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The Staidear Board Game Model Application in Facilitating Vocational School Students Learning Anak Agung Adi Wiryya Putra; Herman Dwi Surjono
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i1.54025

Abstract

Students need help with learning the basic material of graphic design. It has an impact on low student learning outcomes. This study aims to develop a game-based learning media that can be used to facilitate vocational students' learning in multimedia learning activities. This type of research is research and development using the ADDIE model. The sample in this study was 30 students. Data collection techniques using interviews and questionnaires. Data collection instrument using a questionnaire. Data analysis technique using descriptive analysis. The study's results, namely the material feasibility test, obtained a score of 3.88, while the media feasibility test obtained a score of 3.87. Implementation results 76.6 per cent of respondents are interested in learning multimedia using the Staidear board game, 93.3 per cent of respondents think the Staidear board game is easy to use. It was concluded that board game learning media is appropriate for use in the learning process of graphic design. The application of board game media is effective in learning graphic design. The unique appearance of board games can attract students' interest in learning. Implementing this board game implies an increase in the average student test scores.
Perancangan dan Evaluasi User Experience Aplikasi Microteaching Pendukung Standar Kompetensi Mahasiswa Calon Guru berbasis Mobile dengan Pendekatan Human Centered Design dan Remote Usability Testing Anak Agung Adi Wiryya Putra; Retno Indah Rokhmawati; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 1 (2022): Januari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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

Abstract

Design and Evaluation of User Experience for Microteaching Applications with Mobile-Based to Support Competency Standards for Educational Students With Human Centered Design Approaches and Remote Usability Testing is carried out with the aim of supporting the achievement of competency standards for prospective teacher students through the design of applications that are used to reflect microteaching activities. The approach used in the design is Human Centered Design, while the methods used in testing are Remote Usability Testing and Retrospective Think Aloud. The research method used in this study is qualitative research with activities to collect data, analyze data, and finally obtain information related to the results of processing the data. The participants involved in this study were 6 people consisting of lecturers in micro learning courses, vocational teachers, and students of the Information Technology Education Study Program. Based on the effectiveness test by calculating the success rate has a success rate of 95.2%. Based on the results of calculations with time based efficiency, the efficiency value is 0.155 goals/second. In the aspect of ease of use, the score is 6.76 with a Single Ease Question (SEQ) measurement which indicates that the microteaching application can be categorized as an application that is very easy to use. Improvements were made to the splash screen and homepage pages that were more directed at improving the appearance, clarifying buttons, and also eliminating buttons that did not have functions to make it easier for users.
Early Childhood Board Games with School Objects and Anatomical Theme to Facilitate Learning Putra, Anak Agung Adi Wiryya; Surjono, Herman Dwi
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.67384

Abstract

Early childhood's low understanding of basic material such as school objects and anatomy will have an adverse impact on the next level of education. The purpose of this research is to produce and find out the effectiveness of board games learning media that can facilitate the early childhood learning process on the topic of school objects and anatomy. This research type is research and development with the APPED model. The subjects in the study consisted of early childhood students, 3 teachers, and 3 validators. Collecting data are using interviews, observation, and questionnaires. The instruments used were interview guides, questionnaires for material experts and media experts, pretest, post test, and data analysis using descriptive analysis techniques. The results of the research resulted in a board game product with a material feasibility test result of 4.7 and a media feasibility test of 4.1. The effectiveness test with pretest and post test activities showed that there was an increase in children's understanding from a score of 50.6 to 82.6. Board games with the topic of school objects and anatomy are appropriate and effective for use in early childhood learning.
Pengembangan Prototype Aplikasi MedCov Indonesia dengan Metode Human Centered Design dan Usability Testing Putra, Anak Agung Adi Wiryya; Suranata, I Wayan Aditya; Kusumawati, Anak Agung Istri Putra
Jurnal Algoritma Vol 21 No 2 (2024): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.21-2.1970

Abstract

Tujuan dari penelitian ini adalah untuk menghasilkan sebuah prototype aplikasi MedCov Indonesia sebelum dilaksanakannya pengembangan lebih lanjut untuk membantu peningkatan kualitas kesehatan Indonesia. Indeks kesehatan Indonesia yang berada pada posisi 97 dari 167 negara di dunia menjadikan pemerintah Indonesia terus berupaya untuk mengedepankan kesehatan sebagai terobosan untuk menjadi salah satu negara maju di dunia. Salah satu pendukung suksesnya ambisi Indonesia ini adalah dengan memiliki sebuah aplikasi yang terintegrasi dengan seluruh tempat pelayanan kesehatan yang ada di Indonesia, seperti puskesmas, rumah sakit, hingga apotek. Penelitian ini merupakan jenis Research and Development (R&D) dengan menggunakan metode Human Centered Design (HCD). Penggalian kebutuhan pengguna menggunakan instrumen draft wawancara dengan 5 buah pertanyaan dan pengujian prototype dilakukan dengan teknik usability testing menggunakan instrumen System Usability Scale (SUS) untuk mengetahui tingkat kepuasan pengguna terhadap user interface dan user experience dari prototype aplikasi MedCov Indonesia. Subjek yang digunakan dalam penelitian ini berjumlah 10 orang. Hasil pengujian SUS memperoleh skor sebesar 96,75. Hasil penelitian dapat disimpulkan bahwa prototype ini sangat memenuhi kepuasaan penggunaan atau layak, serta siap untuk dilanjutkan menjadi aplikasi jadi. Implikasi dari prototype aplikasi MedCov Indonesia ini adalah memudahkan pengembang untuk melanjutkan ke aplikasi jadi, sehingga tidak diperlukannya lagi kegiatan perancangan untuk mempersingkat waktu pengembangan.
Perancangan UI/UX Aplikasi Stunting Your Buddy dengan Metode User-Centered Design Putra, Anak Agung Adi Wiryya; Wirdianthi, Ni Luh Risma Putri; Azzaky, Renald Kevin
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1132

Abstract

The aim of this study is to design a mobile application that can assist in handling stunting in Panjer Village, Bali. Stunting is a condition where a child cannot grow to their optimal height according to the height of a child of their age. In this digital era, education can be conducted through various platforms, such as applications that are now commonly used. Based on a field survey that has been conducted by researching the needs of users one and two, Your Buddy will be designed to help provide education for young women about stunting prevention. Furthermore, this application will serve as an intermediary for pediatric specialists to provide education regarding stunting. This research focuses on an application that will function for stunting prevention education, requiring improvements in terms of appearance (UI) and usability (UX) to make it more appealing and user-friendly. To achieve this goal, this study will utilize the User Centered Design (UCD) method. The UCD method consists of four stages: specify the context of use, specify user and organizational requirements, produce design solutions, and evaluate design against user requirements. After testing several potential users, a final SUS score of 87.5 was obtained, which falls into point B with an Excellent category. The design of the Your Buddy application is proven to have quality that meets user expectations, but in the future, it is recommended to add AI features and increase the number of respondents to expand this research.
Pengembangan Antarmuka Website Kebugaran Fitme untuk Mendukung Pola Hidup Sehat dengan Penerapan Metode Human-Centered Design Putra, Anak Agung Adi Wiryya; Wanditya, I Made Dedy; Fhadillah, Moh. Lukman Hakim
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1136

Abstract

Healthy living is often associated with achieving an ideal body weight, which is the goal of many people who are overweight. Therefore, various methods are carried out to achieve the desired body weight. FitMe is present as a website designed to make it easier for the public to get information related to the importance of maintaining an ideal body weight. FitMe equipped with various features such as personalized workout programs, diet and nutrition monitoring, exercise trackers, daily journal entries, fitness consultation, comprehensive fitness education materials, as well as a marketplace for the purchase of products such as protein milk and nutritious foods. This research uses the Human Centered Design method, which is an approach that focuses on all users, both potential and not. Human Centered Design is determined in this research because this method focuses on a wider range of users. Design testing is carried out using the UEQ method on 20 respondents and the results obtained are Excellent, which means that the design of Fitme has met the user's criteria and there is no need to undergo a redesign process.
Rancang Bangun UI/UX dengan Metode Design Thinking pada Aplikasi Laundry Quick and Clean Berbasis Mobile Putra, Anak Agung Adi Wiryya; Mahayani, Ni Komang Dewi; Tilman, Benedito Nidio Da Rosa Maia
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1145

Abstract

The purpose of this research is to develop a mobile-based laundry application with Design Thinking method and measure the level of user satisfaction through System Usability Scale (SUS) testing. As the popularity of laundry services increases, manual management becomes a significant challenge, such as inefficiency in recording and tracking orders. Therefore, this research offers an innovative solution by designing a Quick and Clean application that focuses on improving user experience (UI/UX) to simplify the management of laundry services. This research uses a Design Thinking approach that includes five stages: empathize, define, ideate, prototype, and test. The empathize stage involved interviews with 15 laundry service users to identify key needs and problems. The define stage mapped out the functional and non-functional requirements that formed the basis of the application design. The ideate stage produced a 16-page wireframe design, while the prototype stage produced an application model with UI design using Figma. The novelty value of this research lies in the application of the Design Thinking method in the context of laundry services, which is rarely applied in similar studies, as well as the integration of UI/UX design that emphasizes ease of use and operational efficiency. SUS testing shows an average score of 85.6 which falls into the Excellent category. This result indicates that the application design not only meets user needs but also provides a satisfying experience, contributing to the development of UI/UX standards in laundry business applications. Overall, this research has made a significant impact by presenting an application model that can improve the efficiency and quality of moobile-based laundry services. And this development makes it easier for further development to develop further.
Pengembangan UI/UX Website Uluresto untuk Meningkatkan Efisiensi Operasional Restoran Menggunakan Metode Design Thinking Putra, Anak Agung Adi Wiryya; Rada, I Nyoman Theo Ardiles
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1146

Abstract

Current technological developments have developed from year to year, where in the last few decades, technology has played an important role in driving progress in various fields. This study aims to design the UI/UX of a food ordering application for Uluresto MSMEs using the Design Thinking method. The type of research used is research and development. The sampling technique used is random sampling and 10 respondents were obtained. The results of the study show that users are satisfied with the experience of using the application. This application is able to provide intuitive, flexible, and satisfying interactions for Uluresto application users. Therefore, it can be concluded that the design being tested can be used well by research respondents. This can be seen from testing 10 respondents. With the SUS results assessed by users, the final result of SUS 85.25 is included in the fairly high points with that value. The Uluresto website design is in accordance with the quality desired by users. Further suggestions for further research include the addition of personalized recipe features according to the menu available at the restaurant concerned.
PERANCANGAN APLIKASI PEMANDU WISATA “TRAVELEASE” UNTUK PENGGUNA DISABILITAS DI PULAU FLORES DENGAN MENGGUNAKAN METODE DESIGN THINKING Agung Adi Wiryya Putra, Anak; Detrin Dhema, Florentina
Jurnal Mnemonic Vol 8 No 1 (2025): Mnemonic Vol. 8 No. 1
Publisher : Teknik Informatika, Institut Teknologi Nasional malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/mnemonic.v8i1.12273

Abstract

Indonesia merupakan negara indah dan kaya dengan salah satu pulau indahnya yaitu Flores, belum memiliki aksesibilitas dan informasi wisata bagi penyandang disabilitas. Penelitian ini bertujuan untuk merancang sebuah aplikasi pemandu wisata bernama Travelease, yang dapat membantu penyandang disabilitas dalam merencanakan perjalanan wisata dan menjelajahi destinasi wisata di Pulau Flores dengan mudah dan aman. Proses perancangan aplikasi ini menggunakan Metode Design Thinking yang terdiri dari lima tahap utama, yaitu empathize, define, ideate, prototype, dan test. Metode ini memberikan pemahaman yang mendalam terhadap kebutuhan pengguna melalui wawancara, merumuskan masalah utama, menghasilkan ide yang tepat, merancang tampilan User Interface (UI) hingga menghasilkan prototype aplikasi yang dapat diuji oleh pengguna dengan memperoleh kelayakan penggunaan aplikasi dan kepuasan User Experience (UX) dari hasil perhitungan pada metode testing menggunakan System Usability Scale (SUS). Hasil perancangan aplikasi ini mencakup fitur utama seperti rekomendasi wisata yang ramah disabilitas, kategori wisata, informasi aksesibilitas tempat wisata, panduan perjalanan dan komunitas berbagi pengalaman wisata. Nilai pengujian SUS mendapat skor sebesar 87.5 yang menandakan bahwa calon pengguna merasa sangat bersemangat dengan hasil rancangan aplikasi ini. Aplikasi ini diharapkan mampu memberikan solusi yang tepat untuk meningkatkan pengalaman wisata bagi penyandang disabilitas, juga mendukung pengebangan pariwisata yang berkelanjutan di Pulau Flores
SOSIALISASI TERHADAP GEN Z TENTANG SISTEM PEMILIHAN DAN MEMAHAMI TATA CARA PROSES PEMILIHAN Kadek Adyatna Wedananta; Dewa Ayu Diah Satyawati; Ni Nengah Rupadi Kertiriasih; Anak Agung Adi Wiryya Putra; Putu Suparna
J-ABDI: Jurnal Pengabdian kepada Masyarakat Vol. 4 No. 11: April 2025
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53625/jabdi.v4i11.10010

Abstract

Generation Z (Gen Z), the younger demographic increasingly entering voting age, plays a crucial role in the democratic process. However, their understanding of the voting system and the procedures involved still needs reinforcement. This article discusses the importance of socialization among Gen Z regarding the voting system and understanding the procedures involved. Through an educational approach relevant to the current context of technology and time, socialization can enhance their participation and comprehension within the democratic process. This socialization can be carried out through various media, such as social media platforms, voter education campaigns, and formal educational programs in village. By understanding their rights and responsibilities as voters, Gen Z can become more actively involved in general elections, selecting candidates who represent their values and aspirations. Awareness of the importance of participation in the democratic process and understanding the mechanisms of voting can strengthen the foundation of an inclusive and sustainable democracy