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Evaluasi User Experience Pada Aplikasi Programming HUB Menggunakan Indikator UX Honeycomb Ryan Rahmadiansyah; Retno Indah Rokhmawati; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 7 (2020): Juli 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Vocational high schools, especially ICT majors often use e-learning as a learning medium. Talking about ICT majors in Vocational High Schools will definitely learn about programming. Currently there are many applications in PlayStore that can be used to learn programming, one of which is the HUB Programming application. HUB Programming Application is an application on android devices for learning programming. However, many HUB Programming applications get negative reviews. The purpose of this research is to see how well, provide recommendations for improvement and can be taken into consideration by learning media. UX Honeycomb is used to measure the user experience of the HUB Programming application. The number of sample respondents used was 30 and were students of TKJ Class X SMK 3 MALANG who had used e-learning and had knowledge about e-learning. The method used is to spread online questionnaires by taking quantitative and qualitative data. Descriptive statistics are used to process and analyze data by finding the mean (mean) and variation of the data (standard deviation). The results of processing and analysis show that the Usable aspect has an average value of 69% and is in the good category, the Valuable aspect has an average value of 69% and is in the good category, while the Useful aspect has an average value of 72% and is in the category well