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Analysis of e-learning user satisfaction at XYZ University in the new normal era of the covid-19 pandemic Rudy Hartono; Muhammad Zarlis
Jurnal Mantik Vol. 7 No. 1 (2023): May: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.v7i1.3613

Abstract

In 2020 Indonesia implemented a new normal policy as a form of adaptation to the Covid-19 pandemic. In the new normal period, XYZ university uses e-learning as one of the distance learning media to deliver learning materials to students. This study aims to analyze the factors that affect student satisfaction in using e-learning. The End-User Computing Satisfaction (EUCS) model is used as a research model. The data was taken through the dissemination of questionnaires using google from 249 respondents consisting of students from three study programs. From the data obtained, analysis was carried out using the Structural Equation Model (SEM) with SmartPLS software. The results showed that the Content, Ease of Use, and Timeliness variables had a positive and significant effect on User Satisfaction while the Accuracy and Format variables did not have a significant effect on User Satisfaction
Pengembangan E-Modul Etnomatematika Menggunakan Metode Aglile Scrum Rudy Hartono; Okta Kamiksius; Nolly Pialewi; Herji
BETRIK Vol. 17 No. 01 (2026): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/c17es615

Abstract

One of the primary objectives of mathematics education in schools is to enhance students’ thinking skills. In the context of deep learning-based instruction, teachers are required to deliver learning materials contextually, particularly in ethnomathematics, by connecting mathematical concepts with local cultural practices and utilizing technology as a supporting learning medium. This study aims to develop a web-based ethnomathematics e-module as an alternative instructional resource that is more contextual, interactive, and flexible. The research employs a Research and Development (R&D) approach, with system development carried out using the Agile Scrum methodology. The development process involves the preparation of a Product Backlog and the implementation of Scrum Events through multiple iterative sprints. The system is developed using the Laravel framework, supported by MySQL as the database, and Bootstrap to ensure a responsive user interface. System testing is conducted using the Black Box Testing method, involving teachers and 28 students as users. The results indicate that all system features function properly in accordance with user requirements. Furthermore, the developed system supports a more interactive learning process, facilitates teachers in delivering contextualized materials, and enhances students’ understanding through evaluation features equipped with immediate feedback.
PENGEMBANGAN GAME EDUKASI BERBASIS AI UNTUK MENINGKATKAN KREATIVITAS DAN KETERAMPILAN PROBLEM SOLVING SISWA SMP Nasri Tupulu; Rudy Hartono
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i2.14263

Abstract

Pembelajaran melalui game edukasi di SMP yang berada di Kecamatan Ngabang, Kabupaten Landak masih kurang diterapkan, sehingga kreativitas dan keterampilan problem solving siswa belum berkembang secara optimal. Oleh karena itu, diperlukan penerapan game edukasi berbasis AI dalam pembelajaran matematika untuk meningkatkan kreativitas dan keterampilan problem solving siswa. Penelitian ini bertujuan mengembangkan game edukasi matematika Osmo Usa berbasis machine learning untuk meningkatkan kreativitas dan kemampuan problem solving siswa SMP melalui pembelajaran adaptif. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang melibatkan 31 siswa kelas VIII SMP Maniamas Ngabang. Game dikembangkan menggunakan Unity dengan adaptive learning engine yang menganalisis performa siswa berdasarkan skor, waktu penyelesaian, dan pola jawaban untuk menyesuaikan tingkat kesulitan soal serta memberikan umpan balik otomatis. Data dikumpulkan melalui lembar validasi, angket kreativitas, tes problem solving, dan angket respons siswa. Validitas instrumen dianalisis menggunakan Aiken's V, reliabilitas menggunakan Cronbach's Alpha, sedangkan efektivitas produk dianalisis melalui uji normalitas, paired sample t-test, dan Cohen's d. Hasil penelitian menunjukkan bahwa produk memiliki validitas sangat tinggi Aiken's V sebesar 0,94 dan reliabilitas tinggi Cronbach's Alpha sebesar 0,87. Hasil uji paired sample t-test menunjukkan adanya peningkatan yang signifikan pada kreativitas matematis setelah penggunaan Osmo Usa p < 0,001 dengan ukuran efek yang sangat besar Cohen's d = 1,087; 95% CI = 0,521–1,634. Temuan ini menunjukkan bahwa integrasi machine learning melalui mekanisme pembelajaran adaptif efektif meningkatkan kreativitas dan kemampuan problem solving siswa. Kontribusi penelitian ini terletak pada pengembangan game edukasi berbasis AI yang mampu mempersonalisasi pembelajaran melalui penyesuaian tingkat kesulitan soal dan umpan balik otomatis secara real-time.
Pengembangan Sistem Informasi Pelaporan Perjalanan Dinas Menggunakan Metode Rapid Application Development (RAD) Nolly Pialewi; Rudy Hartono
BETRIK Vol. 17 No. 02 (2026): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/3xg6j086

Abstract

Microsoft Excel is still utilized by the Department of Cooperatives, Small and Medium Enterprises, and Trade (DISKUMDAG) of Landak Regency as the primary tool for data management and official travel reporting. This condition leads to difficulties in data retrieval and updating, risks of errors in cost calculation and data duplication, as well as an unintegrated process of report preparation and budget usage monitoring. As a resolution, a web-based official travel reporting information system was developed to facilitate the tasks of the Secretariat Division admin in managing official travel reporting data, while also providing information that supports the decision-making process for the Head of the Department. The Research and Development (R&D) approach was employed in this study, with the Rapid Application Development (RAD) method encompassing three stages, namely requirement planning, design workshop, and implementation. The Laravel framework with MySQL database was used as the foundation for system development. System testing was conducted through Black Box Testing and User Acceptance Testing (UAT) involving 20 individuals, consisting of 10 individuals with competence in the IT field and 10 employees of DISKUMDAG Landak Regency. The results of the Black Box Testing indicated that all system features functioned properly, while through UAT, a user acceptance rate of 90.92% was obtained. Based on the overall testing results, it can be concluded that the system has been well accepted by users and is considered to have met the requirements in the process of managing and reporting official travel