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Exploring The Readiness of Private College Students From Offline To Online Learning System Ayouvi Poerna Wardhanie; Ahmad Nizar Yogatama
TEKNOLOGI DITERAPKAN DAN JURNAL SAINS KOMPUTER Vol 4 No 2 (2021): December
Publisher : Unusa Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/atcsj.v4i2.2814

Abstract

This study explores how students' readiness at two private campuses in East Java in facing changes in the learning system from being used to face-to-face to a fully online system. This study uses Interpretative Phenomenological Analysis (IPA) to examine how students experience their learning activities with the new system. The research also used the purposive sampling method in selecting the sample. The respondents of this study were four male students from the Department of Information Systems, Dinamika University - Surabaya, and four female students majoring in Management, Institute of Technology and Business Asia Malang. In collecting primary data, the researcher conducted semi-structured interviews. This study indicates that students are unprepared to fully accept online learning, especially certain subjects requiring much practice. Hence, the hybrid learning system is still the best solution for now.
THE ROLE OF PERCEIVED USABILITY, SATISFACTION, AND CUSTOMER TRUST IN DESIGN AND DEVELOPING USER LOYALTY EDUTECH WEBSITE Michael Vinsent Djulianto; Ayouvi Poerna Wardhanie; Candraningrat Candraningrat
Jurnal Bisnis dan Keuangan Vol 7 No 2 (2022): Business and Finance Journal
Publisher : UNUSA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/bfj.v7i2.3493

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Indonesia has experienced developments in the world of education from year to year, and some of these developments directly impact the quality of education in Indonesia. The highest ranking edutech startup belongs to Ruangguru, followed by Neliti, Duniailkom, Eduka System, Wardya College, and other startups. This research aims to find out how perceived usability, Satisfaction, and customer trust play a role in developing user loyalty on the Ruangguru edutech startup website. The data collection method will be used to distribute surveys through questionnaires to 106 respondents consisting of Ruangguru users, namely junior high school students. High school students have thrice used Ruangguru’s services and opened the Ruangguru website. This study uses statistical techniques Partial least square Structural Equation Modeling (PLS-SEM) in the data analysis process that is useful for determining the significance level of the relationship between research variables. Based on the research, it was found that there is a significant effect of perceived usability on customer trust, Satisfaction, and customer loyalty, as well as perceived usability and Satisfaction on customer loyalty. In contrast, customer trust does not significantly impact customer loyalty website edutech.
Pengenalan dan Penerapan User Interface and User Experience Design for Beginners Ayouvi Poerna Wardhanie; Endra Rahmawati
Batara Wisnu : Indonesian Journal of Community Services Vol. 2 No. 3 (2022): Batara Wisnu | September - Desember 2022
Publisher : Gapenas Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53363/bw.v2i3.129

Abstract

One indicator of the success of a platform so as it can attract customers to visit is a user-friendly and creative application design, in the area of information technology known as User Interface and User Experience. Therefore, to improve the ability, both intellectually and practically, a community service activity is carried out, especially for the younger generation in the form of introducing and implementing UI/UX designs for beginners so that they can compete with today's business and technology world.This activity, which is packaged in the form of a webinar, focuses on understanding the basics of UI/UX design and its methodology as well as how to apply the tools, namely Figma, to design a website. Participants in this workshop amounted to 166 people spread across various parts of Indonesia, with an online learning method using Zoom for two hours. As a result of this activity, participants were able to follow the material given by the two speakers well, but in terms of time efficiency, there were delays due to technical problems. Participants' input for the material in the next activity is more focused on graphic design, coding, big data and cyber security
Pengenalan Aplikasi Desain Grafis Figma pada Siswa-Siswi Multimedia SMK PGRI 2 Sidoarjo Ayouvi Wardhanie; Kristin Lebdaningrum
Yumary: Jurnal Pengabdian kepada Masyarakat Vol. 3 No. 3 (2023): Maret
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/yumary.v3i3.1536

Abstract

Purpose: This workshop would be led by the students, enhancing their new capability to operate the Figma application to prepare for their future careers in graphic design. Methodology: The method applied to this workshop was divided into three stages, such as preparation, implementation, and report. in the first stage, we identified problems and asked permission from partners regarding the schedule of the workshop and then module creation. In the second stage, we conducted training on the use of the Figma application and consulted, and finally the report stage, we asked for feedback from participants and made publications. Results: Most of the students felt very enthusiastic about learning the Figma application, this can be seen from the questionnaire where out of a total of 23 people, 9 people gave a score of 5 which means they were very satisfied with the workshop held, 9 people gave a score of 4 which means satisfied, 3 people gave a value of 3 which means quite satisfied, and the remaining 2 people stated that they were not satisfied with the material presented Conclusions: Students have gained new knowledge related to the current trend of design applications. Furthermore, they are also very enthusiastic about participating in workshop and being able to apply the material presented.
PELATIHAN PERANCANGAN PROTOTYPE APLIKASI PEMASARAN UNTUK MENDUKUNG KEIKUTSERTAAN GEN Z PADA FESTIVAL INOVASI DAN KEWIRAUSAHAAN SISWA INDONESIA (FIKSI) Endra Rahmawati; Ayouvi Poerna Wardhanie; Sri Hariani Eko Wulandari; Pradita Maulidya Effendi
Jurnal Abdi Insani Vol 10 No 2 (2023): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v10i2.939

Abstract

FIKSI 2022 activities aim to form community relations and networks for high school students who can support entrepreneurial activities. The number of fields offered at FIKSI creates anxiety for SMA/MA students to determine their interests and competencies. By looking at the conditions of existing business trends, many entrepreneurial activities begin with product marketing using information technology. Therefore, there is a need for Training and Assistance in Product Marketing Application Prototype Design Analysis as an Effort to Support Generation Z's Participation in the Indonesian Student Innovation and Entrepreneurship Festival (FIKSI) in this Digital Age. This training and mentoring activity is divided into 4 sessions, namely introduction of resource persons, delivery and presentation of material, practical use of tools, and a final evaluation session. The results of the final evaluation showed that 85.11% of high school students could understand and accept the material for this FIKSI Training and Assistance activity.
Pemanfaatan Aplikasi Microsoft Word Pada Pelajar SD Dan SMP Di Private Course Dwi Ayouvi Wardhanie; Kristin Lebdaningrum
Jurnal Pengabdian kepada Masyarakat Radisi Vol 2 No 2 (2022): Agustus
Publisher : Yayasan Kajian Riset dan Pengembangan RADISI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55266/pkmradisi.v2i2.145

Abstract

Sebuah aplikasi yang sangat diminati semua orang dan sangat dipertimbangkan untuk digunakan oleh guru dan pengajar di bimbingan belajar private adalah Microsoft Word, karena aplikasi tersebut sangat mudah digunakan oleh siswa-siswi untuk menganalisa dan mengerjakan tugas-tugas sekolah, dan juga Microsoft Word adalah aplikasi yang sangat sering digunakan banyak orang di berbagai sektor untuk melakukan hal administratif dan membuat laporan. Aplikasi ini juga dapat sebagai media pembelajaran karena merupakan alat typograpy yang bagus dengan banyak fungsi. Adapun untuk mendukung ide tersebut, peneliti mengadakan pengabdian masyarakat untuk melatih penggunaan aplikasi Microsoft Word yang bermitra dengan tempat bimbingan belajar private Dwi yang terletak di daerah Sawahan Surabaya. Terdapat tujuh (7) murid dari tingkat SD dan SMP di tempat bimbingan belajar private tersebut yang masih menerapkan media pembelajaran tradisional. Karena hal tersebut, maka murid-murid sangat kesulitan dalam menggunakan Microsoft Word untuk menyelesaikan tugas-tugas dari sekolah di masa pandemi COVID-19, yang pastinya dituntut untuk menggunakan media teknologi seperti laptop atau smartphone. Maka dari itu, melalui pengenalan Microsoft Word, murid-murid telah mendapatkan banyak pengalaman praktek dan penggunaan fungsi-fungsi dan tools untuk membantu mereka dalam menyelesaikan tugas-tugas mereka ketika school from home selama pandemi.
Implementasi Re-design UI/UX Website Fumigasi Untuk Meningkatkan Customer Experience Faisal Maulana Akbar; Ayouvi Poerna Wardhanie2; Tan Amelia
Journal of Applied Computer Science and Technology Vol 4 No 2 (2023): Desember 2023
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52158/jacost.v4i2.488

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Fumigation website is a website owned by PT. Prana Argentum which is used as a platform for disseminating information related to pest control. However, based on interviews with company owners, there are some drawbacks such as the appearance of the website is not very user friendly, the information provided is difficult to find. This is also supported by the results of the UEQ pre-survey of website users, where the results of the 6 UEQ scale get the "bad" criterion, which means the low usability value of the website. This study aims to determine the suitability of the company's website in improving customer experience. To overcome the display problems on the website, a solution is needed, namely redesigning the UI/UX design using the double diamond methodology and usability testing along with UEQ. The result of this research is a redesign of the UI/UX design by adding new features such as a price quote feature, an appointment feature, and a transaction feature. To improve the customer experience, researchers also pay attention to the use of colors, fonts, language styles, to user-friendly navigation flows. In this study, two types of tests were carried out, namely usability testing with the Maze tools and UEQ testing. The usability testing results obtained a usability score of 87 which can be said to be good in terms of its usability value. Based on the results of the UEQ test, it is known that there is an increase in the mean value on all UEQ scales. It is proved that the highest mean value is on the perspicuity scale of 2.09 points and the lowest value is on the novelty scale with a value of 1.53 points. the results of the UI/UX website design of PT. Prana Argentum Corporation is classified as good, proper, and acceptable to users.
Pengenalan dan Pelatihan Microsoft Word Pada Siswa-Siswi Sekolah Dasar Axel Belliandri Adriansah; Amirah Balqis Mozza Pramitha; Ferdina Lailatus Sahara; Sayyidah Nabighah Athallah; Rosita Trisna Marsela; Ayouvi Poerna Wardhanie
KAIBON ABHINAYA : JURNAL PENGABDIAN MASYARAKAT Vol. 6 No. 2 (2024)
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/ka.v6i2.7891

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Tujuan diadakannya kegiatan pelatihan ini adalah karena masih ditemukan sejumlah siswa SDN Semolowaru IV yang belum pernah mendapatkan pemahaman mendalam terkait penggunaan Microsoft Word. Pelatihan ini diadakan di SDN Semolowaru IV pada tanggal 20 Oktober dan 23 Oktober 2023 dengan melibatkan kelas VA dan VB dengan total 60 siswa-siswi. Metode pelatihan yang digunakan terdiri dari tiga tahap yaitu persiapan, pelaksanaan, dan evaluasi. Pada tahap persiapan kami melakukan survei tempat serta persiapan bahan materi. Tahap pelaksanaan, tim memberikan pre-test untuk mengukur pengetahuan mereka tentang Microsoft Word serta tim memberikan paparan materi mengenai Microsoft word, kemudian terdapat sesi praktik yang meliputi penggunaan font, ukuran font, perataan kanan, perataan kiri, dan warna saat menulis pada fitur home, dan terakhir terdapat sesi tanya jawab serta post test. Tahap evaluasi dilakukan pengolahan data hasil pemahaman peserta didik terkait Microsoft Word melalui hasil pengerjaan pre-test dan post-test yang telah dilakukan. Hasil pre-test menunjukkan siswa-siswi yang dapat menjawab benar dari kelas VA sebanyak 42,14% dan pada VB sebanyak 39,28%, sedangkan pada hasil post-test didapatkan siswa-siswi yang dapat menjawab benar dari kelas VA sebanyak 67,86% dan pada VB sebanyak 70%.
TRANSFORMASI PHYGITAL MARKETING PADA UMKM MAKANAN CEPAT SAJI GUNA MENINGKATKAN OMZET PASCA PANDEMI Young, Calvin; Wulandari, Sri Hariani Eko; Wardhanie, Ayouvi Poerna
Jurnal Sistem Informasi Vol 10 No 2 (2023): Vol. 10 No. 1 (2023)
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/jsii.v10i2.7060

Abstract

Penelitian tentang eBusiness (bisnis elektronik) berupa penggunaan teknologi digital untuk mengelola dan mengembangkan bisnis secara online terus berkembang. Salah satu trend terbaru penelitian di bidang ebusiness adalah dikembangkannya metode physical dan digital pada bidang pemasaran sebagai solusi tantangan ketidakpercayaan masyarakat karena penipuan online melalui visualisasi produk, dan lain sebagainya yang disebut Phygital Marketing. Tantangan ketidakpercayaan ini juga terjadi pada bidang makanan cepat saji yang telah mengimplementasikan strategi digital marketing. Salah satu UMKM Makanan cepat saji yang merasakan dampak Pandemi sehingga bangkrut, dan saat bangkit kedua kalinya dengan memasarkan produknya secara digital, ternyata harus menelan kebangkrutan lagi. Oleh sebab itu, fokus penelitian diarahkan pada UMKM makanan cepat saji agar mampu bangkit ke tiga kalinya dengan tujuan meningkatkan omzet dari 50 ribu per hari menjadi 1 juta per hari, melalui penerapan strategi transformasi fisik dan digital atau dikenal dengan phygital marketing. Transformasi Ebusiness ini melibatkan integrasi antara dimensi fisik dan digital dalam upaya mengembangkan bisnis. Dalam penelitian ini, metode phygital marketing digunakan sebagai pendekatan utama. Pendekatan ini mencakup rebranding bisnis, perbaikan fisik outlet, serta penerapan digital marketing melalui platform TikTok dan Instagram. Hasil implementasi strategi phygital marketing menunjukkan pencapaian yang luar biasa. Target omzet harian sebesar 1 juta berhasil terlampaui, dengan pendapatan mencapai Rp 85.817.000 per bulan. Investasi dalam digital marketing sebesar Rp 3.900.000 per bulan menghasilkan Return on Advertising Spend (ROAS) yang mengesankan, mencapai 2.200% atau setara dengan 22 kali lipat dari biaya yang dieluarkan untuk pemasaran. Kata kunci: Ebusiness,Phygital Marketing, UMKM Makanan Cepat Saji
Perancangan Ulang Website Sekolah untuk Meningkatkan Faktor Learnability dan Memorability Santosa, Shella Adelia; Amelia, Tan; Wardhanie, Ayouvi Poerna
JRST (Jurnal Riset Sains dan Teknologi) Volume 8 No. 1 Maret 2024: JRST
Publisher : Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/jrst.v8i1.18916

Abstract

Dalam dunia pendidikan saat ini, website sekolah merupakan suatu alat yang sangat penting dalam memberikan segala informasi kepada masyarakat seperti profil sekolah, prestasi, kegiatan akademik, alumni dan sebagainya. Objek penelitian dalam penelitian ini adalah Sekolah Menengah Atas berbasis Islam Al Irsyad yang berada di Surabaya, dimana telah memiliki website namun belum maksimal dalam penggunaannya sehari-hari karena jumlah pengunjung masih sedikit, tampilan dan fungsi-fungsi fitur dalam website kurang dapat dipahami pengguna. Berdasarkan hasil pengujian usability testing terlihat bahwa dua indikator yakni learnability dan memorability memiliki nilai yang rendah. Oleh sebab itu, tujuan studi ini adalah perancangan ulang desain website sekolah agar mudah diingat dan digunakan pengguna. Metode yang digunakan adalah User Centered Design karena selalu mengikutsertakan penggunanya dalam proses perancangan. Hasil penelitian menunjukkan total rata-rata keseluruhan indikator usability  adalah 3.37, hal ini menunjukkan bahwa redesign website sekolah yang diuji berada pada rentang sangat baik, untuk indikator learnability dan memorability sendiri terjadi peningkatan yang signifikan. Kontribusi utama penelitian ini adalah penggunaan usability testing menjadi langkah awal evaluasi kegunaan website untuk meningkatkan antarmuka pengguna.