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DESAIN DAN ANALISIS KINERJA ROUTING PROTOCOL OSPFV3 : SINGLE AREA VS MULTI AREA PADA MIKROTIK ROUTER-OS V6 MENGGUNAKAN GNS3 Ari Hidayatulloh, Beni; Septiadi, Jaka
Syntax : Journal of Software Engineering, Computer Science and Information Technology Vol 6, No 1 (2025): Juni 2025
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/syntax.v6i1.6820

Abstract

Performa routing protokol OSPFv3 sangat bergantung pada desain topologi jaringan, khususnya dalam skenario jaringan berskala besar yang menuntut efisiensi dan stabilitas tinggi. Penelitian ini bertujuan untuk membandingkan kinerja OSPFv3 dalam konfigurasi Single Area (SA) dan Multi Area (MA) terhadap parameter Quality of Service (QoS), yaitu throughput, delay, jitter, dan packet loss. Metode penelitian yang digunakan adalah eksperimen kuantitatif dengan desain uji coba langsung menggunakan GNS3 dan Mikrotik RouterOS v6. Data diperoleh dari simulasi ping dengan lima skenario (Ping 100 hingga Ping 1000) dan dianalisis secara deskriptif kuantitatif dengan perhitungan rata-rata dan interpretasi grafik. Hasil penelitian menunjukkan bahwa OSPFv3 Multi Area memiliki kinerja lebih stabil dan efisien dibandingkan Single Area, dengan delay rata-rata lebih rendah (±930 ms vs ±3092 ms), jitter mendekati nol, dan tanpa packet loss. Sebaliknya, OSPFv3 SA mengalami delay ekstrem (hingga 11798 ms), jitter tinggi (maksimum 309,2 ms), dan 1% packet loss pada satu skenario. Secara keseluruhan, hasil penelitian ini memperkuat validitas pendekatan hierarkis dalam OSPFv3 sebagai strategi routing yang lebih unggul untuk jaringan berskala besar, serta memberikan kontribusi signifikan bagi pengembangan teori dan praktik desain jaringan modern berbasis IPv6.Kata Kunci—OSPFv3, Multi Area, Single Area, Quality of Service, Mikrotik. ABSTRACTThe performance of the OSPFv3 routing protocol highly depends on the design of the network topology, especially in large-scale network scenarios that demand high efficiency and stability. This study aims to compare the performance of OSPFv3 in Single Area (SA) and Multi Area (MA) configurations against Quality of Service (QoS) parameters, namely throughput, delay, jitter, and packet loss. The research method used is a quantitative experiment with a direct testing design using GNS3 and Mikrotik RouterOS v6. Data were obtained from ping simulations with five scenarios (Ping 100 to Ping 1000) and analyzed descriptively quantitatively with average calculations and graph interpretation. The research results show that OSPFv3 Multi Area has more stable and efficient performance compared to Single Area, with a lower average delay (±930 ms vs ±3092 ms), jitter approaching zero, and no packet loss. In contrast, OSPFv3 SA experiences extreme delays (up to 11798 ms), high jitter (maximum 309.2 ms), and 1% packet loss in one scenario. Overall, the results of this study reinforce the validity of the hierarchical approach in OSPFv3 as a superior routing strategy for large-scale networks, and significantly contribute to the development of theory and practice in modern IPv6-based network design.Keywords—OSPFv3, Multi Area, Single Area, Quality of Service, MikroTik.
Uji Produk dan Uji Pasar pada Sate Maranggi Kemasan Siap Santap Sari, Dian Permata; Rahmatya, Myrna Dwi; Widodo, Suprih; Septiadi, Jaka; Wicaksono, Mochamad Fajar
Jurnal Pengabdian Masyarakat Bangsa Vol. 3 No. 7 (2025): September
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v3i7.3150

Abstract

Indonesia dikenal sebagai negara dengan kekayaan budaya yang luar biasa, termasuk dalam hal kuliner tradisional. Setiap daerah memiliki makanan khas yang sarat makna budaya, sejarah, dan kearifan lokal. Salah satunya adalah Sate Maranggi, makanan khas Kabupaten Purwakarta, Jawa Barat, yang memiliki cita rasa otentik dengan bumbu khas berbasis kecap dan rempah. Sate Maranggi tidak hanya sekadar makanan, melainkan juga simbol identitas daerah dan daya tarik wisata kuliner yang sudah dikenal hingga tingkat nasional. Pengabdian kepada masyarakat ini menggunakan pendekatan partisipatif dan aplikatif, pendekatan partisipatif dilakukan kepada mitra dan produsen dilibatkan secara aktif mulai dari tahap perencanaan, pelaksanaan, hingga evaluasi. Sedangkan pendekatan aplikatif dilakukan dengan menekankan aspek praktik langsung, seperti uji coba produk dan kemasan, uji pasar, ide bisnis. Dengan demikian, kegiatan ini tidak hanya bersifat teoretis, tetapi langsung dirasakan manfaatnya oleh masyarakat. Pada hasil kegiatan pengabdian kepada masyarakat bidang kewirausahaan dilakukan tahap uji coba produk dan uji coba pasar yang diharapkan dapat diterima dikalangan masyarakat.
Designing AI-Based Learning Assistant to Elevate Computational Thinking: A UX-Focused Redesign Approach Hikmawan, Rizki; Rohendi, Dedi; Septiadi, Jaka; Arrumaisha, Nissa
Jurnal Paedagogy Vol. 12 No. 4 (2025): October
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i4.16705

Abstract

This study aims to evaluate and enhance the User Experience (UX) of SEKAPAI, a web-based AI learning assistant developed to support Computational Thinking (CT) development. The initial version was assessed using Cognitive Walkthrough, System Usability Scale (SUS), and User Experience Questionnaire (UEQ), involving ten participants. Data collected from these instruments were analyzed using descriptive statistics to quantify usability scores, and qualitative feedback from the walkthroughs was subjected to thematic analysis to identify pain points. The preliminary results showed a success rate of 90%, but also revealed issues in clarity and feature navigation. Based on user feedback, the platform underwent a redesign process guided by User-Centered Design (UCD) stages, resulting in improvements in structure, interaction flow, and interface clarity. The updated prototype showed clear improvements, supported by Maze testing with a UX score of 80 ('Good') and a SUS increase to 86 ('Excellent'), and the task success rate improved to 97.14%, indicating a significant enhancement in user satisfaction and efficiency. This study not only validates the effectiveness of UCD in refining AI-based learning tools but also highlights the potential for future system development. These findings contribute to the design methodology of intelligent educational systems by aligning pedagogical goals with interactive design strategies.
Enhancing Computational Thinking in STEM Education through Interactive Programming Media: Evidence of an Equalizing Effect from a Quasi-Experimental Study Widodo, Suprih; Alifah, Aisyah Husna; Septiadi, Jaka; Sari, Dian Permata; Barri, Muhamad Akda Fathul; Maulida, Rahma
Journal of Educational Science and Technology (EST) Volume 11 Number 3 December 2025
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v11i2.76998

Abstract

Computational Thinking (CT) has increasingly been recognized as a foundational competence in STEM education; however, effective pedagogical strategies that support equitable development of CT skills across students with diverse initial abilities remain underexplored. This study examines the impact of interactive programming media on students’ CT development within a STEM learning context. Employing a quasi-experimental design, two groups of upper secondary students participated in either Code.org–supported instruction or conventional learning. Students’ CT skills were assessed before and after the intervention using a CT-oriented problem-solving instrument.The findings indicate that students who engaged with interactive programming activities demonstrated substantially greater improvement in overall CT performance compared to those in conventional learning environments. Moreover, the results suggest that learning gains were largely independent of students’ initial ability levels, indicating an equalizing effect of interactive programming-based instruction. Improvements were observed across core CT components, including decomposition, abstraction, pattern recognition, and algorithmic thinking. These findings contribute to the theoretical discourse on CT pedagogy by highlighting the role of interactive programming environments as mechanisms that mediate learning equity in STEM education. Pedagogically, the study underscores the potential of block-based programming platforms to support inclusive and conceptually grounded CT learning, particularly in contexts characterized by heterogeneous student readiness.
Designing an Interactive Learning Game BUDIAN Based on Culture and Arts with a Design Thinking Approach Lana, Muhammad Isfa'; Septiadi, Jaka; Hikmawan, Rizki; Yuniar, Rani; Dadari, Nabiilah Lintang
Journal of Educational Sciences Vol. 10 No. 3 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.3.p.530-549

Abstract

The purpose of this research is to develop an interactive learning application design, BUDIAN, to expand access to arts and culture learning and address the limitations of arts facilities in schools. The research used the Research and Development (R&D) method with a Design Thinking approach through the stages of empathize, define, ideate, prototype, and test. The development results showed that the initial trial on 13 respondents resulted in an average feature access time of 234.1 seconds and several inputs related to navigation, which were then improved in the revision stage. Further testing using the System Usability Scale (SUS) on 25 respondents showed an average score of 84.3 (Excellent category), indicating the application has a high level of usability. This research has an impact on the availability of interactive, contextual, and user-centered cultural learning application designs, and fills the gap in previous research by comprehensively documenting the integration of Design Thinking in R&D. The BUDIAN application has the potential to increase cultural literacy and support the preservation of Indonesian culture through innovative digital media.
BYOND BSI Mobile Banking Usability Marginal Category with SUS 63.42: Usabilitas Mobile Banking BYOND BSI Kategori Marginal dengan SUS 63,42 Herawati, Nadia; Septiadi, Jaka
Academia Open Vol. 11 No. 1 (2026): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.11.2026.13383

Abstract

General Background: Digital transformation in Islamic banking requires mobile banking applications with high usability to ensure customer satisfaction. Specific Background: BYOND by BSI represents a flagship mobile banking platform whose usability determines user acceptance and service quality. Knowledge Gap: Previous studies mainly evaluated older versions or competitor applications, leaving a lack of comprehensive and recent usability assessment of the re-branded BYOND by BSI. Aims: This study aims to measure the usability level of BYOND by BSI and identify interface interaction barriers using System Usability Scale (SUS) and Heuristic Evaluation (HE). Results: Findings show a SUS score of 63.42, placing the application in the “Marginal” acceptability category with “OK” rating (Grade C-), supported by heuristic issues such as linear navigation, inconsistent visual feedback, limited user control, absence of shortcut features, and inadequate help access. Novelty: The study integrates user-based SUS measurement with expert-based heuristic evaluation to provide a comprehensive usability analysis of a re-branded Islamic mobile banking application. Implications: The results provide a structured roadmap for interface redesign, focusing on navigation improvement, visual consistency, and feature optimization to achieve the acceptable usability threshold (72.6) and improve user experience quality. Highlights SUS score indicates usability positioned below acceptable threshold Interface issues identified in navigation structure and visual feedback consistency Integrated evaluation reveals detailed technical barriers from user and expert perspectives KeywordsSystem Usability Scale; Heuristic Evaluation; Usability; BYOND BSI; Islamic Mobile Banking      
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATERI ALGORITMA UNTUK KELAS X SMK MMENGGUNAKAN METODE ADDIE Solihatunnisa, Astuti; Septiadi, Jaka
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v7i1.4073

Abstract

This study was motivated by the low level of student interest in learning algorithms at vocational high schools due to the lack of interactivity in the presentation of the material and the suboptimal integration of digital technology. Students tend to be more interested in digital-based learning with visualizations for abstract material; however, due to limitations in facilities, internet connectivity, and the availability of media, learning is still dominated by lectures and the use of PowerPoint. The study aims to develop interactive learning media for algorithm material for 10th-grade students at vocational high schools and to test the practicality and usability of the developed media. The Research & Development (R&D) method was used, employing the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were 102 10th-grade students majoring in Software and Game Development (PPLG) and Automotive Engineering (TO) at SMKN 1 Sukatani. Data collection was conducted through interviews, a practicality questionnaire, and the System Usability Scale (SUS) questionnaire. The results of this study indicate that the developed media was rated as highly valid, with a 93.3% validity score by subject matter experts and an 86.6% score by media experts. The media’s practicality level averaged 85.2%, indicating it is highly practical, while the SUS score averaged 77.5, falling into the “good” category, meaning the media is easy to use and well-received by students. Based on the findings, the interactive learning materials developed are suitable for use and can help increase students' interest in learning.   Keywords: Interactive Learning Media; Algorithms; ADDIE model; Practicality; System Usability Scale.
PERANCANGAN DAN EVALUASI SISTEM PEMBELAJARAN INTERAKTIF MENGGUNAKAN METODE SYSTEM USABILITY SCALE (SUS) DAN USER EXPERIENCE QUESTIONNAIRE (UEQ) Permatasari, Ainun; Septiadi, Jaka
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v7i1.4078

Abstract

Advances in digital technology call for learning systems that not only deliver content but also enhance student engagement and self-directed learning. However, most existing digital learning systems do not fully support the process of Self-Regulated Learning (SRL). This study aims to design and evaluate a prototype of an SRL-based interactive learning system using a User-Centered Design (UCD) approach. The prototype was developed using Figma and tested on 100 vocational high school students aged 16–18 via the Maze platform. The evaluation was conducted using the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). The results showed a 100% task success rate, with an SUS score of 75 falling into the “acceptable” category and UEQ results indicating a positive user experience across all dimensions. These findings indicate that the designed system has good usability and is capable of providing a learning experience that supports student engagement and independence in technology-based learning.   Keywords: Interactive Learning System; Self-Regulated Learning; System Usability Scale; User Experience Questionnaire; User Centered Design.
The Simultaneous Influence of AI Literacy and Prompting Skills on Students' Critical Thinking Disposition Hanifatunnisa, Fitri Azzahra; Septiadi, Jaka
Journal of Educational Sciences Vol. 10 No. 5 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.5.p.112-125

Abstract

This study examines the influence of AI Literacy and Prompting Skills on university students’ Critical Thinking Disposition in the context of Generative AI use in higher education. A quantitative cross-sectional survey design was employed. The population consisted of 354 students from the Educational System and Information Technology Study Program at Universitas Pendidikan Indonesia, with 188 respondents selected using Slovin’s formula and purposive sampling. Data were collected through a closed-ended questionnaire using a five-point Likert scale to measure AI Literacy, Prompting Skills, and Critical Thinking Disposition. Data were analyzed using descriptive statistics and multiple linear regression after all classical assumptions were met. The results show that all variables are categorized at a high level. Partially, AI Literacy and Prompting Skills each have a positive and significant effect on Critical Thinking Disposition. Simultaneously, both variables explain 46.4 percent of the variance in students’ Critical Thinking Disposition. These findings indicate that students’ critical thinking disposition in the era of Generative AI is influenced by both conceptual understanding and technical competence in interacting with AI. Therefore, strengthening AI literacy and prompting skills should be integrated into higher education learning development strategies.
Analyzing The Effect of Theory-Based User Interface Design in Mobile Learning Application on PSTI Students’ Extraneous Cognitive Load Herliana, Ikeu; Septiadi, Jaka
Journal of Educational Sciences Vol. 10 No. 5 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.5.p.427-442

Abstract

The limited screen size of mobile devices can increase users’ Extraneous Cognitive Load (ECL), hindering effective Self-Regulated Learning (SRL) in digital environments. This study aims to design a mobile learning application (MLA) interface integrating User Interface Design (UID) principles with SRL theory and to evaluate its impact on learners’ ECL. Adopting DBR, a prototype was developed and evaluated by 144 respondents using an ECL questionnaire and open-ended feedback. Descriptive statistics revealed that the interface successfully minimized cognitive load, with all dimensions categorized as low. The Aesthetic and Minimalist Design dimension recorded the lowest mean score (2.55). However, thematic analysis revealed issues such as reading fatigue from dense text and subtle navigation cues. Consequently, a design iteration was executed to implement micro-learning content chunking, centralize navigation, and enhance visual signaling. The findings highlight that minimizing ECL through strict UID compliance is essential to support SRL. This research contributes an empirical study by integrating UID principles and SRL theory within a DBR approach to systematically reduce extraneous cognitive burdens.