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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.
Development of SEKAPAI: An AI-Based Scaffolding Platform for Programming Education Rizki Hikmawan; Dedi Rohendi; Jaka Septiadi; Muhamad Akda Fathul Barri
JUSIFO : Jurnal Sistem Informasi Vol 11 No 2 (2025): December
Publisher : Program Studi Sistem Informasi, Fakultas Sains dan Teknologi, Universitas Islam Negeri Raden Fatah Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/jusifo.v11i2.30467

Abstract

The rapid adoption of generative artificial intelligence in programming education has raised concerns regarding student over-dependence and the erosion of computational thinking skills. This study presents the design and internal validation of SEKAPAI, an AI-based scaffolding platform developed to support computational thinking while promoting responsible use of generative AI. Using an Agile-oriented Research and Development approach, SEKAPAI integrates three adaptive scaffolding modules—Solution Assessment, Code Assessment, and Free Interaction—to deliver context-aware feedback without providing direct solutions. System requirements were derived through stakeholder analysis and translated into a modular, web-based architecture supported by GPT-based services. Internal validation was conducted using comprehensive black-box testing to evaluate functional correctness, feedback behavior, and alignment with computational thinking components. The results indicate that SEKAPAI operates reliably across core system features and consistently implements progressive scaffolding strategies that regulate AI assistance. This study demonstrates how pedagogical scaffolding principles can be operationalized within AI-assisted learning systems and provides a technically feasible reference model for responsible AI integration in programming education.
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.
Exploring Adaptive Learning Dimensions Through EFA and CFA Validation Dinda Alya Maghfira; Rizki Hikmawan; Jaka Septiadi; Rochman Bambang Eko Saputro; Nissa Arrumaisha
Journal of Educational Sciences Vol. 10 No. 7 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.7.p.521-537

Abstract

The increasing demand for adaptive learning in vocational education highlights the need for valid instruments to measure its key constructs. Despite growing research on adaptive assessment, adaptive gamification, personalized feedback, and self-regulated learning (SRL), these constructs are commonly examined separately. This study addresses this gap by developing and validating an SRL based adaptive learning instrument that integrates them within a unified measurement framework. The instrument was constructed from four theoretical constructs: adaptive assessment, adaptive gamification, personalized feedback, and self-regulated learning. A total of 507 students participated in the study. Data were analyzed using Exploratory Factor Analysis (EFA) and Confirmatory Factor Analysis (CFA). From the initial 24 items, nine items with inadequate psychometric properties were removed during the validation process, resulting in 15 valid items. The EFA results revealed four latent factors, namely feedback awareness, self-regulation, regulation deficit, and adaptive motivation. CFA confirmed a good model fit (CFI = 0.98, TLI = 0.97, RMSEA = 0.051, SRMR = 0.038) and acceptable composite reliability. The findings indicate that adaptive learning is perceived as an integrated process across SRL phases. This study provides a validated instrument and a conceptual basis for future research in adaptive learning.
DESAIN DAN ANALISIS KINERJA ROUTING PROTOCOL OSPFV3 : SINGLE AREA VS MULTI AREA PADA MIKROTIK ROUTER-OS V6 MENGGUNAKAN GNS3 Beni Ari Hidayatulloh; Jaka Septiadi
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.
XSentiment-HS: Hierarchical CNN-BiGRU-SVM with Explainable for Indonesian Multi-Level Hate Speech Detection Gina Khayatun Nufus; Rizki Dewantara; Ardi Susanto; Sokid; Lia Farhatuaini; Jaka Septiadi; Mohammad Raihan Akbar
Journal of Applied Informatics Science Volume 2 Issue 1 (2026)
Publisher : GWS Tech Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65897/jais.v2.i1.81

Abstract

Deteksi ujaran kebencian pada media sosial menuntut interpretasi teks yang kompleks karena sifatnya yang spontan dan ambigu, terutama dalam bahasa Indonesia yang kaya akan slang. Tantangan utama saat ini adalah keterbatasan penelitian sebelumnya yang mayoritas hanya melakukan klasifikasi biner tanpa mendeteksi tingkat keparahan konten. Penelitian ini mengusulkan XSentiment-HS, sebuah model deep learning hierarkis dua tahap untuk deteksi multi-tingkat hate speech. Arsitektur model menggabungkan Convolutional Neural Networks (CNN) untuk ekstraksi fitur lokal dan Bidirectional Gated Recurrent Unit (BiGRU) untuk menangkap ketergantungan kontekstual jangka panjang. Model ini juga diperkuat dengan mekanisme Multi-Head Attention dan Support Vector Machine (SVM) sebagai classifier final. Melalui integrasi ini, XSentiment-HS diharapkan mampu mengatasi tantangan ekstraksi fitur dan polisemi secara lebih efektif dibandingkan metode konvensional.
Pengaruh Model Pembelajaran Gamifikasi-Drill Terhadap Hasil Belajar dan Motivasi Siswa pada Mata Pelajaran Produktif PPLG Triana Dewinta Sari; Jaka Septiadi
ARMADA : Jurnal Penelitian Multidisiplin Vol. 4 No. 7 (2026): ARMADA : Jurnal Penelitian Multidisplin, July 2026
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi 45 Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/armada.v4i7.3194

Abstract

Mata pelajaran produktif PPLG didominasi materi abstrak yang rentan memicu kejenuhan dan penurunan motivasi siswa. Penelitian ini penting untuk menguji model Gamifikasi-Drill sebagai solusi interaktif dalam menguatkan logika dasar siswa. Metode yang digunakan adalah kuantitatif pre-experimental (one-group pretest-posttest design) terhadap 39 siswa kelas X PPLG di SMKN 1 Sukatani pada materi K3LH. Instrumen penelitian meliputi tes kognitif dan angket motivasi. Data dianalisis menggunakan uji Wilcoxon Signed Rank Test dan koefisien Normalized Gain (N-Gain) akibat fenomena ceiling effect. Hasil penelitian menunjukkan perbedaan signifikan pada hasil belajar dan motivasi setelah perlakuan (p < 0,001) dengan effect size besar (0,85). Rata-rata N-Gain hasil belajar mencapai 0,70 (tinggi) dan motivasi mencapai 0,73 (tinggi). Kesimpulannya, model Gamifikasi-Drill secara efektif meningkatkan hasil belajar kognitif dan motivasi afektif siswa. Hasil ini penting sebagai strategi alternatif inovatif untuk mengoptimalkan kualitas pembelajaran kejuruan bidang teknologi informasi.