Claim Missing Document
Check
Articles

Analisis Pengalaman Pengguna Aplikasi Pemesanan Tiket Bioskop menggunakan User Experience Questionnaire (UEQ) dan Heuristic Evaluation (HE) Raden Siti Nabila Putri Fasabuma; Herman Tolle; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1011.284 KB)

Abstract

Entertainment is important for the public, one of which is by watching movies in theaters. With the increasingly sophisticated technology, now we do not need to queue to order cinema tickets and wait for advertisements on television related to the film you want to watch but can be through the application. Cinépolis Indonesia and Cinema 21 are applications that provide these services. Cinépolis Indonesia, which has just renewed its application, previously received poor reviews regarding the appearance and comfort of the user when using it and is still lacking compared to Cinema 21. However, an application cannot be judged by its existence alone, the application must present things that can make it comfortable users in using so that it is necessary to evaluate each other. To find out how well the application user experience level is and identify the problems found in the application being evaluated, namely the Cinépolis Indonesia and Cinema 21 applications. Measurement of user experience is measured using the User Experience Questionnaire (UEQ) instrument where 25 respondents fill out the UEQ. To find the problem is done using the heuristic evaluation method by the selected evaluator. From the data obtained, for the UEQ results the Cinépolis Indonesia application has an average neutral/normal UEQ scale because all the scales are in the range of -0.8 to 0.8. Whereas for the UEQ results Cinema 21 application tends to be positive on average, the UEQ scale obtained exceeds 0.8. For the heuristic evaluation results, there are 15 usability problems found in the Cinépolis Indonesia application and 8 problems in the Cinema 21 application so that it can be concluded that both methods obtain the same results namely Cinema 21 is superior in terms of user experience.
Evaluasi dan Perancangan User Experience menggunakan Metode Human Centered Design dan Heuristic Evaluation pada Aplikasi Dunia Games Rindhi Nisrina Hasna; Herman Tolle; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (859.66 KB)

Abstract

Dunia Games is a news portal founded by PT. Telekomunikasi Selular as a media provider of the latest information for the video game, gaming industry, e-Sport and technology. But there are still problems in this application such as poor display and complicated journeys that make users difficult to find information or achieve their goals. From these problems, it is necessary to evaluate and improve the design and journey that is likely to complicate the user. This study aims to identify usability issues and design user experience from the Dunia Games application. Problem identification is done by evaluating using the heuristic evaluation method with expert evaluators. After the problem is identified in the first stage of evaluation, the user experience design will be done using the Human Centered Design method. The design of user experience is based on qualitative analysis which contains requests from stakeholders and the findings of the problem carried out in the first stage of evaluation. There were 27 problem findings found in the first stage of evaluation such as complicated journey and the absence of assistance functions in using the Dunia Games application. In the second stage of the evaluation the problem that found was fewer than the problem in the first stage of evaluation. The results of this study are the identification and analysis of usability issues and design recommendations in the form of high-fidelity prototypes as a repair solution.
Pengembangan Multimedia Interaktif berbasis Website pada Mata Pelajaran Adobe Photoshop untuk Kelas X Program Keahlian Multimedia di SMK Negeri 4 Malang Moh. Septian Al Fikri; Retno Indah Rokhmawati; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 5 (2020): Mei 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (737.128 KB)

Abstract

There are several majors in SMK 4 Negeri Malang, for example Multimedia. When learners are not given learning media other than power points, because the supervisor uses the lecture method to use media in the form of PowerPoint. The solution that can be used to deal with problems is to build an Interactive Multimedia learning media. Through Interactive Multimedia can motivate and attract student attention about the material presented. Development of Interactive Multimedia can be done using Notepad ++ software as a text editor and Adobe Premiere Pro 2017 for editing video material. Data collection techniques used are observation, question and answer with a guide, questionnaire and test giving. The results of the validation test for material experts and media experts are that the learning media designed in the form of Interactive Multimedia are valid and appropriate for the learning process with an average percentage of material and learning experts at 93.3% for the material aspects, and 87.5% for the learning aspect. Which means the learning media is very good. The percentage of the validation test of the media expert is equal to.62.2% where the media has been good. The results of the pre-test carried out by 36 students averaged 76.27 and the average post-test was 83.3. T-test results obtained a significance value smaller than 0.05 of 0,000. Student pre-test and post-test results also gave a significant increase in grades. It can be concluded that Interactive Multimedia is effectively used for the learning process.
Analisis Value terhadap Minat Penggunaan MyTelkomsel menggunakan Consumption Value Model Ailsa Nabila Irvhan; Satrio Hadi Wijoyo; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 5 (2020): Mei 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (892.964 KB)

Abstract

The purpose of this research is to know the value that is felt by users that influence the interest in using MyTelkomsel. The population in this research is users of MyTelkomsel in Malang with the sampling using sampling purposive with 100 respondents. The data sampling of this research is done by spreading questionnaires. Data analysis is done using classic assumption test, partial test, and multiple regression analysis to five variables which is, functional values, emotional values, epistemic values, conditional values, and social values. Pearson correlation test was also conducted to determine the closeness of the relationship between these variables with the intention to use variable. Testing is done using SPSS tools. The conclusion from the results of the research conducted showed that functional values variables, emotional values variables, and social values variables have a significant positive influence on the interest in using the MyTelkomsel application with an enough closeness relationship while the epistemic values variable does not significantly influence the interest in using the MyTelkomsel application with the closeness of the relationship low or weak, and conditional values variables also have no significant effect on the interest in using the MyTelkomsel application with a very low or very weak relationship.
Pengembangan Media Pembelajaran Interaktif berbasis Website pada Mata Pelajaran Administrasi Infrastruktur Jaringan dengan Model Pengembangan Four-D di SMKN 3 Malang Nabial Ihlashi; Admaja Dwi Herlambang; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 7 (2020): Juli 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

The research and development aims to develop interactive web-based learning on subject Administrasi Infrastruktur Jaringan and investigate the results of learning before and after using interactive web-based learning. The development model applied adapts the development model four-D model from Thiagarajan, Four-D model consists of four stages, define, design, develop and disseminate. Four-D model was chosen because it was considered good enough in each stage with the sequence of activities. Validation was carried out by media expert with a percentage of 82% and a percentage of 87% from material expert, both assessments were classified as “very feasible”. And assessment of students related to learning media obtained a percentage value of 84.9% classified as “very feasible”. The total value of development testing carried out conducted on 31 SMKN 3 Malang students in the pre-test of 1700 and post-test of 2070. Completeness of learning also increased from the percentage of pre-test completeness by 12% to the percentage of completeness in the post-test by 41%. And from the Wilcoxon test results obtained a significance value of .002, so it can be concluded that by applying the developed media gives an influence on learning outcomes.
Pengaruh Kemampuan Berpikir Kritis dan Berpikir Logis Siswa Terhadap Kemampuan Belajar Secara Kolaboratif Pada Jurusan Teknik Komputer dan Jaringan di SMK Negeri 2 Malang Fariatul Auniyah; Admaja Dwi Herlambang; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 7 (2020): Juli 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

This research was performed with a purpose to know the effect of students critical thinking on collaborative learning and students logical thinking on collaborative learning. This research method is a quantitative method that will produce numbers to be processed, the design in this research is expost facto design. The sample used in this study there were 75 students with students characters being same are. In this research data collection performed with distributing questionnaires by online (Online). For data processing in this study the study used a simple linear regression test and partial testing (T- test). Results from this research is (1) critical thinking skills have an influence on students learning abilities in a collaborative manner, this is evidenced by the calculation results showing a significance value of 0.014 < 0.05, (2) logical thinking skills not have an influence on learning abilities collaboratively, this is evidenced by the calculation results showing a value of significance is 0.416 > 0.005
Pengembangan E-Modul Berbasis Electronic Publication (EPUB) Menggunakan Model Pengembangan ADDIE Pada Mata Pelajaran Pemrograman Dasar di SMK Negeri 4 Malang Andre Diofanu; Satrio Hadi Wijoyo; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 7 (2020): Juli 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

The purpose of this research is to ameliorate the ongoing learning process in Class ten, Department of Multimedia at the State Vocational School 4 Malang, that is focused on the teacher-centered approach, whereby the teacher is actively involved in sharing information using power media, and the learners are in a receptive mode and only notes down everything. The development of this E-Module, it is expected to increase students' motivation and understanding. The basic development model is the ADDIE model modified by Molenda. The data collection techniques involve instruments in the form of questions Pre-test and Post-test. Data processing techniques using the Kolmogorov-Smirnov Test and Wilcoxon Test to test hypotheses based on research data obtained. The results of the analysis process show that the development of E-Modules is needed due to the lack of learning media that can support the learning process. The results of the design process are wireframe and the draft Learning Implementation Plan. The results of the development process are videos, E-Module, and the results of the validation on the material, media, and instruments where getting valid average results. The results of the implementation process are in the form of students' pre-test and post-test scores. The results of the evaluation process show high effectiveness and high efficiency based on the results of the average student response questionnaire which was worth 82.77 percent.
Pengaruh Implementasi Metode Pembelajaran Teams Games Tournaments terhadap Variabel Motivasi, Minat Belajar, dan Hasil Belajar Peserta Didik pada Mata Pelajaran Desain Grafis Percetakan di SMK Negeri 12 Malang Rahmawati Hari Khasanah; Satrio Hadi Wijoyo; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

This research background is the lack of student participation, learning methods that have not been able to increase motivation to learn, and the lack of students' interest in learning. This study aims to show whether the implementation of Teams Games Tournaments learning methods has an influence on the variables of student motivation, learning interest, and student learning outcomes at SMK Negeri 12 Malang. The method in this research use Quasi Experimental and Nonequivalent Control Group Design. The data collection by observation and interview. The result of the data analysis in the research experiment are: (1) Method of TGT did not influence the students' motivation, (2) Methods of TGT influenced the students' interest, (3) Method of TGT influenced the students' learning outcomes. Therefore it can be concluded that learning method implementation of Teams Games Tournament does not influence the learning method, but influences the interest and learning outcomes of the students.
Evaluasi dan Perbaikan Antarmuka Aplikasi Web Daily Plan LPMI Al-Izzah Kota Batu menggunakan Pendekatan Human Centered Design Fahmi Nur Fachrurozi; Satrio Hadi Wijoyo; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

LPMI Al-Izzah Batu City is an educational institution that was established on July 17, 2006 by implementing Islamic basic values that ​​integrated with technology and science with the aim that students are able to maintain Islamic sharia. In addition, LPMI Al-Izzah of Batu city also has a web application that can be used by employees in planning daily activities called the Daily Plan. Based on the analysis and testing of the initial design, the results obtained on the aspect of effectiveness of 71.3%, 34.25 seconds efficiency aspects, and aspects of user satisfaction by 41.66. Then the researchers then did the design of improving the interface appearance by applying the Human Centered Design approach, Usability testing method and System Usability Scale. From the evaluation results of the appearance improvement design that has been done, researcher get a percentage of 100% in the aspect of effectiveness, 19.38 seconds in the aspect of efficiency, and 87.83 in the aspect of user satisfaction. From this research, it can be concluded that the Human Centered Design approach is able to produce a product or system that is able to help users and stakeholders achieve their goals.
Evaluasi dan Perbaikan Antarmuka Aplikasi Web Daily Plan LPMI Al-Izzah Kota Batu Menggunakan Pendekatan Human Centered Design Fahmi Nur Fachrurozi; Satrio Hadi Wijoyo; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

LPMI Al-Izzah Batu City is an educational institution that was established on July 17, 2006 by implementing Islamic basic values that ​​integrated with technology and science with the aim that students are able to maintain Islamic sharia. In addition, LPMI Al-Izzah of Batu city also has a web application that can be used by employees in planning daily activities called the Daily Plan. Based on the analysis and testing of the initial design, the results obtained on the aspect of effectiveness of 71.3%, 34.25 seconds efficiency aspects, and aspects of user satisfaction by 41.66. Then the researchers then did the design of improving the interface appearance by applying the Human Centered Design approach, Usability testing method and System Usability Scale. From the evaluation results of the appearance improvement design that has been done, researcher get a percentage of 100% in the aspect of effectiveness, 19.38 seconds in the aspect of efficiency, and 87.83 in the aspect of user satisfaction. From this research, it can be concluded that the Human Centered Design approach is able to produce a product or system that is able to help users and stakeholders achieve their goals.
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&#039;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&#039;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&#039; Ricco Anjasmara Putra Pratama Ricky Gunawan Rida Erlangga Rihadatul &#039;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&#039;rifah Supraptoa Supraptoa Syamsu Anaqin Syattya Permata Anugrah Syeh Umar Anggana Syinthia Dwi Fortuna Tara Rahmadilla Adhi Tri Afirianto Tri Afirianto, Tri 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