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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.
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.
Pengaruh Tes Kemampuan Akademik (TKA) terhadap Minat Belajar Siswa Kejuruan Teknik Komputer dan Jaringan Iman, Ahmad Sayyidul; Septiadi, Jaka
Decode: Jurnal Pendidikan Teknologi Informasi Vol. 6 No. 1: MARET 2026
Publisher : Program Studi Pendidikan Teknologi Infromasi UMK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51454/decode.v6i1.1641

Abstract

This study examines the influence of the Academic Ability Test (TKA) on the learning interest of Computer and Network Engineering (TKJ) students at SMKS TI Muhammadiyah Cikampek. Using a quantitative correlational design, data were collected from 109 students via official TKA score documentation and a 15-item Likert-scale learning interest questionnaire (Cronbach’s α = 0.8256). Simple linear regression analysis revealed no significant effect of the TKA on students’ learning interest (t = 1.505; p = 0.135 > 0.05), with R² = 0.021, indicating that TKA scores account for only 2.1% of interest variance. The findings suggest that vocational students’ learning interest is driven primarily by practical relevance and career motivation rather than standardized academic assessment performance. This study contributes empirical evidence on the disconnect between general academic standardization and the affective dimensions of vocational learners in the Indonesian context, underscoring the need for contextually aligned evaluation instruments in vocational education.