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Evaluation of the Effectiveness of Adaptive Learning Systems in Higher Education with System Usability Scale Endina Putri Purwandari; Paryanto Paryanto; Endang Widi Winarni; Aan Erlansari; Yusran Panca Putra

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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v9i1.10003

Abstract

Abstract - Adaptive learning systems adapt instructional materials to students' needs through personalized learning paths, changing the layout interface, or hiding some material links. The System Usability Scale (SUS) focuses on developing a usability assessment for an adaptive education system, using an approach that asks users to evaluate web pages. This research was conducted with first-semester students in the Computer Programming subject from the Information Systems Study Program, Faculty of Engineering, University of Bengkulu. Based on the SUS calculation, the application achieved a score of 75.08. This result falls within the 68-80.3 range, placing the program product at the "Good" level. This indicates that overall user satisfaction with the adaptive online learning system is acceptable. However, there are some areas that require repairs, especially those related to inconsistent functionality and user convenience. Further study can continue to use Concurrent Think Aloud (CTA) and test scenarios for each use case to gain insight into user behavior as users interact with the application in the moment.Keywords: Evaluation; Online Learning Systems; Adaptive; System Usability Scale; Abstrak - Sistem pembelajaran daring adaptif menyesuaikan materi pembelajaran dengan kebutuhan siswa melalui jalur pembelajaran yang dipersonalisasi, mengubah tata letak antarmuka, atau menyembunyikan beberapa tautan. Metode System Usability Scale (SUS) berfokus pada pengembangan sistem penilaian kegunaan untuk sistem pendidikan daring adaptif, menggunakan pendekatan yang meminta pengguna untuk mengevaluasi halaman web. Penelitian ini dilakukan pada mahasiswa semester pertama program studi Ilmu Komputer dan Pemrograman Program Studi Sistem Informasi, Fakultas Teknik, Universitas Bengkulu. Hasil perhitungan SUS menghasilkan skor 75,08. Hasil ini berada dalam kisaran 68 hingga 80,3, menempatkan produk program pada tingkat "Baik". Ini menunjukkan bahwa kepuasan pengguna secara keseluruhan terhadap sistem pembelajaran daring adaptif dapat diterima. Namun, ada beberapa area yang perlu ditingkatkan, khususnya mengenai inkonsistensi dalam fungsionalitas dan kemudahan penggunaan. Penelitian lebih lanjut dapat menggunakan Concurrent Think Aloud (CTA) dan skenario pengujian untuk setiap kasus penggunaan untuk mendapatkan wawasan yang lebih dalam tentang perilaku pengguna saat berinteraksi dengan aplikasi.Kata kunci: Evaluasi; Sistem Pembelajaran Daring; Adaptif; System Usability Scale;
Development of Augmented Reality Based Interactive Science Multimedia with the Problem Based Learning Model to Enhance the Higher Order Thinking Skills Students Feri Apriansah; Endang Widi Winarni; Endina Putri Purwandari; Neza Agusdianita; Abdul Muktadir; Yusnia Yusnia; Debi Heryanto
IJIS Edu : Indonesian Journal of Integrated Science Education Vol 8, No 2 (2026): July
Publisher : UIN Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ijisedu.v8i2.12267

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This study aims to develop and determine the validity, practicality, and effectiveness of Augmented Reality (AR)-based interactive science multimedia integrated with the Problem Based Learning (PBL) model to enhance the Higher-Order Thinking Skills (HOTS) of fifth-grade elementary school students on the topic of the human circulatory system. The research employed the Research and Development (R&D) approach with the ADDIE model, comprising the analysis, design, development, implementation, and evaluation phases. It was conducted at SDIT IQRA' 1 Bengkulu City in the even semester of the 2025/2026 academic year, involving 28 students in the limited trial and 28 students in the field trial. Data were collected through expert validation sheets, teacher and student response questionnaires, and HOTS tests, then analyzed using Aiken's V for content validity, percentage techniques for practicality, and N-Gain for effectiveness. The developed multimedia obtained an Aiken's V index of 1.00 (very valid) for the material, language, and graphic aspects, with 100% inter-rater agreement. Teacher responses reached 100% (very good) and student responses 97.38% (very practical). The effectiveness test yielded an average N-Gain of 0.75 (high), with the analysis (C4), evaluation (C5), and creation (C6) aspects scoring 0.79, 0.81, and 0.64 respectively. These findings indicate that AR-based interactive science multimedia integrated with the PBL model is valid, practical, and effective for enhancing students' HOTS and supporting 21st-century science learning.
Analisis Faktor Kepuasan Pelanggan Produk Skincare di Tiktok Shop Menggunakan Machine Learning dan Shap Selma Mulkya Nisa; Yudi Setiawan; Endina Putri Purwandari
INSOLOGI: Jurnal Sains dan Teknologi Vol. 5 No. 4 (2026): Agustus 2026
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/insologi.v5i4.9057

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Customer reviews of skincare products sold through TikTok Shop provide valuable information for evaluating customer satisfaction and understanding consumer preferences. As the volume of reviews continues to grow, manual analysis becomes increasingly inefficient, making machine learning-based sentiment analysis a more effective approach. This study applies the Random Forest algorithm to classify customer sentiment and employs Shapley Additive Explanations (SHAP) to interpret the factors influencing the model's predictions. The study utilized a dataset of 663 customer reviews collected from TikTok Shop. The analysis process consisted of text preprocessing, TF-IDF feature extraction, sentiment labeling, Random Forest model development, performance evaluation, and model interpretation using SHAP. The experimental results showed that the proposed model achieved an accuracy of 68.42%, a precision of 67.79%, a recall of 68.42%, and an F1-score of 67.29%. Of the total reviews analyzed, 341 reviews (51.43%) were classified as positive, 208 reviews (31.37%) as negative, and 114 reviews (17.19%) as neutral. SHAP analysis revealed that the terms "banget," "bagus," "bikin," "Skintific," and "kulit" were the most influential features affecting the model's predictions of customer satisfaction. These findings provide useful insights for businesses to better understand customer perceptions and support continuous improvements in product quality and service performance.
Web-Based OBE Learning Assessment System with Rule-Based Student Profile Mapping Intan Budiarty; Endina Putri Purwandari; Andang Wijanarko
Jurnal Pseudocode Vol 13 No 2 (2026): Volume 13 Nomor 2 September 2026
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pseudocode.13.2.142-149

Abstract

This study is motivated by the implementation of the Outcome-Based Education (OBE) curriculum in the Information Systems Study Program at the University of Bengkulu, which still faces operational challenges due to managing Graduate Learning Outcomes (PLO) and Course Learning Outcomes (CLO) through manual spreadsheet-based tracking. This localized workflow is prone to entry errors, lacks collaborative environments, and fails to systematically trace high-level structural insights from raw continuous academic marks. This research aims to design and develop a web-based automated evaluation ecosystem called Acapela that provides centralized tracking of PLO-CLO matrices, incorporates interactive diagram visualization components, and deploys a predictive analytics feature using a rule-based inference mechanism. The development uses a modified Research and Development (R&D) strategy incorporating qualitative methods via deep institutional observation and stakeholder interviews alongside quantitative validation using systematic User Acceptance Testing (UAT) evaluated via five-point Likert scales. The empirical testing demonstrates that the Acapela platform effectively manages centralized configurations, executes automated curriculum-linked score aggregations, maps multidimensional outputs via radar charts, and successfully resolves multi-criteria decision steps to yield student profile predictions classified into five granular performance bands. Software correctness was fully verified through automated black-box scenarios, while field utility metrics achieved an overall viability rate of 87.05% from operational user groups, denoting high feasibility for strategic deployment. Keywords: Academic analytics; Automated evaluation; Information systems curriculum; Outcome-Based Education; Web-based application.
PELATIHAN PEMBUATAN MEDIA VIRTUAL REALITY BERBASIS TPACK-PBL UNTUK PENGUATAN LITERASI SAINS BERPIKIR KRITIS SD Andang Wijanarko; Endang Widi Winarni; Endina Putri Purwandari; Debi Heryanto; Intan Budiarty
Jurnal Abdimas Bencoolen Vol. 4 No. 2 (2026)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/abdimas.4.2.63-75

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Pembelajaran IPAS di sekolah dasar mitra masih didominasi metode ceramah dan buku cetak sehingga materi abstrak sulit dipahami siswa yang masih berpikir konkret, sementara kompetensi guru dalam mengintegrasikan teknologi pembelajaran inovatif masih terbatas. Pengabdian kepada Masyarakat ini bertujuan meningkatkan kompetensi guru SDN 88 Kota Bengkulu dalam menyusun dan menerapkan multimedia interaktif berbasis Virtual Reality (VR) yang diintegrasikan dengan kerangka Technological Pedagogical Content Knowledge (TPACK) dan model Problem Based Learning (PBL). Kegiatan dilaksanakan menggunakan strategi action research dengan tahapan identifikasi masalah melalui Focus Group Discussion, sosialisasi, pelatihan, penerapan teknologi, pendampingan, evaluasi, dan keberlanjutan, melibatkan 22 tenaga pendidik. Guru dilatih menyusun modul ajar TPACK–PBL dan memproduksi media VR menggunakan Canva, Assemblr EDU, serta perangkat VR Box, kemudian menerapkannya pada pembelajaran materi Sistem Tata Surya di kelas VI B yang diikuti 26 siswa. Data dianalisis secara deskriptif dengan membandingkan capaian pretest dan posttest. Hasil menunjukkan peningkatan pada seluruh indikator keberdayaan mitra: pemahaman dan keterampilan menyusun media VR meningkat dari 46,50% menjadi 85,00%, keterampilan pembelajaran menggunakan media VR meningkat dari 45,00% menjadi 87,50%, dan pelayanan pembelajaran di kelas meningkat dari 60,00% menjadi 90,50%. Luaran yang dicapai meliputi media VR karya guru, modul ajar, buku panduan, dan video tutorial. Kegiatan ini berimplikasi pada penguatan tata kelola pembelajaran berbasis teknologi di sekolah dasar dan menyediakan model pelatihan produksi media imersif yang berpijak pada landasan pedagogis.
Pengaruh Usability Berdasarkan ISO 9241-11 Terhadap Kepuasan Pengguna pada Sistem Informasi Manajemen Arsip Administrasi dan Keuangan Meisy Dianita; Andang Wijanarko; Endina Putri Purwandari
Jurnal Pseudocode Vol 13 No 2 (2026): Volume 13 Nomor 2 September 2026
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pseudocode.13.2.196-206

Abstract

The development of information technology encourages organizations to develop information systems capable of providing user satisfaction. The Information Systems Student Association (ISSA) at the University of Bengkulu still manages administration and finance using Google Drive and basic Google Sheets, resulting in unintegrated archive management, inefficient document search processes, and manual financial recording that is not yet capable of generating automated financial reports. This condition indicates the need for a web-based management information system capable of integrating the management of administrative and financial archives in a structured manner. This study aims to design, develop, evaluate the system's usability, and analyze the effect of usefulness, ease of use, and ease of learning on satisfaction. The usability evaluation involved 148 respondents referring to ISO 9241-11 using the USE Questionnaire to measure users' satisfaction levels. Then, Generalized Structured Component Analysis (GSCA) was used as the method for analyzing relationships between variables. The study results showed a usability level of 86.84%, categorized as excellent. Hypothesis testing indicated that the variables of usefulness and ease of use had a positive and significant effect on satisfaction, whereas the variable of ease of learning does not have a significant effect. The research model also met the goodness of fit criteria with a FIT value of 61%, an AFIT 60.4%, a GFI 99.3%, and a SRMR 0.047. Keywords: Management Information System; ISO 9241-11; USE Questionnaire; Usability; Generalized Structured Component Analysis (GSCA)