Mahendra, Yudha Dwi
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Analisis Tingkat Kepuasan Mahasiswa UTM Terhadap Tiktok Shop Menggunakan Metode EUCS Nofiyanti, Nofiyanti; Juliah, Siti; Fauziah, Siti Muidatul; Mahendra, Yudha Dwi; Ismael, Ismael
Jurnal Ilmiah Komputasi Vol. 24 No. 2 (2025): Jurnal Ilmiah Komputasi : Vol. 24 No 2, Juni 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32409/jikstik.24.2.3802

Abstract

Tiktok Shop merupakan sebuah platform belanja online yang memungkinkan pengguna dan pembuat konten untuk mempromosikan dan menjual produk serta melakukan pembelian. Penelitian ini menggunakan metode pengumpulan data dengan menyebarkan kuisioner kepada responden yang memenuhi kriteria penelitian untuk mendapatkan data yang akurat tentang kepuasan Pengguna Tiktok Shop dengan model EUCS. Ada lima variabel dalam model ini, yaitu Content, Accuracy, Format, Ease Of Use, dan Timeliness. Pengolahan data dilakukan dengan menggunakan Microsoft Excel, hasil analisis diperoleh nilai rata-rata kepuasan variabel Content 3,99, varibel Accuracy 3,81 , variabel Format 4,17, variabel Ease Of Use 4,35, dan variabel Timeliness 3,41. Pada uji validitas nilai rHitung > rTabel yang dapat disimpulkan bahwa hasil pengujian dari keseluruhan instrumen dinyatakan valid, sedangkan pada uji reliabilitas di dapatkan nilai Cronbach's Alpha 0,957928571 dan lebih besar dari taraf signifikan atau Cronbach's alpha > Taraf signifikan sehingga dapat dinyatakan semua instrumen dalam penelitian adalah reliabel
Development of a Web-Based Information System Integrated with Artificial Intelligence and Gamification of the Jokotole Folklore to Strengthen Character Education and Multiliteracy of Junior High School Students in Madura Dellia, Prita; Sudarto, Yoharwan Dwi; Amil, Ahmad Jami'ul; Mahendra, Yudha Dwi; Hasan, Muhammad Akmal; Jin, Xie
EDUTIC Vol 12, No 2: 2025
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/edutic.v12i2.32931

Abstract

Literacy and character education in schools still often use conventional methods that are less appealing to students and do not utilize technology relevant to the local culture. This problem causes students to have low motivation to learn and difficulty understanding material based on folklore. This study aims to developĀ a Web-Based Information System Integrated with Artificial Intelligence and Gamification of the Jokotole Folklore as an interactive learning medium that is appropriate to the cultural context of Madura. The research method used a waterfall model that included needs analysis, system design, implementation, testing, and maintenance. The resulting product was the "Lakaran Jokotole" platform, which contained folk tale material, an AI chatbot feature, gamified quizzes, mini games, and a teacher dashboard. The results of the expert system validation test showed a functionality percentage of 100% (highly valid), while the user trial results obtained a usability score of 90% (highly feasible). These findings indicate that the system has fulfilled technical and pedagogical aspects and is effective as a medium for multiliteracy learning and character education for junior high school students in Madura.