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Integrating Social Support into the TAM Framework: Effects on ‎E-Learning Usage and Acceptance Wighneswara, Alifiannisa Alyahasna; Yuhana, Umi Laili
Journal La Multiapp Vol. 5 No. 5 (2024): Journal La Multiapp
Publisher : Newinera Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37899/journallamultiapp.v5i5.1505

Abstract

This research explores the role of social support in the context of the TAM model in relation to usage and acceptance of e-learning by high school learners as well as a technical usability assessment of e-learning environment. By employing cross sectional survey design and Partial Least Squares Structural Equation Modeling (PLS-SEM analytical technique, we explore the interconnection of social support with perceived usefulness, perceived ease of use, behavioral intention and actual usage. Specifically, the work finds that social support partially mediates students’ reception of e-learning from their perspective of perceived usefulness and its ease of use and that perceived usefulness is deeply seated in behavioral intention on the chosen platform. From the technical analysis, load testing, content delivery and security was examined to determine the effectiveness of the platform. An addition of a content delivery network streamlined page load time and minimized latency issues while on security the implementation of SSL and two factor authentication advanced the security of data. These are tangible technical enhancements accompanied by social support systems which increase the e-learning derived adoption as well as the retention ratios. The implications of the results put emphasis on both social and technical aspects in e-learning system that must be taken into consideration for educators and developers creating efficient and large-scale e-learning system.
Improving The UI/UX Quality Of The JasBi Application Using UEQ And UCD Talasari, Resky Ayu Dewi; Ilham, Karina Fitriwulandari; Yuhana, Umi Laili
PINISI Discretion Review Volume 7, Issue 2, March 2024
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/pdr.v7i2.54053

Abstract

This research was conducted to analyze and evaluate the User Interface (UI) and User Experience (UX) contained in the JasBi application using a User Experience Questionnaire (UEQ) and User Centered Design (UCD). At the first questionnaire distribution stage, JasBi application users were less satisfied with the existing UI. This research is a quantitative study using a survey method of those who use the JasBi application. Based on the design of solutions using the UCD method results in the following results: interest in the JasBi application UI is excellent (value 2.30), clarity in the JasBi application (averaged 1.98), efficiency in the JasBi application is excellent (value 2.30), simulation in the JasBi application is excellent (averaged 1.88), newness in the JasBi application (2.10).
Analyzing the Quality of Game-based Assessment Design in Basic Arithmetic Operations Azzmi. H., M. Naufal; Yuhana, Umi Laili; Sulistyani, Nawang; Husniah, Lailatul
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 8, No. 1, February 2023
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v8i1.1599

Abstract

The use of Serious Games in education has experienced rapid development. However, not all studies have been able to show evidence that game-based methods are superior to other methods. It is important to analyze the quality of game designs used in learning and assessment used to assess students. This study focuses on how to design a serious game called B-block used in the assessment. The researcher validates the quality of the serious game first before conducting a pilot study regarding the feasibility of the Serious Game given for assessment. The game focuses on basic arithmetic, including addition, subtraction, division, and multiplication, and involves positive and negative numbers. The study was conducted in one of the schools in Indonesia and given to 35 students with an age range of 11-12 years with different student backgrounds in their experience with game-based exams. Based on these results, 85.7% of respondents agreed that this game could be used as a substitute for paper-based exams, with the analysis of game design quality having an average value of 78% pedagogic specifications and 73% playful and 80% technical specifications. Thus, the average value of this game quality analysis is considered superior and meets almost all the specifications needed for assessment. We also argue that serious game is closely related to how game design meets specifications for use as educational tools.
Analyzing interaction and player experience of game based learning using feature importance based clustering Alfan, Muhammad Bahauddin; Yuhana, Umi Laili; Herumurti, Darlis
Bulletin of Social Informatics Theory and Application Vol. 8 No. 2 (2024)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v8i2.772

Abstract

This study explores the dynamics of the gaming experience and its impact on learning efficiency through digital game-based learning (DGBL). Leveraging the Fingerstroke Level Model-GOMS (FLM-GOMS) for interaction analysis and the In-Game Experience Questionnaire (iGEQ) for player experience assessment, we examine the relationship between game-play mechanics and educational outcomes. Our research incorporates a comprehensive dataset, focusing on 40 features encompassing motivation and efficiency outcomes. Through clustering, we identify distinct player groups exhibiting signif-icant variations in efficiency outcomes and game experiences. We utilized the feature selection technique to identify the crucial features that differentiate groups of students who excel in implementing DGBL from those who do not. Through the Random Forest feature importance method, we have found that FLM-GOMS features and positive player in-game feedback play a pivotal role in determining the effectiveness of DGBL.
Pelatihan Pembuatan Media Pembelajaran Interaktif untuk Guru Pendidikan Anak Usia Dini Dengan Canva Sarwosri, Sarwosri; Rochimah, Siti; Yuhana, Umi Laili; Oranova, Daniel; Akbar, Rizky Januar; Nuralamsyah, Bintang
Sewagati Vol 9 No 1 (2025)
Publisher : Pusat Publikasi ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j26139960.v9i1.2215

Abstract

Pada era modern kini, teknologi menjadi salah satu peran penting dalam kehidupan sehari-hari. Penguasaan teknologi menjadi kemampuan yang harus dimiliki berbagai lapisan masyarakat, tak terkecuali dalam bidang pendidikan. Semua tingkat pendidikan terdampak arus perkembangan teknologi, bahkan mencapai tingkat pendidikan anak usia dini. Melihat urgensi ini, penting bagi guru PAUD untuk memanfaatkan teknologi dalam kegiatan belajar mengajar. Salah satu pemanfaatan teknologi adalah dengan pembuatan media pembelajaran yang interaktif menggunakan Canva. Dengan memiliki kemampuan ini, diharapkan kualitas kegiatan belajar mengajar akan meningkat, mengingat metode belajar yang interaktif dan menarik menjadi salah satu kunci kesuksesan dari proses belajar anak pada usia dini. Laboratorium Rekayasa Perangkat Lunak mengadakan Pelatihan Pembuatan Media Pembelajaran Interaktif untuk Guru Pendidikan Anak Usia Dini. Jumlah peserta yang mengikuti pelatihan adalah 19 orang. Pelatihan dilakukan secara luring bertempat di Laboratorium Algoritma dan Pemrograman 2, Departemen Teknik Informatika ITS. Materi pelatihan yang diberikan meliputi pengenalan desain grafis dan canva, pembuatan kolase foto, pembuatan poster acara, dan pembuatan jadwal piket kelas. Pengabdian ini berhasil dilakukan dan dapat menjadi bentuk kontribusi ITS terhadap perkembangan pendidikan di Indonesia.
Pelatihan Pembuatan Media Pembelajaran Interaktif Berbasis Video untuk Guru Pendidikan Anak Usia Dini Nuralamsyah, Bintang; Sarwosri, Sarwosri; Rochimah, Siti; Yuhana, Umi Laili; Siahaan, Daniel Oranova; Akbar, Rizky Januar
Sewagati Vol 9 No 1 (2025)
Publisher : Pusat Publikasi ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j26139960.v9i1.2593

Abstract

Perkembangan teknologi yang pesat membuat setiap individu tak terkecuali tenaga pendidik untuk berkembang mengikutinya. Dalam perkembangan teknologi, tenaga pendidik diuji keterampilannya dalam membuat media pembelajaran yang mampu menarik perhatian dan berkulitas bagi para peserta didik. Disisi lain, pentingnya media pembelajaran sebagai media penyampaian ilmu menjadi salah satu fokus yang perlu mendapatkan perhatian khusus demi memfasilitasi perkembangan anak terutama pada masa emas perkembangan anak usia dini. Terbentuklah pelatihan guna meningkatkan ketrampilan tenaga pendidik dalam membuat media pembelajaran berbasis video yang interaktif dengan Laboratorium Rekayasa Perangkat Lunak sebagai panitia acara. Terdapat 19 peserta yang mengikuti pelatihan terkait dengan detail peserta merupakan Paguyuban Guru PAUD Gunung Anyar Tambak. Pelatihan berjalan secara luring di Laboratorium Pemrograman 2, Departemen Informatika ITS. Materi pelatihan meliputi dasar penyuntingan video, elemen-elemen dalam penyuntingan video, sampai membagikan video. Pengabdian masyarakat berbentuk pelatihan ini berhasil dilakukan dengan tingkat kepuasan 2,965 dari 3. Pelatihan ini merupakan bentuk kontribusi ITS terhadap peningkatan dan perkembangan pendidikan di Indonesia.
Improve Software Defect Prediction using Particle Swarm Optimization and Synthetic Minority Over-sampling Technique Amirullah, Afif; Umi Laili Yuhana; Muhammad Alfian
Scientific Journal of Informatics Vol. 11 No. 4: November 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v11i4.16808

Abstract

Purpose: Early detection of software defects is essential to prevent problems with software maintenance. Although much machine learning research has been used to predict software defects, most have not paid attention to the problems of data imbalance and feature correlation. This research focuses on overcoming the problems of imbalance dataset. It provides new insights into the impact of these two feature extraction techniques in improving the accuracy of software defect prediction. Methods: This research compares three algorithms: Random Forest, Logistic Regression, and XGBoost, with the application of PSO for feature selection and SMOTE to overcome the problem of imbalanced data. Comparison of algorithm performance is measured using F1-Score, Precision, Recall, and Accuracy metrics to evaluate the effectiveness of each approach. Result: This research demonstrates the potential of SMOTE and PSO techniques in enhancing the performance of software defect detection models, particularly in ensemble algorithms like Random Forest (RF) and XGBoost (XGB). The application of SMOTE and PSO resulted in a significant increase in RF accuracy to 87.63%, XGB to 85.40%, but a decrease in Logistic Regression (LR) accuracy to 72.98%. The F1-Score, Precision, and Recall metrics showed substantial improvements in RF and XGB, but not in LR due to the decrease in accuracy, highlighting the impact of the research findings. Novelty: Based on the comparison results, it is proven that the SMOTE and PSO algorithms can improve the Random Forest and XGB models for predicting software defect.
SOFTWARE DEFECT PREDICTION USING PCA BASED RECURRENT NEURAL NETWORK Kusnanti, Eka Alifia; Vantie, Lauretha Devi Fajar; Yuhana, Umi Laili
JUTI: Jurnal Ilmiah Teknologi Informasi Vol. 22, No. 1, January 2024
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j24068535.v22i1.a1199

Abstract

Software quality is one of the important phases in software development. Software quality assesses the usability and quality of the software developed. Defect prediction early in software development helps in software quality assurance by reducing software defects that may occur. With good predictions, it will provide additional benefits in terms of resource and cost efficiency. The researchers in this study have proposed a software defect prediction method that utilizes a Recurrent Neural Network (RNN) based on Principal Component Analysis (PCA). The dataset used is the PROMISE dataset, namely JM1, CM1, PC1, KC1, and KC2. The test results showed that the PCA-RNN method was successfully applied. For the highest accuracy on the PC1 dataset, with an accuracy of 93.99% with the division of training data by testing data (70:30).
DEVELOPMENT OF A MODEL TO EVALUATE USERS' TECHNOLOGY READINESS AND ACCEPTANCE IN USING THE SELF-CHECK-IN KIOSK SERVICE AT SOEKARNO-HATTA INTERNATIONAL AIRPORT Fanani, Muhammad Faisal; Yuhana, Umi Laili; Shiddiqi, Ary Mazharuddin
JUTI: Jurnal Ilmiah Teknologi Informasi Vol. 22, No. 2, July 2024
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j24068535.v22i2.a1238

Abstract

The self-check-in kiosk is one of the digital technologies used by the aviation industry to help passengers check in on passenger flights independently and efficiently without the need for a conventional check-in counter at the airport. However, the phenomenon on the ground indicates that many users have not yet used the service. As a result, the check-in area in some of the flight masks often has a long wait. Studies conducted by several airports in campsites such as Malaysia, South Africa, and Switzerland show that self-check-in kiosks do not meet the echoes of users. The same thing happened at Indonesian airports, where the use of self-check-in kiosks was still below 20% of total passenger traffic in 2022–2023. The study introduces the User Experience Technology Readiness and Acceptance Model (UX TRAM), which is used to evaluate user readiness and acceptance of the application of new technologies in the airport environment. The Partial Least Squares Structural Equation Modeling (PLS-SEM) method is used to analyze the research model and the proposed hypothesis. Based on the results of the test of significance and relevance of the relationship in this study, the structural model proposed by the majority is of significant value, except for the variables Innovativeness and Insecurity versus Perceived Ease of Use. Based on the results of the test of the hypothesis carried out, out of 15 hypotheses tested, there are 13 accepted and 2 rejected hypotheses related to the readiness and acceptance of users in the use of new technology on the Self-Check-in Kiosk service at Soekarno-Hatta International Airport. The results of this study show that the proposed research model has varying explanatory strengths (near moderate to substantial/high) as well as predictive strengths that offer better predictable performance. 
Multimodel Prediction Score Based on Academic Procrastination Behavior in E-Learning Sartana, Bruri Trya; Nugroho, Supeno Mardi Susiki; Yuhana, Umi Laili; Purnomo, Mauridhi Hery
Jurnal Nasional Pendidikan Teknik Informatika: JANAPATI Vol. 14 No. 1 (2025)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v14i1.85880

Abstract

This research investigates the impact of academic procrastination on student performance in online learning environments and explores a multimodel approach for grade prediction. Academic procrastination is a well-documented issue that negatively affects learning outcomes, often leading to lower academic performance and increased dropout rates in self-paced learning platforms. This study analyzes behavioral data from 377 students, extracted from Moodle activity logs, which record real-time student interactions with learning materials. To address the gap in understanding procrastination patterns through activity logs, key procrastination-related features were derived from timestamps of task access, submission, and engagement duration. Using K-Means clustering with the Elbow method, students were categorized into three procrastination clusters: low procrastination with high academic performance, high procrastination with low performance, and moderate procrastination with average performance. Seven machine learning models were evaluated for predicting student grades, with Random Forest (RF) achieving the highest accuracy (R² = 0.812, MAE = 6.248, RMSE = 8.456). These findings highlight the potential of using activity logs to analyze procrastination patterns and predict student performance, allowing educators to develop early intervention strategies that support at-risk students and improve learning outcomes.
Co-Authors Achmad Affandi Agung Prasetya Ahmad Budi Kurniawan Ahmad Nur Hidayat Akbar Noto Ponco Bimantoro Akbar, Rizky Januar Alfan, Muhammad Bahauddin Ali Sofyan Kholimi Amelia Devi Putri Ariyanto Amirullah, Afif Andhik Ampuh Yunanto Andi Besse Firdausiah Anisah Herdiyanti Annisa, Tiara Nur Arief Rahman Ary Mazharuddin Shiddiqi As'ad Arismadhani Ayu Purwarianti Azzmi. H., M. Naufal ‘Azizah, Lutfiyatul Bambang Setiawan Buliali, Joko Lianto Chastine Fatichah Daniel Oranova Daniel Oranova Siahaan Darlis Herumurti Denni Aldi Ramadhani Denni Aldi Ramadhani Denni Aldi Ramadhani Denni Aldi Ramadhani Dian Saputra Diana Purwitasari Donny Fitrado Dwi Sunaryono Eko M. Yuniarno Eko Mulyanto Yuniarno Esti Yuniar Fadilla Sukma Alfiani Faizah Alkaff Fanani, Muhammad Faisal Fanji Hastomo Febri Fernanda Habibi, Ahmad Faqih Hadziq Fabroyir Hanim Maria Astuti Hersyaputra, Mohamad Syazimmi Hervit Ananta Vidada Hidayat, Taufik Ilham, Karina Fitriwulandari Imam Kuswardayan Imamah Imamah Jaya, Muhammad Triyanda Taruna Kadek Anggrian Mahendra Putra Kurniawan, Adi Kusnanti, Eka Alifia Kusuma, Irnayanti Dwi Lailatul Hidayah Lailatul Husniah Lesmideyarti, Dwi Mamluatul Hani’ah Mauridhi Hery Purnomo Muhamad Fauzi Muhammad Alfian Muhammad Alfian, Muhammad Muhammad Najib Muhammad Zain Fawwaz Nuruddin Siswantoro Nawang Sulistyani Nisa, Maidina Choirun Nugroho, Supeno Mardi S. Nuralamsyah, Bintang Oranova, Daniel Pradipta, I Gusti Lanang Agung Oka Cahyadi Puspitaningrum, Ari Cahaya Putu Yuwono Kusmawan Rizal Setya Perdana Rizky Januar Akbar Rizqa Raaiqa Bintana Rully Agus Hendrawan Rully Soelaiman Sally Indah Khansa Sally Indah Khansa Santi Tiodora Sianturi Santoso, Bagus Jati Saptarini, Istiningdyah Sari Sahadi, Fitria Vera Sartana, Bruri Trya Sarwosri Sarwosri Sarwosri Sarwosri, - Siska Arifiani Siti Rochimah Sjahrunnisa, Anita Supeno Mardi S. Nugroho Supeno Mardi Susiki Nugroho, Supeno Mardi Suyadi Suyadi Talasari, Resky Ayu Dewi Thooriqoh, Hazna At Toshihiro Kita Vantie, Lauretha Devi Fajar Wighneswara, Alifiannisa Alyahasna Yasinta Romadhona Yogi Kurniaawan Yogi Kurniaawan, Yogi Yuniarno, Eko M.