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Journal : Journal of Information Technology and Computer Science

User Experience Design Sales Performance and Sales Person Productivity Application MTFSales Using Human Centered Design Method (Case Study: PT Mandiri Tunas Finance) Eldi Romadhona, Safira; Rokhmawati, Retno Indah; Priharsari, Diah
Journal of Information Technology and Computer Science Vol. 8 No. 2: August 2023
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.202382562

Abstract

PT Mandiri Tunas Finance is a company engaged in financing new or used cars, motorcycles, and commercial vehicles, with a network of 102 branches spread throughout Indonesia. In its business process, sales performance monitoring is still considered ineffective, because the information about sales performance is in the form of an excel calculated manually. The salesperson could not monitor it directly. This study aims to produce a MTFSales application design using Human Centered Design. The prototype was tested using the user testing method and the SUPR-Q questionnaire. The results of the test using user testing are positive results with some suggestions from users. The test results using the SUPR-Q method for sales officers are 88.19%, sales heads are 88.65% and branch managers are 83.81%. All three are in the excellent and acceptable categories so it can be said that the design can be accepted by the users.
ChemVirtual Lab: Gamified Learning Experience on Reaction Rate Topic to Improve Learning Outcomes Rokhmawati, Retno Indah; Sholihah, Tuffahati; Sahasika Laksmana, Kumara; Pramudita, Rizky; Sambata Sarborn, Ibrahim; Hendra Brata, Adam
Journal of Information Technology and Computer Science Vol. 8 No. 2: August 2023
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.202382563

Abstract

This study aims to improve student learning outcomes through gamification of chemical learning media. As we know that chemical material, especially reaction rates, is abstract in nature, so it is quite difficult to convey this concept to students. Because the measured compounds vary greatly in terms of concentration, this material has complex features. However, in real conditions, students have limited access to chemical laboratory equipment, so learning media is needed that considers aspects of people, problems, and context to provide learning experiences like real laboratories.  ChemVirtual Lab is a learning tool that combines immersive learning experiences with game elements to improve students' learning outcome by allowing them to direct their own learning and inspiring them to think creatively and innovatively. The primary model in this study is the ASSURE learning media development paradigm. Evaluation of the usage of educational media was conducted to ascertain factors of satisfaction and usefulness with 3 media experts and 3 material experts. According to the six experts' test results, it would be possible to implement the media. Then the media was implemented to 62 high school students who were studying Rate of Reaction material. The Paired Sample T-Test was used to examine the effectiveness of the media's implementation, and the results revealed significant differences in learning outcomes as well as a tendency for post-test scores to rise above pre-test results.