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Journal : Jurnal Informatika Terpadu

Game Edukasi Ilmu Tajwid berbasis Android menggunakan Metode ADDIE untuk Meningkatkan Minat Belajar Siswa Akhyanto Akhyanto; Nana Suarna; Ade Irma Purnamasari
Jurnal Informatika Terpadu Vol 8 No 2 (2022): September, 2022
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jit.v8i2.571

Abstract

The rapid development of technology, especially mobile phones, has a considerable impact, including in the school education environment. Children at the Madrasah Ibtidaiyah level are particularly vulnerable to the influence of these technological advances. The Quran is a guide for Muslims in various parts of the world. The way to read the Quran can be learned in tajweed learning. The learning process of tajweed at the Madrasah Ibtidaiyah level currently uses textbooks, explains the material, gives examples, and gives practice questions to students, which seem monotonous and make children bored to participate in learning activities. This study aims to develop an interactive and new-looking learning media to increase students' interest in learning tajweed. This study used the Research and Development version of the ADDIE model with five stages: Analysis, Design, Development, Implementation, and Evaluation. The ADDIE method has a systematic structure and steps that are simple and easy to learn. This research resulted in a learning media in the form of a tajweed educational game with the results of the respondent's achievement level test of 81.3% with a suitable category so that the game application can be used in Madrasah Ibtidaiyah.
Usability Testing pada Aplikasi Kas Berbasis Android dan Teknologi API menggunakan Metode System Usability Scale Nurul Ibnu Al Muharom; Nana Suarna; Raditya Danar Dana
Jurnal Informatika Terpadu Vol 10 No 1 (2024): Maret, 2024
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jit.v10i1.1099

Abstract

Cash management applications are used to store transaction data and create cash in and cash out reports that are more effective than using books. However, currently no usability testing has been carried out so it is quite difficult to determine future application development steps. The aim of this research is to measure the level of usefulness of an Android-based cash management application using the System Usability Scale (SUS) method, namely a 10-question Likert scale questionnaire distributed to respondents with the final result being a score of 0-100. The number of respondents was 15 people who were CV employees. Jaya Mukti. This test was carried out to determine the level of user convenience and satisfaction. The results of the research obtained a score of 84.7, this score shows a percentile level of 96%, Grade Scale A, Acceptability Ranges are in the Acceptable category, meaning acceptable, and the Adejctive Rating is in the Excellent category. If correlated with NPS, it falls into the promoter category, meaning users will recommend the application. These results show that the application can be accepted by users and is very good and above the established usability value standards. This research also produced 4 recommendations for improvement based on the results of questionnaire answers so that they can be used as evaluation for future application development.