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PANDANGAN MAHASISWA TERHADAP PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF CLASSPOINT PADA MATA KULIAH PENDIDIKAN AGAMA Setiyanto, Sigit; Setiawan, Ismail
Jurnal Riset Sistem dan Teknologi Informasi Vol. 1 No. 1 (2023): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA) Vol. 1 No. 1
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v1i1.1071

Abstract

Interactive Learning is a learning method or technique that can be applied with a two-way communication system characterized by interactions between lecturers and students, students and students, and with learning resources in supporting the achievement of learning objectives. Classpoint is an interactive learning application from the company Inknoe that can be integrated with the Microsoft Office PowerPoint presentation application and provides a number of features to create interesting learning materials so as to increase engagement between students and the subject matter. This study aims to determine student perceptions of the use of Classpoint interactive learning media in lecture activities. The approach method used in this research is a descriptive quantitative approach method using a questionnaire. A total of 75 first-semester students in 3 faculties at the University of 'Aisyiyah Surakarta who took the Religious Education course were given a questionnaire containing 16 statements that represented aspects of motivation, usefulness, and cognitive and psychomotor aspects. The student data collected were presented using the percentage of perception questionnaire score criteria. The results showed that the students gave a positive response to the Classpoint interactive learning media with the criteria of strongly agreeing or the response percentage ranging from 86,40% to 94,67%. The positive response given to Classpoint media is due to the presence of several interesting features that support the Classpoint function as an interactive learning medium. The implication of this research is that Classpoint interactive media can be used as a reference for learning media in the classroom, specifically in increasing students' motivation and activeness in learning.
EVALUASI KEPUASAN SISWA PADA APLIKASI ADOBE PHOTOSHOP MENGGUNAKAN METODE END USER COMPUTING SATISFACTION Setiyanto, Sigit; Yasin, Ilham Fatah; Nafiuddin, Ahmad Muhandis
Jurnal Riset Sistem dan Teknologi Informasi Vol. 1 No. 2 (2023): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA) Vol. 1 No. 2
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v1i2.1281

Abstract

This research is an activity to determine student satisfaction with Adobe Photoshop software using the end-user computing satisfaction (EUCS) method. This research aims to obtain application evaluation results regarding the level of student satisfaction as a user and recommendations for technical improvements to the Adobe Photoshop application into a better application. At the stage of the research analysis process, the quantitative descriptive analysis method was used. The results obtained from the student satisfaction survey in this study reached a satisfaction level of 66%. The results of the analysis are calculated from the analysis with attribute values, content value 73%, accuracy value 64%, format value 72%, ease of use value 54%, and timeline value 65%. The results of this survey in the end-user computing satisfaction (EUCS) assessment category, Adobe Photoshop software users expressed satisfaction. Adobe Photoshop software needs to improve several aspects to make it better, especially the editing tool selection feature that can make it easier to choose to select objects in detail and detail
Pelatihan Digital Marketing Guna Meningkatkan Penjualan UMKM Kecap Manis Sigit Setiyanto; Taqy Muhammad Fadhil; Sigmawan Malikul Rahman
Jurnal Pengabdian Kepada Masyarakat Abdi Putra Vol 4 No 3 (2024): September 2024
Publisher : Universitas Nusa Putra & Persatuan Insinyur Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52005/abdiputra.v4i3.277

Abstract

Sweet soy sauce MSMEs in Bantul Regency have great potential in supporting the local and national economy, but they have not yet optimally utilized digital technology for marketing. This study aims to improve the understanding and skills of sweet soy sauce MSMEs in Bantul in the field of digital marketing through comprehensive training. A qualitative method with a case study approach was used to explore the impact of the training on 15 MSMEs. The results showed an 80% increase in understanding and skills of MSMEs in utilizing digital platforms such as social media and e-commerce, as well as changes in the attitudes and behavior of MSME owners towards digital technology. A 30% increase in sales and market expansion were other positive impacts. However, understanding of online advertising still needs to be improved, with only 20% of MSMEs having a good understanding of it. This study recommends further training that is more specific and in-depth, as well as ongoing mentoring for MSMEs.
Implementation of augmented reality as a revolutionary approach in computer stores Gunawan, Dedi; Mutia Dawis, Aisyah; Setiawan, Ismail; Permatahati, Ita; Ardhani, Rahmad; Setiyanto, Sigit
Indonesian Journal of Electrical Engineering and Computer Science Vol 37, No 2: February 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v37.i2.pp913-927

Abstract

The adoption of augmented reality (AR) spans various fields, from education to business. Currently, many businesses utilize AR to boost customer engagement and enhance product understanding. This research focuses on developing and examining an AR application on a Solo computer store’s website to improve customer engagement. Results indicate that AR significantly enhances the shopping experience, deepens product comprehension, and increases website interactions. Features like 3D product visualization and detailed information enable customers to make more informed purchasing decisions. A questionnaire with 25 respondents revealed a high acceptance rate of the AR application, averaging 92%. Additionally, AR was shown to increase customer engagement, potentially boosting sales by up to 35%, reducing operating costs by 20%, and enhancing productivity by 15%. The study also found differing preferences across age groups: older respondents (40-70 years) favored traditional website features without AR and were less comfortable with markerless technology, whereas younger consumers (18-39 years) were more attracted to AR-enhanced websites. These insights offer valuable guidance for the Solo computer store to craft innovative marketing strategies tailored to the diverse preferences and needs of their customers.
Revitalizing Nusantara Traditions through Interactive Cultural Experiences with Augmented Reality Technology Dawis, Aisyah Mutia; Setiyanto, Sigit; Sadida, Irfan; Bariq, Faiq Fadhil Dzulfiqar
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2277

Abstract

Advances in digital technology are opening up new opportunities for cultural preservation and promotion. Augmented Reality (AR), with its ability to blend the real and digital worlds, has the potential to bridge the gap between younger generations and the rich cultural heritage of the Nusantara. This research aims to develop an AR application called "Imersi Budaya Nusantara" Immersion into Nusantara Culture to revitalize Nusantara traditions through interactive and educational cultural experiences. The application is expected to increase interest and understanding of Nusantara culture among younger generations while serving as an example of utilizing technology for cultural preservation. The research utilizes the Model Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, development, testing, and distribution. The application's content includes visualizations of traditional dances, houses, food, clothing, and music from various regions in Indonesia. The "Imersi Budaya Nusantara" application has been successfully implemented and tested. The results of functionality and usability testing indicate that the application performs well and is user-friendly. User experience evaluations, based on questionnaires, demonstrate high levels of engagement, enjoyment, and educational value. This research proves that AR technology is effective in increasing interest and understanding of Nusantara culture among the younger generation. The "Imersi Budaya Nusantara" application serves as a model for utilizing technology for cultural preservation, opening up opportunities for further development and related research.
ANALISIS TINGKAT KEPUASAN PENGGUNA WEBSITE PONDOK PESANTREN AL HUDA MENGGUNAKAN METODE USER SATISFACTION SURVEYS Ahmad Iktisom, Rifai Wahid; Setiyanto, Sigit
Jurnal Riset Sistem dan Teknologi Informasi Vol. 2 No. 2 (2024): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA) Vol. 2 No. 2
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v2i2.1646

Abstract

Penelitian ini bertujuan untuk menganalisis tingkat kepuasan pengguna terhadap website Pondok Pesantren Al Huda menggunakan metode User Satisfaction Surveys. Latar belakang penelitian ini adalah pentingnya peran website sebagai media informasi dan komunikasi bagi Pondok Pesantren, yang dapat mempengaruhi citra dan kualitas layanan yang diberikan kepada Santri, Wali Santri, dan masyarakat umum. Metode yang digunakan dalam penelitian ini adalah User Satisfaction Surveys, dimana data dikumpulkan melalui kuesioner yang disebarkan secara daring kepada pengguna website, yaitu wali santri, santri, dan pengurus Pondok Pesantren Al Huda. Kuesioner ini dirancang untuk menilai berbagai aspek website seperti kemudahan akses, kecepatan, desain, konten, dan fitur interaktif. Hasil penelitian menunjukkan bahwa mayoritas responden merasa puas dengan kemudahan akses kecepatan akses website. Aspek desain dan tampilan website juga mendapatkan penilaian positif, namun masih ada beberapa saran untuk perbaikan agar lebih menarik dan user-friendly. Konten yang disajikan di website dinilai cukup informatif dan bermanfaat, namun ada permintaan untuk lebih banyak artikel dan update berita terkait kegiatan Pondok Pesantren. Fitur interaktif seperti forum diskusi dan layanan pengaduan online dinilai sangat membantu dalam meningkatkan interaksi dan komunikasi antara Pondok Pesantren dengan pengguna.  Secara keseluruhan, tingkat kepuasan pengguna terhadap website Pondok Pesantren Al Huda berada pada kategori baik, namun ada beberapa area yang perlu ditingkatkan. Rekomendasi yang diberikan antara lain adalah meningkatkan kualitas konten dengan memperbanyak artikel dan berita terbaru, memperbaiki desain website agar lebih menarik dan mudah digunakan, serta menambah fitur-fitur interaktif yang mendukung komunikasi yang lebih baik antara Pondok Pesantren dengan pengguna. Penelitian ini diharapkan dapat memberikan masukan yang berharga bagi pengelola website Pondok Pesantren Al Huda untuk terus meningkatkan kualitas layanan informasi dan komunikasi melalui website, sehingga dapat memenuhi kebutuhan dan harapan pengguna dengan lebih baik.
Implementation of Virtual Try-On Product to Enhance Customer Satisfaction Dawis, Aisyah Mutia; Ardhani, Rahmad; Setiyanto, Sigit; Khasanah, Aulia Uswatun; Muqorobbin; Tantra, Handoko
Digital Zone: Jurnal Teknologi Informasi dan Komunikasi Vol. 15 No. 2 (2024): Digital Zone: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Publisher: Fakultas Ilmu Komputer, Institution: Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/digitalzone.v15i2.20845

Abstract

In the digital age, customer experience is key to business success. Augmented Reality (AR) technology offers immense potential to enhance the shopping experience, particularly through virtual try-on features. This research aimed to analyze the impact of implementing AR Product, specifically the virtual try-on feature, on customer satisfaction at PT Dua Naga Kosmetindo. The study employed the System Development Life Cycle (SDLC) waterfall model to develop and implement the virtual try-on feature on the E-Colux website. Black Box testing and User Acceptance Testing (UAT) were conducted to assess the success of the implementation and user acceptance levels. Black Box testing revealed a 100% success rate, while UAT yielded an average score of 87.7%. The results indicated a significant positive correlation between the use of virtual try-on and customer satisfaction, particularly in the dimension of product satisfaction (86%-95%). Female respondents and younger generations exhibited higher satisfaction levels. This research demonstrates that the implementation of virtual try-on can significantly enhance customer satisfaction. However, further research with a larger and more diverse sample is needed to generalize these findings. Additionally, studies on the long-term impact of virtual try-on on customer loyalty and business performance are warranted.
Innovation of Smart Baby Care in Educating Postpartum Mothers on Newborn Care Maryatun, Maryatun; Indarwati, Indarwati; Setiyanto, Sigit; Nurhayati, Asti; Rochmah, Irma Nuur
International Journal of Public Health Excellence (IJPHE) Vol. 4 No. 2 (2025): January-May
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijphe.v4i2.1130

Abstract

level of knowledge and skills she has. Prima para mothers or mothers who have just given birth for the first time often do not understand about newborn care. A mother's success in raising a baby is greatly influenced by the level of knowledge and skills she has. Prima para mothers or mothers who have just given birth for the first time often do not understand about newborn care. The results show that the ease of application achieved a score of 65.9%, suitability of content 69.4%, completeness reached a score of 58.8%, suitability of desired knowledge needs 52.9% and help make it easier to understand maintenance science reached 70%. Simpulan Aplikasi SBCMomBoby dapat dengan mudah The application is used, appropriate for baby care content, comprehensive, and facilitates understanding of baby care knowledge. However, it does not fully meet the desires of postpartum mothers regarding certain knowledge that has not been included in the SBC MomBaby application.
Revitalizing Nusantara Traditions through Interactive Cultural Experiences with Augmented Reality Technology Dawis, Aisyah Mutia; Setiyanto, Sigit; Sadida, Irfan; Bariq, Faiq Fadhil Dzulfiqar
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2277

Abstract

Advances in digital technology are opening up new opportunities for cultural preservation and promotion. Augmented Reality (AR), with its ability to blend the real and digital worlds, has the potential to bridge the gap between younger generations and the rich cultural heritage of the Nusantara. This research aims to develop an AR application called "Imersi Budaya Nusantara" Immersion into Nusantara Culture to revitalize Nusantara traditions through interactive and educational cultural experiences. The application is expected to increase interest and understanding of Nusantara culture among younger generations while serving as an example of utilizing technology for cultural preservation. The research utilizes the Model Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, development, testing, and distribution. The application's content includes visualizations of traditional dances, houses, food, clothing, and music from various regions in Indonesia. The "Imersi Budaya Nusantara" application has been successfully implemented and tested. The results of functionality and usability testing indicate that the application performs well and is user-friendly. User experience evaluations, based on questionnaires, demonstrate high levels of engagement, enjoyment, and educational value. This research proves that AR technology is effective in increasing interest and understanding of Nusantara culture among the younger generation. The "Imersi Budaya Nusantara" application serves as a model for utilizing technology for cultural preservation, opening up opportunities for further development and related research.
Innovation of Smart Baby Care in Educating Postpartum Mothers on Newborn Care Maryatun, Maryatun; Indarwati, Indarwati; Setiyanto, Sigit; Nurhayati, Asti; Rochmah, Irma Nuur
International Journal of Public Health Excellence (IJPHE) Vol. 4 No. 2 (2025): January-May
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijphe.v4i2.1130

Abstract

level of knowledge and skills she has. Prima para mothers or mothers who have just given birth for the first time often do not understand about newborn care. A mother's success in raising a baby is greatly influenced by the level of knowledge and skills she has. Prima para mothers or mothers who have just given birth for the first time often do not understand about newborn care. The results show that the ease of application achieved a score of 65.9%, suitability of content 69.4%, completeness reached a score of 58.8%, suitability of desired knowledge needs 52.9% and help make it easier to understand maintenance science reached 70%. Simpulan Aplikasi SBCMomBoby dapat dengan mudah The application is used, appropriate for baby care content, comprehensive, and facilitates understanding of baby care knowledge. However, it does not fully meet the desires of postpartum mothers regarding certain knowledge that has not been included in the SBC MomBaby application.