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Usability Evaluation of Ticket Purchasing Applications, Case Study Public Railways in Indonesia Lisana, Lisana; Bena, Dea Almira; Sutanto, Jessica Levina; Novandyanta, Evan; Kevin, Kevin
ULTIMA InfoSys Vol 15 No 1 (2024): Ultima Infosys : Jurnal Ilmu Sistem Informasi
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/si.v15i1.3566

Abstract

This study aims to evaluate the usability of a mobile-based application used to facilitate passengers in purchasing train tickets, the Access by KAI application. As an application widely used by the public, the usability evaluation is essential. The evaluation was conducted by measuring usability in three aspects: effectiveness, efficiency, and user satisfaction. The measurement involved 10 respondents who actively use the application. They performed the experiment at the usability laboratory. The level of effectiveness and efficiency was measured using task analysis, analyzing the final results of each respondent after performing five predetermined tasks. The results show that the effectiveness and efficiency of the application are good. However, the measurement of user satisfaction aspect using the SUS (System Usability Scale) method indicates less favorable results. This obviously results in poor user experience (UX) for users. Therefore, the practical implication of this study is the need for improvements to the application, both in the user interface (UI) and existing business processes, to enhance the user experience.
Analisis Pemanfaatan Animasi 3D Interaktif pada Pembelajaran Tulang Manusia Lisana, Lisana
Intelligent System and Computation Vol 4 No 1 (2022): INSYST: Journal of Intelligent System and Computation
Publisher : Institut Sains dan Teknologi Terpadu Surabaya (d/h Sekolah Tinggi Teknik Surabaya)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52985/insyst.v4i1.235

Abstract

Penelitian ini bertujuan menganalisa pemanfaatan animasi 3D interaktif dalam pembelajaran Biologi pada siswa SMA di Indonesia. Adapun topik yang dipilih dalam penelitian ini adalah struktur tulang manusia. Penelitian dilakukan dengan bantuan sebuah aplikasi 3D interaktif yang dikembangkan dengan menggunakan Unity. Aplikasi ini digunakan siswa sebagai alat untuk mendapatkan pengalaman yang baik dalam proses belajar mereka. Tiga puluh siswa dengan sukarela berpartisipasi dalam penelitian ini yang dibagi menjadi dua kelompok masing-masing terdiri dari lima belas siswa. Kelompok pertama adalah kelompok kontrol dimana siswa harus mempelajari struktur tulang manusia dengan menggunakan buku. Sebaliknya, siswa pada kelompok kedua yaitu kelompok eksperimen akan belajar dengan mengadopsi animasi 3D sebagai metode pembelajaran yang baru. Pengujian statistik, t-test independen, dilakukan untuk menentukan  apakah siswa yang belajar dengan mengadopsi animasi 3D dapat memperoleh skor yang lebih baik daripada siswa yang menggunakan buku biasa. Selain itu, siswa diminta untuk mengisi kuesioner yang bertujuan untuk mengetahui tingkat kepuasan siswa terhadap penggunaan aplikasi animasi 3D dengan menggunakan Hedonic Motivation System Adoption Model (HMSAM). Hasil yang diperoleh membuktikan bahwa penggunaan animasi 3D interaktif dapat meningkatkan pemahaman siswa dalam mempelajari struktur tulang manusia, dimana mempunyai nilai rata-rata yang lebih tinggi. Selain itu, hasil penelitian lainnya menunjukkan bahwa siswa mendapatkan kepuasan yang tinggi dalam menggunakan aplikasi animasi 3D terutama dalam hal kenyamanan, kegunaan, kemudahan untuk digunakan, pengendalian, serta niat perilaku siswa untuk terus menggunakan aplikasi animasi 3D.
Staying The Course: A Systematic Literature Review On Mooc Learners Lisana, Lisana; Susanto, Alvin Fernando
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v10i8.61365

Abstract

Massive Open Online Courses have transformed access to education by offering flexible, learning opportunities. However, while initial adoption is widespread, sustaining learner engagement remains a critical challenge, marked by persistently low completion rates. This study addresses the growing academic concern around MOOC continuance intention, especially why learners choose to continue or discontinue participation. The purpose of this systematic literature review is to synthesize empirical research on MOOC continuance intention using the PRISMA framework. A total of 41 empirical articles indexed in Scopus, Web of Science, and Semantic Scholar were reviewed. This study answers four key research questions: What methods and measurements are commonly used? Which theoretical frameworks used? Which countries conducting studies? What key factors influence continuance intention? Findings reveal that quantitative methods using survey data are most prevalent, alongside studies using online reviews and mixed-method approaches. The Expectation-Confirmation Model emerges as the most frequently applied theoretical framework. China leads in publication volume, reflecting national policy support for MOOCs. Key influencing factors identified include perceived usefulness, satisfaction, perceived ease of use, confirmation, attitude, system quality, and perceived reputation. This review consolidates fragmented findings, builds a cohesive knowledge base, and offers practical insights for designing more effective, engaging, and sustainable MOOCs.