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EVALUASI PENGGUNAAN PLATFORM CANVA PADA PENGGUNA PEMULA BERDASARKAN ISO/IEC 25010: STUDI DESKRIPTIF KUANTITATIF Achmad Rezy Aprian Nafi; Bagas Dwi Anggoro Setyo Wibowo; Aldi Firmansyah; Khanif Nur Hidayat; Dendy Kurniawan
Jurnal Riset Sistem Informasi Vol. 3 No. 2 (2026): April : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/ja359f21

Abstract

Canva has become one of the most popular cloud-based graphic design tools in Indonesia with millions of active users from various backgrounds. Despite the continuous growth of Canva usage, there has been no comprehensive research measuring the quality of this platform using structured international standards. This study aims to evaluate the usability of Canva platform based on ISO/IEC 25010 standards, focusing on four quality characteristics: Usability, Functional Suitability, Performance Efficiency, and Reliability. The research method employed is a descriptive quantitative approach using survey technique involving 56 active Canva users in Indonesia. The research instrument consists of a structured questionnaire with 17 closed statements using a 5-point Likert scale and 2 open-ended questions to capture qualitative insights. Data were analyzed using descriptive statistics and thematic analysis for qualitative data. The research results indicate that Canva platform has good quality with an overall average score of 3.90 out of 5.00. Usability characteristic obtained the highest score of 4.04, categorized as very good, followed by Functional Suitability with a score of 3.98. Meanwhile, Performance Efficiency and Reliability obtained scores of 3.77 and 3.80, categorized as good. Qualitative analysis identified that the main user complaints were performance and speed issues (25 percent) and limited free features (13,6 percent). This study concludes that Canva's main strengths lie in usability and functional suitability, but significant improvements are needed in performance and system reliability aspects to enhance overall user satisfaction.
ANALISIS PENGALAMAN PENGGUNA APLIKASI ROBLOX DITINJAU DARI PERSPEKTIF MODEL KUALITAS MCCALL Vania Wafiq Azizah; Amelia Balqis; Aisyah Lutfi Sarahma; Ulfi Nur Islamiyati; Dendy Kurniawan
Jurnal Riset Sistem Informasi Vol. 3 No. 2 (2026): April : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/0p8yfx52

Abstract

Roblox is a multi-purpose online gaming platform used by more than 70 million users daily. Despite its popularity, there are still user complaints related to application performance, such as lag, frame rate drops, system instability, and difficulties in using the application across various devices. This study aims to analyze the user experience of the Roblox application from the perspective of the McCall Quality Model, which includes five main factors: correctness, reliability, efficiency, usability, and integrity. This research employs a descriptive quantitative approach by collecting data through an online questionnaire distributed to 67 active Roblox users. The questionnaire instrument was developed based on indicators of the McCall Model and utilized a Likert scale to measure user perceptions. The data were analyzed descriptively by calculating the mean and percentage for each quality factor. The results indicate that the overall quality of the Roblox application falls into the “Good” category, with an average score of 72.6%. The usability factor achieved the highest score at 77.8% (Very Good), indicating that the application is easy to use. Meanwhile, the reliability factor obtained the lowest score at 69.0% (Good), suggesting that issues related to system stability still exist. These findings indicate that although the Roblox application demonstrates good quality from the user’s perspective, improvements are still needed in terms of performance and efficiency, particularly for mobile devices with lower specifications.
PENDAMPINGAN PEMANFAATAN MULTIMEDIA PEMBELAJARAN MENGGUNAKAN OBS PADA MADRASAH ALIYAH SUNNIYYAH SELO GROBOGAN Moh. Muthohir; Dendy Kurniawan
Jurnal Padamu Negeri Vol. 3 No. 1 (2026): Januari : Jurnal Padamu Negeri (JPN)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/00q1dz31

Abstract

This community service activity aims to improve the competency of teachers at the Sunniyyah Selo Grobogan Islamic Senior High School in utilizing video-based multimedia learning using the Open Broadcaster Software (OBS) application as a means of supporting a more interactive teaching and learning process. The main problems faced by partners were the low utilization of digital learning media, teachers' limited knowledge regarding screen recording and audiovisual material management, and the lack of simple standards for creating independent learning content in the madrasah. The implementation method included needs analysis, socialization of the importance of learning multimedia, technical training on the use of OBS, mentoring in learning video production practices, and evaluation of results through product assessments and participant satisfaction questionnaires. The results of the activity showed an increase in teachers' understanding of the concept of learning multimedia, their ability to install and configure OBS, create simple scenarios (storyboards), and produce at least one learning video for the subjects they teach. This activity also encouraged the madrasah's commitment to developing a learning video content bank as a learning resource that can be used sustainably in both face-to-face and online learning.
IMPLEMENTASI DIGITAL MARKETING BERBASIS MARKETPLACE DAN MEDIA SOSIAL DALAM MENINGKATKAN KINERJA UMKM BGS TEXTILE Muhammad Bagas Saputra; Dendy Kurniawan; Irdha Yunianto; Erinda Anasia Agustin
Jurnal Padamu Negeri Vol. 3 No. 2 (2026): April : Jurnal Padamu Negeri (JPN)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/hqckhw05

Abstract

This community service activity aims to implement digital marketing based on marketplace and social media to improve the performance of BGS Textile MSMEs. The main problem faced by the partner is the lack of optimal utilization of digital technology in marketing activities, particularly in managing marketplace platforms and social media. The method used in this study is a participatory training and mentoring approach, which includes initial observation, digital marketing training, platform usage practice, as well as evaluation and monitoring. The results show that MSME actors are able to create and manage an online store on the Shopee platform, organize digital product catalogs, and utilize available promotional features. In addition, there is an improvement in the ability to design promotional content and use social media as a branding tool. However, the improvement in business performance, particularly in terms of sales, has not been significant at the initial stage of implementation. Overall, this activity successfully establishes a foundation for information system-based digital marketing that can be further developed to enhance MSME competitiveness in the digital era.