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PELATIHAN MEDIA PEMBELAJARAN BERBASIS MEDIA ONLINE MENGGUNAKAN GOOGLE CLASSROOM DAN GOOGLE FORM DI DESA PENINJAUAN KABUPATEN OGAN KOMERING ULU M. Rudi Sanjaya; Endang Lestari Ruskan; Dwi Rosa Indah; Ariansyah Saputra; Rafliandi Ardana; Muhammad Raihan Udda Rahmany; Novitas Sari; Rahma Destriani
Aptekmas Jurnal Pengabdian pada Masyarakat Vol 4 No 1 (2021): APTEKMAS Volume 4 Nomor 1 2021
Publisher : Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (195.756 KB) | DOI: 10.36257/apts.v4i1.3177

Abstract

In this 4.0 industrial revolution, teachers are currently guided to have skills in the field of technology in making online learning media, especially the Miftahul Jannah Islamic Boarding School in the observation village. In the survey village, they did not know how to make online-based learning media, namely google classroom and google form. The purpose of this community service activity is to increase the knowledge and skills of teachers at the Sanawiyah and Aliyah levels in making google classroom-based learning media so that it can improve the learning outcomes of santri at the Miftahul Jannah Village Islamic boarding school by using online media. The benefits of this training activity are: Increase understanding of the creation of learning media, especially Google Classroom and Google Forms, Can or can create Google and Google Classroom and Google Forms accounts and can create classes in Googlee Classroom and Google Forms so that they can be applied and implemented in the learning process teaching, the method of implementing this training is to provide and explain material, question and answer, discussion and practice of making online-based learning media
PELATIHAN PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ICT GURU SMP/MTs YANG TERGABUNG MUSYAWARAH GURU MATA PELAJARAN (MGMP) KOTA PANGKALPINANG Ali Ibrahim; Allsela Meiriza; Fathoni -; Yadi Utama; M. Rudi Sanjaya; Beriadi Agung Nur Rezqe; Akbar Alzaini
Jurnal Pengabdian Masyarakat Bumi Raflesia Vol. 3 No. 1 (2020): Jurnal Pengabdian Masyarakat Bumi Raflesia
Publisher : Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jpmbr.v3i1.819

Abstract

Guru mata pelajaran dituntut untuk memiliki kemampuan professional yang sesuai dengan Standar Nasional Pendidikan, yaitu setiap guru harus memiliki kompetensi pedagogic, kepribadian, professional dan social. Pengembangan keempat kompetensi tersebut perlu terus dikembangkan, baik melalui pendidikan, pelatihan, maupun kerja kelompok atau organisasi profesi guru. Rendahnya hasil belajar siswa salah satunya disebabkan karena guru belum menggunakan media animasi dalam proses pembelajaran. Proses pembelajaran masih berlangsung secara konvensional, dimana aktivitas menulis lebih dominan dilakukan oleh guru dalam mengajar. Dengan pelatihan program Quipper School dapat meningkatkan keterampilan para guru dalam membuat media ajar berbasis multimedia. program Quipper School adalah platform sekolah digital tanpa biaya. Melalui platform ini, guru dapat mengirim dan mengelola materi pembelajaran, ujian, serta nilai siswa. Metode yang digunakan dalam pelatihan adalah dengan cara peragaran dan demontrasi program Quipper School. Dari hasil kuisiner setelah pelatihan 90 % peserta berhasil dalam membuat media ajar.
Analisis Kepuasan Pengguna Pada Aplikasi Tokopedia Menggunakan Metode User Experience Questionnaire (UEQ) Anne Trimaysella; M. Rudi Sanjaya; Ibrahim, Ali
The Indonesian Journal of Computer Science Vol. 13 No. 6 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i6.4532

Abstract

Tokopedia is an official application that was launched to the public on August 17 2009 under the auspices of PT. Tokopedia was founded on February 6 2009 by Wiliam Tanuwijaya and Leontinus Alpha Edition. Tokopedia is a platform that makes online shopping easy by offering a variety of products ranging from fashion, electronics, basic necessities and other daily necessities. However, judging from recent PlayStore and AppStore reviews, the Tokopedia application has received many negative reviews from users regarding the new features provided, one of which is the voucher and promo feature which cannot be used and other features. Therefore, evaluating the user experience while using this application is necessary. So user satisfaction analysis can be carried out using the User Experience Questionnaire (UEQ) approach to determine the level of satisfaction of Tokopedia mobile users. Therefore, the purpose of this research is to help conclude the information system regarding the Tokopedia application to improve experience and determine user satisfaction in carrying out further development and evaluation.
Analisis Kepuasan Mahasiswa Fasilkom Terhadap Kualitas Website Digital Library Menggunakan Webqual 4.0 Nabila Khoirunnisa; M. Rudi Sanjaya
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3494

Abstract

UPT Perpustakaan Universitas Sriwijaya menyediakan layanan Digital Library yang dapat dijangkau user melalui laman web http://digilib.unsri.ac.id. Layanan tersebut mencakup akses ke repositori daring, akses ke pustaka daring, dan layanan pengecekan plagiat dengan iThenticate. Riset ini bertujuan mempertimbangkan sejauh mana kepuasan mahasiswa Fasilkom terhadap laman website tersebut. Metodologi WebQual 4.0 digunakan untuk mencari tahu faktor Kegunaan, Kualitas Informasi, dan Kualitas Interaksi Layanan. Penelitian dilakukan terhadap 106 mahasiswa Fasilkom Unversitas Sriwijaya. Berdasarkan uji koefisien determinasi (R2), sebesar 72,5% komponen Kepuasan user (Y) dapat diterangkan oleh komponen-komponen yang ada di penelitian ini, sementara 27,5% sisanya merupakan variasi komponen yang disebabkan oleh faktor-faktor lain. Berdasarkan uji hipotesis F, komponen terikat (Y) dipengaruhi secara signifikan oleh masing-masing komponen bebas (X) secara bersamaan. Berdasarkan hasil uji T, ditemukan seluruh komponen X mempunyai pengaruh signifikan terhadap komponen kepuasan user. Dapat disimpulkan mahasiswa Fasilkom merasa puas terhadap website tersebut.
PENERAPAN METODE PIECES UNTUK ANALISIS TINGKAT KEPUASAN PENGGUNA DALAM APLIKASI MOBILE BANKING MANDIRI Azzahrah, Fatimah; M. Rudi Sanjaya; Dedy Kurniawan; Dwi Rosa Indah
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4577

Abstract

This study analyzes users of the application known as Livin’ by Mandiri using the PIECES method, which includes indicators in the form of “Performance, Information, Economy, then also Control, Efficiency, and Service”. The researchers used a Likert scale via an online questionnaire by distributing the questionnaire to 201 active app users, supported by relevant literature. The research instrument was tested for validity and reliability, and all parameters were found to be valid and reliable. Descriptive quantitative analysis showed high satisfaction, particularly on the Efficiency (4.30) and Performance (4.26) indicators. The PIECES method proved effective in identifying key aspects that influence user satisfaction, offering recommendations for the development of digital services. Bank Mandiri and various other banks can use this discovery to create improved service quality with technology base that makes customers feel satisfied because their needs can be served more optimally.
Analisis Kepuasan Pengguna pada Aplikasi Spotify di Kota Palembang dengan Menggunakan Metode Usability Tri Wulandari, Dinda; M. Rudi Sanjaya; Dedy Kurniawan; Endang Lestari Ruskan
The Indonesian Journal of Computer Science Vol. 14 No. 2 (2025): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i2.4778

Abstract

Usability level is one of the methods that can affect the comfort of mobile application users, and evaluation is very important to do. Spotify, as an app for listening to music and podcasts, has users from different parts of the world. The evaluation is carried out with the aim of improving the user experience, so that the application can evolve and be easier to use. The method applied in this evaluation is usability testing. The results obtained show that the Spotify application is of good quality, effective, efficient, and able to provide satisfaction to users, although there is still room for improvement to meet user expectations even better.
Maxim Application User Satisfaction Analysis Using The User Experience Questionnaire Method M Rido Rizki; M. Rudi Sanjaya
INOVTEK Polbeng - Seri Informatika Vol. 9 No. 2 (2024): November
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/3p1r9s88

Abstract

This research aimed to explore the user experience of the Maxim application in Palembang City using the User Experience Questionnaire (UEQ) method. As the need for flexible and affordable online transportation increases in big cities, applications like Maxim are becoming people's top choice. Despite having competitive rates, Maxim often gets mixed reviews from users. This study focused on measuring user satisfaction based on UEQ variables, namely attractiveness, efficiency, clarity, reliability, stimulation, and novelty, involving 206 respondents. The outcomes of the research reveal that users generally have a positive experience on aspects of attractiveness, clarity, and efficiency, but the values on novelty, stimulation, and reliability are still low, indicating room for improvement. This outcomes is expected to be a reference for Maxim developers in optimizing the quality of applications to meet the needs of users in Palembang, as well as providing guidance for similar application providers in improving the user experience.