview to the user to validate the results of the prototype to do the display improvement process. Evaluations that have been carried out produced 16 problems. The results of this study are able to determine the design process and provide information on the results of the evaluation of the prototype design that has been made.