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PERENCANAAN MUSEUM DESA DIGITAL DENGAN MENGGUNAKAN FRAMEWORK TPACK Iryanti, Emi
Proceeding SENDI_U 2015: SEMINAR NASIONAL MULTI DISIPLIN DAN CALL FOR PAPERS
Publisher : Proceeding SENDI_U

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (211.523 KB)

Abstract

The museum has several benefits including learning resources, tourist destination which laterbecame one of the sources of income. Increased income source to trigger increased prosperitymoreover the museum is a museum village, can be a starting point increase in rural communitiesand reduce urbanization. With this objective, the village museum should be designed attractivelyso as to increase the interest of visitors. To facilitate researchers in formulating the desired inputand output , then the use of thought / idea of Koehler & Mishra that includes three elements,namely : content , pedagogy and technology . In terms of content will be differentiated by categorywhile in terms of pedagogy is represented by the evaluation / quiz at the end of each category andin terms of technology is the concept of different technologies based on predefined categories.keywords : digital village museum, TPACK framework, design
SISTEM MANAJEMEN DOKUMEN DENGAN METODE FRAMEWORK FOR THE APPLICATIONS OF SYSTEM TECHNOLOGY (FAST) Studi Kasus: Unit Pengendali Dokumen Satuan Penjaminan Mutu ST3 Telkom Purwokerto Iryanti, Emi; Andriyanto, Rendy
Proceeding SENDI_U 2016: SENDI_U
Publisher : Proceeding SENDI_U

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Abstract

Untuk mendukung kelancaran proses penjaminan mutu internal perguruan tinggi, diperlukan sistem yang dapat melakukan pengendalian dokumen khususnya yang terkait dengan dokumenmutu. Lancarnya proses penjaminan mutu perguruan tinggi dapat menguatkan upaya peningkatan daya saing dalam lingkup nasional maupun global. Penelitian ini diharapkan mampumemudahkan pengendalian dokumen, dari tahap permintaan untuk diterbitkannya dokumen baru sampai tahap pendistribusiannya sehingga dapat mengurangi resiko lamanya permintaan nomor dokumen kepada unit pengendali dokumen, tercecernya dokumen dalam hal penyimpanan dan pendistribusiannya untuk semua unit terkait. Metode yang digunakan dalam penelitian ini adalah metode Framework for the Applications of System Technology (FAST) dimana tahapannya meliputi lingkup definisi, analisis permasalahan, analisis kebutuhan, desain, pembangunan dan pengujian. Luaran yang dihasilan pada penelitian ini adalah sistem yang dapat memudahkan proses bisnis yang terdapat pada satuan penjamian mutu ST3 Telkom Purwokerto khususnya unitpengendali dokumen.Kata Kunci: manajemen dokumen, metodologi FAST, penjaminan mutu internal.
SISTEM MANAJEMEN DOKUMEN DENGAN METODE FRAMEWORK FOR THE APPLICATIONS OF SYSTEM TECHNOLOGY (FAST) Studi Kasus: Unit Pengendali Dokumen Satuan Penjaminan Mutu ST3 Telkom Purwokerto Iryanti, Emi; Andriyanto, Rendy
Proceeding SENDI_U 2016: SEMINAR NASIONAL MULTI DISIPLIN ILMU DAN CALL FOR PAPERS
Publisher : Proceeding SENDI_U

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Abstract

Untuk mendukung kelancaran proses penjaminan mutu internal perguruan tinggi, diperlukan sistem yang dapat melakukan pengendalian dokumen khususnya yang terkait dengan dokumenmutu. Lancarnya proses penjaminan mutu perguruan tinggi dapat menguatkan upaya peningkatan daya saing dalam lingkup nasional maupun global. Penelitian ini diharapkan mampumemudahkan pengendalian dokumen, dari tahap permintaan untuk diterbitkannya dokumen baru sampai tahap pendistribusiannya sehingga dapat mengurangi resiko lamanya permintaan nomor dokumen kepada unit pengendali dokumen, tercecernya dokumen dalam hal penyimpanan dan pendistribusiannya untuk semua unit terkait. Metode yang digunakan dalam penelitian ini adalah metode Framework for the Applications of System Technology (FAST) dimana tahapannya meliputi lingkup definisi, analisis permasalahan, analisis kebutuhan, desain, pembangunan dan pengujian. Luaran yang dihasil\an pada penelitian ini adalah sistem yang dapat memudahkan proses bisnis yang terdapat pada satuan penjamian mutu ST3 Telkom Purwokerto khususnya unitpengendali dokumen.Kata Kunci: manajemen dokumen, metodologi FAST, penjaminan mutu internal.
Quality Measurement of Ministry of RI Website with Combination of Linear Weightage Method and Consistent Fuzzy Preference Relations (Mengukur Kualitas Website Kementerian RI dengan Kombinasi Metode Linear Weightage dan Consistent Fuzzy Preference Relations) Ridwan Pandiya; Emi Iryanti
Jurnal Pekommas Vol 2, No 1 (2017): April 2017
Publisher : BBPSDMP KOMINFO MAKASSAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30818/jpkm.2017.2020101

Abstract

This paper provides a new approach in combining the quality of some ministry websites through quantitative and qualitative approach. Quantitative data are obtained by performing measurement using web diagnostic tools while the qualitative approach is carried out through expert judgement. Then the weights will be calculated from the data obtained both quantitatively and qualitatively by applying linear weightage for quantitative data and using consistent fuzzy preference relations method for qualitative data. In the final stage, those two methods will be combined so that we will obtain the final weights which are the representation of the quality of websites measured.The results obtained by this research can be considered by the relevant ministry to develop their websites.Artikel ini memberikan pendekatan baru dalam membandingkan kualitas beberapa laman kementerian RI melalui  pendekatan  kuantitatif  dan kualitatif. Data kuantitatif didapatkan dengan melakukan pengukuran menggunakan web diagnostic  software sedangkan pendekatan kualitatif dilakukan melalui expert judgement. Data yang didapatkan baik secara kuantitatif maupun kualitatif akan dihitung bobot (weight) dengan mengaplikasikan metode linear weightage. Data kualitatif  dengan metode consistent fuzzy preference relations digunakan untuk menghitung bobot dari expert judgement yang telah didapatkan. Kemudian kedua metode tersebut akan dikombinasikan sehingga akan didapatkan bobot akhir yang merupakan representasi dari kualitas website yang telah diukur. Hasil pembobotan yang didapatkan dalam penelitian ini dapat dijadikan rujukan dan pertimbangan untuk pihak kementrian terkait untuk melakukan pengembangan website yang dikelolanya.
Penerapan Teknologi Augmented Reality Sebagai Alternatif Media Promosi Pariwisata Kabupaten Banyumas Anggar Ranawijaya; Emi Iryanti; Ferdinanda
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 4 No 2 (2020): April 2020
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (709.588 KB) | DOI: 10.29207/resti.v4i2.1653

Abstract

Augmented Reality (AR) is known as an interactive technology that is able to project virtual objects into real objects in real time. Banyumas is an example of a district that has a lot of tourism commodities because of its diverse culture and its lack of promotion. This promotional media was created using AR with marked based tracking method. This method utilizes the function of the marker as the media that acts to display the virtual object, the marker will be recognized by the application through the camera device regarding the position and orientation of the object. For the process of making this application using Unity as a tool and Vuforia as a database for markers. The testing phase using the ISO 25010 standard is an evaluation of the quality of the software system specifically based on product quality consisting of eight characteristics, namely functional suitability, performance efficiency, compatibility, usability, reliability, security, maintainability, and portability. This study uses three tests of eight characteristics, namely function suitability, compatibility and usability. The results of this application quality analysis obtained functional suitability test results of 97.5% and compatibility results obtained results of 100% for usability with a percentage of 88.6%.
Designing of english challenge mobile game application as the media of english language learning Vito Pratama Putra Setyadharma; Emi Iryanti; Indra Hidayatulloh; Novanda Alim Setya Nugraha
Journal of Engineering and Applied Technology Vol 1, No 1 (2020): (March)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jeatech.v1i1.34756

Abstract

English became the first foreign language that came to Indonesia in 1967. The human needs of English can already be seen through lots of official scientific works in English and its intense competitions globally. However, still, many people finds it difficult to learn English, for example, the difficulty in understanding tenses, differences between writing, reading and pronouncing. By relying on the latest features on smartphone, which on the mean time, smartphone is one of many gadgets that is the most practical to use in anywhere and anytime, plus, with gaming contents as the best multimedia entertainer application, learning English will be more interactive and easier to use. In this research, Construct 2 is used as The Developer App and Game Development Life Cycle (GDLC) method of Rido Ramadan and Yani Widyani’s version is used as The Development Method. The game system tested by using black box and by giving out Questionnaire for User Interface Satisfaction to 24 respondents, to test the system’s usability. It resulted 80,83% for the whole of the system,  meaning that the whole system is quiet interesting in the respondents’s view. Then, the screen display gained 80,41%, this means that the screen display is very interesting and did not confuse the respondents. Technology and information game gained 75,41%, this means that the information contained in the game is quiet good, however, further development is needed. The introduction of the game’s system gained 71,63%, means that some of the system’s ability did not run effectively and needed further repairment and development. The last, usability and user interface gained 76,25%, this means that the game is quiet interactive to the respondents.  
Implementasi Sistem Informasi Pemantauan Cuaca Maritim Di Pantai Menganti untuk Mitigasi Bencana Emi Iryanti; Rifki Adhitama; Aditya Wijayanto
Indonesian Journal of Community Service and Innovation (IJCOSIN) Vol 1 No 1 (2021): Juli 2021
Publisher : LPPM IT Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (310.154 KB) | DOI: 10.20895/ijcosin.v1i1.267

Abstract

Pantai Menganti yang terletak di Desa Karangduwur Kabupaten Kebumen memiliki potensi ekonomi maritim dan keanekaragaman hayati laut yang tinggi. Di Pantai Menganti terdapat Tempat Pelelangan Ikan dengan transaksi jutaan ton atau milyaran rupiah per tahun. Di sisi lain, peralatan yang digunakan oleh nelayan Pantai Menganti masih menggunakan perahu kecil dengan perlengkapan sederhana. Oleh karenanya, dibutuhkan suatu sistem yang dapat membantu nelayan untuk memantau cuaca maritim sehingga sebelum sampai di tengah laut, nelayan sudah dapat mengetahui prakiran cuaca, prakiraan tinggi gelombang, prakiraan sebaran hujan, dan prakiraan sebaran hujan. Tujuan dari kegiatan pengabdian masyarakat ini adalah instalasi dan sosialisasi sistem, serta pelatihan kepada personil terkait apabila terjadi error pada sistem. Sistem informasi yang telah dibangun, diinstal dalam satu perangkat komputer dan dipasang di Tempat Pelelangan Ikan, sehingga nelayan dapat dengan mudah mengakses informasi.
Evaluasi User Interface Video Interaktif Manusia Purba dengan Menggunakan Metode Heuristik Emi Iryanti
JURNAL INFOTEL Vol 6 No 2 (2014): November 2014
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v6i2.21

Abstract

Aplikasi video interaktif mengenai manusia purba didesain dan diimplementasikan bertujuan agar materi mengenai manusia purba yang salah satu tujuannya ialah menjadi bagian dari alat peraga di museum tertentu memiliki tampilan yang lebih interaktif dan tidak melupakan unsur pendidikan. Aplikasi ini memungkinkan pengguna mendapatkan pengalaman baru dalam pembelajaran dan memotivasi pengguna untuk menyukai pengetahuan sejarah. Proses evaluasi pada aplikasi ini dilakukan untuk mengenali masalah-masalah usability pada rancangan antarmuka, metode yang digunakan yaitu evaluasi heuristik berdasarkan 10 panduan kriteria yang dikembangkan oleh Jacob Nielsen. Langkah-langkah dalam melakukan evaluasi ini adalah menentukan kriteria evaluator, melakukan evaluasi dan menganilisi hasil evaluasi. Setelah dilakukan evaluasi, evaluator menemukan 8 isu permasalahan interface usability dan desain konten sebagai bahan perbaikan dan pengembangan produk.
Accountability of the Integrity Zone Program Towards a Corruption-Free Region at the Ministry of Religious Affairs Office in Baubau City Asmiddin, Asmiddin; La Didi; Emiryanti, Emiryanti
INFOKUM Vol. 13 No. 05 (2025): Infokum
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/infokum.v13i05.2958

Abstract

The purpose of this study is to describe the accountability of the Integrity Zone Program towards a Corruption-Free Area (WBK) at the Baubau City Ministry of Religious Affairs Office using the approach (Halim, 16) including the implementation of the program, the suitability between targets and achievements, and the clarity of the program's goals and objectives. This research method uses a descriptive qualitative approach with data collection techniques through interviews, observation, and documentation. Data sources were obtained from informants through direct observation and interviews and documents obtained in the form of regulations and processing. Data were analyzed using the Miles and Huberman interactive model, which consists of data reduction, data presentation, and drawing conclusions and verification. The results of the study indicate that program accountability has been reflected in various positive achievements. In the outcome dimension, the WBK program encourages increased ASN discipline, consistent implementation of SOPs, and the birth of digital service innovations such as LKH Online, PTSP Digital, and the Halal Meatball Cart (GBH) program. This indicates an increase in efficiency, effectiveness, and professionalism of services. In the dimension of suitability of targets and achievements, most program indicators have been achieved, especially in terms of increasing service speed and public satisfaction. However, obstacles such as employee resistance, limited technical training, and gaps in technology utilization still hamper the optimization of overall program accountability. Meanwhile, in terms of clarity of goals and objectives, the program has a specific policy direction outlined in official documents and supported by internal socialization. However, substantive understanding of integrity values is not yet fully shared among technical implementers.
Pengukuran Kepuasan Pengguna E-Learning Menggunakan Metode Evaluasi Heuristik dan System Usability Scale Iryanti, Emi; Zulfiqar, La Ode Mohamad; Kusumawardani, Sri Suning; Hidayah, Indriana
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 9 No 3: Juni 2022
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2022924631

Abstract

Pandemik COVID-19 yang terjadi saat ini mempengaruhi banyak aspek kehidupan termasuk pendidikan, dimana pembelajaran dilakukan dari rumah untuk mengurangi resiko penularan virus corona dengan menerapkan e-learning. Hal ini yang membuat implementasi e-learning harus baik, oleh karenanya harus dilakukan evaluasi agar e-learning mudah digunakan. Salah satu aspek penting yang harus dievaluasi yakni dari sisi usability-nya dimana dapat diketahui kepuasan pengguna dari sisi “kebergunaan”nya. Penelitian ini menggunakan dua metode evaluasi usability yaitu System Usability Scale (SUS) dan evaluasi heuristik (HE) digunakan untuk hal ini. Penggunaan kedua metode ini dilakukan untuk mendapatkan hasil evaluasi yang lebih mendalam agar dapat dilakukan perbaikan oleh pihak terkait. Dalam evaluasi usability menggunakan HE, evaluator yang dipilih adalah lima user expert yang ahli dalam bidang usability (tiga orang) ahli dalam bidang IT dan pengembangan pembelajaran (dua orang), sedangkan lingkup evaluasi pada penelitian ini yaitu proses login, edit profile, organisasi perkuliahan, dan aktivitas perkuliahan. Sedangkan pada evaluasi menggunakan kuesioner SUS diperoleh skor 63,3 (grade C-) dengan 162 responden, dengan hasil uji realibitas sebesar 0,818 dan uji validitas semua item pertanyaan di atas 0,129 yang berarti bersifat realible dan valid. Hasil evaluasi usability menggunakan HE, didapatkan bahwa terdapat satu prinsip yang dianggap sebagai permasalahan mayor oleh user expert yaitu prinsip user control and freedom, dimana sistem (e-learning) tidak memfasilitasi fungsi undo dan redo yang menyebabkan pengguna kebingungan apabila dengan sengaja/tidak memilih menu yang tidak dikehendaki. AbstractThe COVID-19 pandemic affects many aspects including education, where learning is carried out from home to reduce the risk of coronavirus transmission by implementing e-learning. One important aspect that must be evaluated is from the usability side, where we can find out the user satisfaction from the "usability" side. This study uses two usability evaluation methods, namely the System Usability Scale (SUS) and the heuristic evaluation (HE). The use of these two methods is carried out to obtain more in-depth evaluation results so that related parties can improve them. In the usability evaluation using HE, the selected evaluators are five user experts who are experts in the field of usability (three people) who are experts in the field of IT and learning development (two people), while the scope of evaluation in this study is the login process, edit profile, lecture organization, and lecture activities. While the evaluation using the SUS questionnaire obtained a score of 63.3 (grade C-) with 162 respondents. The results of the usability evaluation using HE, it was found that there is one principle that is considered a major problem by user experts, namely the principle of user control and freedom, where the system (e-learning) does not facilitate the undo and redo functions which causes confusion if the user click unwanted menu.