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PERANCANGAN DESAIN UI/UX SISTEM E-LEARNING MENGGUNAKAN METODE DESIGN THINKING Chairunnisa, Ananda Alma; Widodo, Suprih; Majid , Nuur Wachid Abdul
Journal of Information System Management (JOISM) Vol. 6 No. 1 (2024): Juni
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/joism.2024v6i1.1632

Abstract

Di SMKN 1 Gunung Kijang, sistem pembelajaran yakni e-learning belum dimanfaatkan atau digunakan sebagai salah satu sarana belajar bagi siswa. Karenanya, tujuan penelitian ini adalah merancang sistem e-learning yang inovatif, untuk meningkatkan motivasi siswa dan menarik minat belajar mereka. Dalam pengembangannya, sistem e-learning ini menggunakan metode design thinking, yang memiliki 5 tahapan, yaitu, emphatize, define, ideate, prototype, dan test. Desain sistem e-learning ini memiliki fitur akses materi, informasi tugas, evaluasi, forum diskusi, dan feedback. Tampilan serta kegunaan fitur ini, telah di uji dengan menggunakan SUS (System Usability Scale) dengan skor 80,3. Dan UEQ (User Experience Questionnaire) yang memiliki hasil excellent. Subjek penelitian dipilih dari siswa kelas X SMK Negeri 1 Gunung Kijang. Hasil desain dan pengujian yang diperoleh ini akan memberi solusi dan inovasi dalam sebuah perancangan sistem e-learning bagi pengembang sistem serupa.
Metricfy: Aplikasi Pembelajaran Numerasi berbasis Web Tanjung, Firda Rosiana; Widodo, Suprih
Jurnal Pendidikan Informatika (EDUMATIC) Vol 8 No 1 (2024): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v8i1.25757

Abstract

The low numeracy literacy among students is primarily due to two factors: a lack of interest in numeracy learning and limited learning resources. The Ministry of Education and Culture's National Assessment Programme in 2022 revealed that numeracy skills in Indonesia remain low, with only about 40,63% of students demonstrating numeracy competence. Improvement is necessary to achieve better results. The aim of this research is to develop an interactive numeracy application for student learning and assess its suitability. Development utilised Rapid Application Development (RAD) with three main phases: requirement planning, design, and implementation. Data collection involved surveys and quantitative descriptive analysis. In the final development phase, the application underwent testing to ensure functionality and effectiveness. Functional testing using black box methods showed all features performed as expected. Additionally, a System Usability Scale (SUS) survey administered to students yielded a score of 78.05, categorised as "acceptable" (good), indicating the application meets usability and effectiveness standards.
Penerapan Media Pembelajaran Blockly Berbasis Website pada Pemahaman Berpikir Komputasional di SDN 10 Nagri Kaler Iqbal, Arifal Muhamad; Widodo, Suprih
Jurnal Pendidikan Tambusai Vol. 9 No. 1 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Studi berikut memiliki tujuan untuk mengukur pengaruh penerapan media pembelajaran berbasis Blockly terhadap kemampuan berpikir komputasional siswa kelas V di SDN 10 Nagri Kaler. Menggunakan desain Pre-experimental One-Group Pretest-Posttest, studi ini melibatkan 27 murid untuk menjadi sampel. Hasil studi membuktikan bahwasanya rerata nilai siswa meningkat dari 72,96 pada pretest menjadi 81,48 pada posttest, dengan hasil pengujian paired sample t-test yang signifikan (sig. 0,000 < 0,05). Media pembelajaran Blockly terbukti efektif dalam mempermudah siswa memahami konsep pemrograman dasar, seperti logika, looping, dan percabangan, sekaligus meningkatkan motivasi belajar mereka melalui pendekatan yang interaktif. Penelitian ini menegaskan bahwa integrasi teknologi seperti Blockly dalam pendidikan dasar dapat mempersiapkan siswa dengan keterampilan komputasional yang esensial di era digital.
Analisis Evaluasi Pengalaman Pengguna Pada Aplikasi Viu Menggunakan Metode User Experience Questionnaire Artanti, Freda Desfita; Widodo, Suprih
Journal of Information System Research (JOSH) Vol 6 No 2 (2025): Januari 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i2.6529

Abstract

The advancement of information technology has transformed media consumption patterns in Indonesia, particularly with the emergence of streaming platforms like Viu. As one of Asia's popular Video on Demand (VoD) providers, Viu offers a variety of content such as Asian dramas, anime, and entertainment news. Despite its significant user base, reviews on Google Play Store reveal negative comments and low ratings, with a score of only 2.6 out of 5 stars. This highlights the need to evaluate user experience to identify the application's strengths and weaknesses. This study aims to analyze the user experience of the Viu application using the User Experience Questionnaire (UEQ), which encompasses six main scales: attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. Data was collected through an online questionnaire completed by 30 valid respondents and processed using UEQ Tools. The results show that the Perspicuity aspect achieved the highest average score (1.817), followed by Dependability (1.558), receiving a Good benchmark category, indicating that the application is easy to understand and provides good interaction control. Attractiveness, Efficiency, and Novelty were rated as Above Average, with average scores of 1.511, 1.383, and 0.983, respectively, reflecting a satisfactory user experience. However, Stimulation had the lowest score (0.950), below the benchmark average, indicating the need for improvement in providing enjoyment and motivation to users. Recommendations focus on feature innovation, enhanced interaction, and a more enjoyable user experience to meet the needs of Viu users in the digital era.
Analisis Kualitas Website Kompas.com Menggunakan Metode Webqual 4.0 Perdana, Cilma Fresha; Widodo, Suprih
Journal of Information System Research (JOSH) Vol 6 No 2 (2025): Januari 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i2.6743

Abstract

This study analyzes the quality of the Kompas.com website using the WebQual 4.0 method, which encompasses three main dimensions: usability, information quality, and service interaction quality. The research employed a quantitative approach, involving 40 respondents selected through purposive sampling. Data were collected via questionnaires using a four-point Likert scale and analyzed using statistical techniques. The findings indicate that all three website quality dimensions are categorized as "Good," with usability satisfaction at 79%, information quality at 81%, and service interaction quality at 76%. These results suggest that the Kompas.com website generally meets user expectations, although there is room for improvement, particularly in the aspect of service interaction.
Aplikasi Mobile SiPJuHOG (Sistem Presensi Jurnal Harian Online Guru) Ladayya, Ulfa; Sari, Dian Permata; Widodo, Suprih; Abdulmajid, Nuur Wachid; Perdana, Zia Imam
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 1 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i1.5859

Abstract

A teacher has many responsibilities, from teaching activities to fulfilling all existing administration. The existence a social gap between ASN and non-ASN regarding attendance is one of the problems at the School. Another problem is that attendance is written directly on the class agenda, making difficult for the School to monitor teacher attendance and there's no daily teacher journal attendance system at SMKN 2 Purwakarta. Based on this, SiPJuHOG (Teacher Online Daily Journal Presence System) mobile application was built to solve the problem. The purpose of research: 1) Make easier and faster for teachers to fill in their daily journal attendance; and 2) Make easier for schools to recap the attendance of ASN and non-ASN teachers when teaching. The type and design of research used is prototype method. Based on research, conclusions were obtained: 1) SiPJuHOG Mobile Application was built using dart language, flutter framework, PHP, SQL, and using wampserver.  Based on manual testing using ‘Browserstack’ all functions run well; and 2) The results of mobile application functionality test to users succeeded through all function instruments. The usability test results obtained total score of 71,59 with the category ‘GOOD’ (adjective ratings), grade C (grade scale), and ‘ACCEPTABLE’ (acceptability ranges). Meanwhile, efficiency test using ‘DevTools’ obtained an average frames per second of 58. This means that the application runs quite well in terms of visual performance. Finally, portability test conducted during mobile user testing and using ‘BrowserStack’ obtained results according to criteria (running on Samsung, Oppo, Vivo, and Motorola mobile phones).
Efektivitas Digital Marketing LinkedIn Ads dan Email Blast untuk Meningkatkan Partisipasi Webinar Mappable Syawalido, Luky; Widodo, Suprih
Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Vol 6, No 1 (2025): Edisi Januari
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/kesatria.v6i1.569

Abstract

This study aims to analyze the effectiveness of LinkedIn Ads and Email Blast as digital marketing strategies to increase participation in the Mappable webinar organized by PT. Indi Teknokreasi Internasional. The findings reveal that LinkedIn Ads excel at reaching new professional audiences by leveraging features such as Sponsored Content, Message Ads, and Lead Gen Forms, which allow targeting based on job titles, industries, and locations. A total of 32.8% of respondents reported learning about the webinar through LinkedIn, indicating the platform's relevance as a primary information channel for professional audiences. Meanwhile, Email Blast demonstrates high effectiveness in converting existing audiences into webinar participants. Data analysis from eight audience segments recorded performance variations in open rates, click rates, and bounce rates, highlighting the importance of segmentation and content personalization. The combination of LinkedIn Ads and Email Blast provides significant synergy, with LinkedIn Ads expanding the reach to new audiences while Email Blast optimizes conversions through more targeted messaging. This study recommends validating email recipient databases, optimizing delivery times, and utilizing analytics to enhance future campaign effectiveness. With this integrated approach, both strategies are proven to significantly boost engagement and participation in webinars.
Perancangan Aplikasi Website Sistem Informasi Alumni Menggunakan PHPRad Abdillah, Shelya Putri Nurhaliza; Widodo, Suprih
The Indonesian Journal of Computer Science Vol. 13 No. 1 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i1.3657

Abstract

Dalam konteks meningkatkan Pelayanan Bursa Kerja Khusus di SMKN 2 Purwakarta, diperlukan suatu sistem informasi yang mampu mengatasi permasalahan dalam pendataan alumni dan lowongan kerja. Tujuan dari penelitian ini adalah untuk mengembangkan sebuah aplikasi web yang tidak hanya mempermudah proses pendataan, tetapi juga memberikan peluang untuk perbaikan di masa depan. Penelitian ini melibatkan langkah-langkah seperti studi literatur, pengumpulan data, analisis sistem, pengembangan sistem, dan pembuatan laporan. Data dikumpulkan melalui kombinasi penelusuran literatur dan kegiatan lapangan, termasuk wawancara dengan subjek yang relevan. Dalam pengembangan sistem, digunakan metodologi SDLC (Software Development Life Cycle) dengan model Waterfall yang terstruktur dan sesuai untuk merancang sistem informasi alumni. Untuk aplikasi pengembang sistem informasi ini, dipilih PHPRad sebagai solusi yang menawarkan fitur-fitur kuat, kemudahan penggunaan, dan dukungan untuk pengembangan berkelanjutan. Selain itu, PHPRad juga menghasilkan dokumentasi yang berharga untuk perbaikan di masa depan, termasuk hasil pengujian Blackbox yang memfokuskan pada fungsionalitas fitur.
Gamified Flipped Classroom: Solusi Untuk Mendukung Stundent’s Emotional Engagement Nuriyah Musyafa, Wigi; Hikmawan, Rizki; Widodo, Suprih
Jurnal Pendidikan Vol. 34 No. 1 (2025): March
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/jp.v34i1.5998

Abstract

Pendidikan saat ini harus mampu membangun kemauan dan mengembangkan kreativitas peserta didik dalam proses pembelajaran. Salah satu upaya untuk mencapainya adalah meningkatkan keterlibatan siswa ketika pembelajaran berlangsung. Namun, selama masa transisi dari pembelajaran jarak jauh ke pembelajaran tatap muka keterlibatan siswa cenderung menurun khususnya di Kabupaten Purwakarta. Maka dari itu, diperlukan upaya guru untuk memfasilitasi siswa agar terlibat khususnya secara emosional. Gamified flipped classroom menjadi solusi praktis untuk memfasilitasi keterlibatan siswa secara emosional karena sifatnya yang menyenangkan. Tujuan penelitian ini adalah untuk mengetahui perbedaan keterlibatan emosional ketika menggunakan gamified flipped classroom dan untuk mengetahui apakah gamified flipped classroom akan memberikan dampak keterlibatan emosional lebih baik dibandingkan dengan flipped classroom saja. Metode penelitian yang digunakan adalah kuasi eksperimen dengan desain post-test only control group design. Sampel pada penelitian ini yaitu kelas X pada program keahlian Rekayasa Perangkat Lunak di salah satu sekolah menengah kejuruan di Purwakarta yang berjumlah 43 orang. Instrumen yang digunakan berupa non tes. Berdasarkan hasil penelitian terdapat perbedaan keterlibatan emosional yang signifikan antara kelas kontrol dan kelas eksperimen dengan nilai signifikansi sebesar 0,003, artinya kelas eksperimen yang diberi perlakuan gamified flipped classroom memiliki tingkat keterlibatan emosional yang lebih baik dibandingkan kelas kontrol yang hanya diberi perlakuan berupa flipped classroom saja. Sehingga dapat dikatakan bahwa gamified flipped classroom adalah metode yang baik untuk meningkatkan keterlibatan emosional siswa.
Perancangan Game Edukasi Seni Budaya "Artsia" sebagai Multimedia Interaktif untuk Siswa Kelas VII di SMPN 2 Purwakarta Menggunakan Aplikasi Unity Putri Alina Sidik, Legira; Widodo, Suprih; Wachid Abdul Majid, Nuur; Aulia Sodikin, Reisa
Journal of Information System and Education Development Vol. 3 No. 1 (2025): Journal of Information System and Education Development
Publisher : Manna wa Salwa Foundation (Yayasan Manna wa Salwa)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62386/jised.v3i1.119

Abstract

This article uses Unity software to discuss the design of the educational game "Artsia" as an interactive multimedia tool for seventh-grade students at SMPN 2 Purwakarta. The integration of arts education into the curriculum is crucial in the era of globalization, helping students appreciate cultural diversity and enhancing creativity. However, challenges such as limited teaching resources and abstract concepts in art education hinder effective learning. To address these issues, "Artsia" was developed as an interactive learning media, combining video, quizzes, and games to engage students actively. The research employs a literature review and Research and Development (R&D) methodology, including the DDD-E model for design and evaluation. The outcome is an accessible mobile application that supports independent learning, aiming to motivate students and improve their understanding of art concepts.