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Comparative Analysis Between Using Google Meet and Gather Town Video Conferencing Platforms Viewed from User Experience Using meCUE Questionnaire on Students Nuur Roofiah Kusumawati; Agus Efendi; Cucuk Wawan Budiyanto
IJIE (Indonesian Journal of Informatics Education) Vol 8, No 1 (2024): IJIE (Indonesian Journal of Informatics Education) - July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v8i1.68685

Abstract

The purpose of this study was to determine the comparative results between using the Google Meet and Gather Town video conferencing platforms in terms of user experience using the meCUE questionnaire on students. This research is quantitative research with descriptive analysis and uses comparative study research methods. The data source of this research is High School in Malang. Sampling was taken randomly without regard to the strata in the population (simple random sampling) so that 4 classes consisting of 35 students were obtained. This research data collection technique adapts from a questionnaire instrument to assess the user experience of a service product such as a website or application. The meCUE questionnaire was created based on the Component model of User Experience (CUE) compiled by Thuering & Mahlke. The results of the data obtained through the meCUE questionnaire on the Google Meet and Gather Town video conferencing platform applications will be analysed so as to obtain results that can show the comparison of the two applications. The meCUE questionnaire provides automatic calculations using Microsoft Excel. Based on this research, it can be concluded as follows: (1) The Gather Town application has a better User Experience assessment than the Google Meet application. The overall indicator results on the Gather Town application show an average value of 4.6 where the value is higher than the Google Meet application with an average value of 3.3, (2) There is a difference between using the Google Meet and Gather Town video conferencing platforms in terms of User Experience using the meCUE Questionnaire for students (Sig. = 0.000 <0.05), (3) Google Meet and Gather Town platforms have their respective weaknesses and advantages that can be used alternately according to the learning method used by the teacher. The results of this study can be used as a reference in choosing video conferencing applications to be more effective and optimal in the learning process.
Examining Student Satisfaction with Learning Management System-Based E-Learning: A Self-Determination Theory Perspective Damar Fatika Sari; Agus Efendi; Sri Sumaryati
VELES Voices of English Language Education Society Vol 8 No 1 (2024): April 2024
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/veles.v8i1.25297

Abstract

This research aims to examine how e-learning, particularly guided by self-determination theory, impacts student satisfaction by meeting their basic needs and fostering intrinsic motivation. Specifically, we investigate various factors influencing student satisfaction, the role of e-learning, and supportive elements for e-learning satisfaction, focusing on the Indonesian context where e-learning, particularly via Learning Management Systems (LMS), is prevalent in higher education. Despite the widespread use of e-learning, there is a lack of research from the students' perspective. To address this gap, we conducted a descriptive qualitative study using the LMS SPADA platform. Through interviews and observations with 40 students, we explored their experiences with e-learning. Drawing on self-determination theory, which posits autonomy, competence, and relatedness as crucial factors in motivation and satisfaction, we assessed student satisfaction with e-learning. Our findings indicate that students generally find e-learning satisfactory, provided that certain conditions, especially those related to self-determination theory variables, are met. This research underscores the importance of adequately preparing all aspects of e-learning to enhance student satisfaction. Its implications extend to educators, students, and universities utilizing e-learning, particularly those in the Indonesian higher education sector.
Analisis Kebutuhan dan Inovasi Pembelajaran Technical Drawing dengan E-Modul Clo3D di SMK Sebagai Bentuk Kreativitas Desain Busana Diyan Vitariyanti; Nugroho Agung Pambudi; Agus Efendi
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 7, No 3 (2024): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v7i3.93251

Abstract

Pembelajaran technical drawing di SMK memerlukan pendekatan yang inovatif untuk meningkatkan pemahaman dan keterampilan siswa. Clo3D, sebagai perangkat lunak simulasi 3D dapat dijadikan sebagai alat pembelajaran karena kemampuannya menyajikan konsep teknis secara visual dan interaktif.  Penelitian ini menggunakan mix method. Pengumpulan data melalui observasi, wawancara, kuesioner, dan penilaian hasil karya siswa. Hasil analisis menunjukkan penggunaan E-Modul berbasis Clo3D terbukti efektif dalam membantu siswa memahami materi technical drawing dengan lebih mendalam serta meningkatkan keterampilan praktis yang relevan dengan industri desain. Modul ini tidak hanya memberikan pengalaman belajar yang interaktif, tetapi juga berhasil meningkatkan motivasi belajar siswa, menjadikannya sebagai alat pembelajaran yang inovatif di SMK. E-Modul ini memiliki validitas tinggi dan secara signifikan mampu meningkatkan kreativitas siswa dalam technical drawing untuk busana ready to wear. Peningkatan kemampuan siswa dalam menghasilkan desain busana yang lebih inovatif dan profesional menegaskan pentingnya pengembangan E-Modul ini sebagai strategi pembelajaran yang modern dan sesuai dengan perkembangan industri.