Wahyoedi, Bontisesari
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Creating Instagram Feeds as Arts and Culture Weeks Promotional Media with Canva Application and EPIC Method Devyanti, Kharisma Nur; Faylasuf, Hafiz Fadli; Zahir, Rafi Hilal; Fami, Amata; Wahyoedi, Bontisesari
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 2 (2024): AUGUST 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v4i2.2581

Abstract

This study aimed to develop an engaging Instagram feed design to enhance visitor participation at the Cultural Arts Week event. The research employed a case study method with a qualitative approach. The sample consisted of 16 respondents, including the chief executive of Cultural Arts Week, 2 computer experts, 2 graphic design experts, and 11 visitors to the event, all of whom were students at the IPB Vocational School. The effectiveness of the design was assessed using the EPIC method, which evaluates Empathy, Persuasion, Impact, and Communication. The results indicated a score of 4.25 for Empathy, 4.1 for Persuasion, 4.12 for Impact, and 4.27 for Communication, yielding an overall EPIC Rate of 4.18.
Measuring the User Experience of LMS CLASS-IPB Using the User Experience Questionnaire Method Wicaksana, Arya Dimas; Juliansyah, Rizki; Lubis, Muhammad Anggi; Fami, Amata; Wahyoedi, Bontisesari
Journal of Information System and Informatics Vol 6 No 2 (2024): June
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v6i2.731

Abstract

This study conducts the measurement of user experience (UX) of the CLASS-IPB Learning Management System (LMS) using the User Experience Questionnaire (UEQ) method. The research was carried out through several stages, including a literature review, method determination, data collection, and data analysis using UEQ Data Analysis Tools. It involved 45 students who provided feedback on six UX aspects: attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. Results indicated that CLASS-IPB excels in pragmatic qualities, particularly in efficiency, perspicuity, and dependability, with scores above the benchmark average. However, the system scored lower in hedonic qualities, specifically in stimulation and novelty, suggesting areas for improvement. The study concludes that while CLASS-IPB is effective in aiding task completion and user control, it needs enhancements to become more motivating and innovative.
Evaluating User Experience of the IPB Help Center Website Using the Usability Testing Method Hapsari, Helena Dewi; Valenza, Ihsan Lana; Prastyo, Ari Dian; Fami, Amata; Wahyoedi, Bontisesari
Journal of Information System and Informatics Vol 6 No 2 (2024): June
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v6i2.733

Abstract

The IPB Help Center Website is an essential source for IPB University students to get help in solving technical problems. Research was conducted to evaluate the user experience on the IPB Help Center Website through usability testing methods. This research involved 50 IPB University student respondents who used the IPB Help Center website and filled out a survey through Google Forms. The results showed that the overall level of usability was satisfactory, with high ratings for five usability indicators, including learnability, efficiency, memorability, errors, and satisfaction. The average scores of learnability, efficiency, memorability, errors, and satisfaction indicators are 3.88, 3.95, 3.88, 4.40, and 3.85, respectively. This shows that the IPB Help Center Website has been effective in helping users solve technical problems. This research provides an evaluation to improve the user experience and effectiveness of the IPB Help Center website as a valuable resource for IPB University students. Future research will explore the correlation between various usability indicators to gain further insights.
Bridging Young Learners’ English Proficiency through Interactive Educational Games at SDN Ciheuleut 2, Bogor City Bonanza, Occy; Resmayasari, Ira; Fami, Amata; Barus, Irma Rasita Gloria; Abikusno, Rhino; Wahyoedi, Bontisesari
Asian Journal of Community Services Vol. 3 No. 5 (2024): May 2024
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajcs.v3i5.7084

Abstract

This report investigates the integration of interactive educational games aimed at enhancing English language learning in elementary level. Conducted at SDN Ciheuleut 2 in Bogor City, the study focused on three games—"Shout Out Loud," "Guess the Animal," and "Stack the Blocks"—specifically designed for vocabulary and language development. Employing pre-test/post-test assessments, the study aimed to uncover their impact on student proficiency levels. The results showed an increase in students’ test scores following the integration of these games, showing a 20.65% rise in overall test scores. Classroom observations also noted heightened student enthusiasm during class activities. These findings highlight the positive relationship between educational games and students’ language development, establishing an engaging learning atmosphere crucial for young learners' language acquisition.