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Pemanfaatan Media Google Colaboratory Pada Mata Pelajaran Informatika di SMA Negeri 5 Pekanbaru Haana Udtari Anjani; Vitriani Vitriani; Mulya Hastuti
SOKO GURU: Jurnal Ilmu Pendidikan Vol. 4 No. 1 (2024): April : Jurnal Ilmu Pendidikan
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/sokoguru.v4i1.3613

Abstract

This research aims to fill the knowledge gap by analyzing the utilization of Google Collaboratory learning media on utilization of Google Collaboratory learning media in informatics subjects in the high school environment. informatics in a secondary school environment. Through a deeper understanding about the experience of using this platform, it is expected to be identified benefits, constraints, and effective strategies in optimizing the utilization of Google Collaboratory as a learning media. Google Collaboratory as an effective and efficient learning media in informatics learning. This research will use a qualitative approach with a case study research design. with a case study research design. The qualitative approach is chosen to get an in-depth understanding of the experience of using Google Collaboratory in informatics learning. Collaboratory in informatics learning. The case study design was chosen because it allows researchers to investigate phenomena in a real context, such as the utilization of Google Collaboratory in a learning situation in a secondary school. secondary school. This research provides a deeper understanding of the potential and challenges in the utilization of Google Collaboratory as a medium for learning Informatics in secondary school. Informatics in secondary schools. The findings of this research can be the basis for the development of more innovative and effective learning practices in the future. context of information technology education in the future.
PERANCANGAN UI/UX PADA APLIKASI SAYUR MAYUR ONLINE (SAMARON) MENGGUNAKAN METODE DESIGN THINKING Zidhan, Muhammad; Finanta Okmayura; Haana Udtari Anjani; Nur Fadilah Achmad; Febby Wilyani
Journal of Information Systems Management and Digital Business Vol. 1 No. 2 (2024): Januari
Publisher : Yayasan Nuraini Ibrahim Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59407/jismdb.v1i2.347

Abstract

Adapun masalah yang sering dialami oleh masyarakat,mahasiswa,dan anak kost yang dimana mereka tidak sempat untuk membeli sayur mayur secara langsung dikarenakan kesibukan mereka masing-masing.Oleh sebab itu penelitian ini bertujuan untuk membuat sebuah rancangan aplikasi yang dapat membantu dan memudahkan user dalam membeli sayur mayur secara online serta merekomendasikan menu-menu masakan dan lengkap dengan cara memasaknya yang bernama Samaron.Dalam proses perancangan UI/UX aplikasi Samaron menggunakan metode Design Thinking yang terdiri dari beberapa tahapan, yaitu Emphatize, Define, Prototype, dan Testing. Hasil penelitian dapat disimpulkan bahwa desain UI/UX aplikasi Samaron mudah digunakan dan dapat digunakan oleh orang yang tidak memiliki banyak waktu dalam membeli sayuran dan bahan-bahan makanan. Hasil analisis dari data survei dengan menggunakan metode System Usability Scale (SUS) mendapatkan skor 76,25 yang berada di kategori adjective rating didapatkan hasil Good. Sementara untuk hasil grade scale adalah ā€œCā€.