Endar Suprih Wihidayat
Sebelas Maret University

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Developing Indonesia Sign Language (BISINDO) Application with Android Based for Learning Sign Language Shinta Adhya Nurpiena; Endar Suprih Wihidayat; Aris Budianto
Journal of Informatics and Vocational Education Vol 4, No 1 (2021): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v4i1.48629

Abstract

Problems that occur in learning Indonesian sign language, especially for the Solo area, are the scarcity of opening sign language classes for the public and the limited use of instructional media. To overcome this problem, an Android-based sign language learning media application was developed with the ADDIE research method. ADDIE method, namely analysis, design, development, implementation and evaluation. This research will focus on the feasibility test of the application of learning media by using the indicators on the ISO 25010, standard that is used to test the feasibility of the software. The aspects tested are functional suitability, usability aspects, portability aspects and validation by material experts and media experts. The results of the feasibility test obtained, for the functional suitability test 100%, usability test 83.2%, 100% portability test, 100% material expert test and 93% media expert and it can be concluded that the application of sign language learning media is feasible to use.
Feasibility Test Analysis on the UPT Humas UNS Information System Dimas Tegar Zunanta; Endar Suprih Wihidayat; Puspanda Hatta
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i3.68904

Abstract

The development of the UPT Humas UNS information system is carried out using the analysis, design, development, implementation, and evalution (ADDIE) methods. The evaluation technique used is black box testing involving two programming experts to assess the functional readiness of the information system. The feasibility test was carried out using two methods, namely the usability scale (SUS) system to determine the level of usability and the technology acceptance model (TAM) for acceptance analysis of the UNS Public Relations UPT information system. Based on the evaluation that has been carried out, the UNS Public Relations UPT information system that has been successfully developed can run functionally to serve the 12 existing services with a little record of improvement. Judging from the average SUS score obtained, which is 69.75, it is classified as good overall for the level of usability. For the results of the TAM analysis consisting of 6 TAM research hypotheses, the ease of using SI has a significant effect on the expediency and attitude in using SI. The expediency of SI has a significant effect on the attitude to use and the intention to use SI. The attitude to use SI has a significant effect on the intention to use SI and the intention to use SI has a significant effect on the actual use of the system.
Efektifitas Penggunaan Digital Game Base Learning Menggunakan Aplikasi Spritebox untuk Meningkatkan Motivasi dan Hasil Belajar Mahasiswa Novita Salkha; Endar Suprih Wihidayat; Puspanda Hatta
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i1.59146

Abstract

Purpose of this study to determine the effect of using SpriteBox educational game applications on student motivation and learning outcomes in basic programming subjects, especially looping material. This research was conducted at JPTK UNS Informatics Engineering Education Study Program. The research method used quantitative research with a pre-experimental design One Group Pretest-Posttest. The population was all students of PTIK UNS class of 2020 which consisted of 76 students. All the members the of the population are sampled, so the sampling technique used total sampling. Data collection techniques used questionnaires and tests. Questionnaires and tests were piloted first and then tested for validity and tested for reliability. The data analysis technique used the t test (difference test) after previously was tested by normality and homogeneity. The results showed that: 1) Learning-based SpriteBox game media had an effect on students' learning motivation. Proved by the difference significantly on learning motivation before and after experimentation. There was an increased average learning motivation after using SpriteBox game; 2) Learning-based SpriteBox game media affected students’ learning outcomes. Proved by the difference significantly on learning outcomes between before and after experimentation. There was an increased average learning outcome after using SpriteBox game.