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THE IMPLEMENTATION OF AUTOMATED ASSESSMENT PLATFORM IN ASYNCHRONOUS LEARNING FOR INDEPENDENT LEARNING OF GAME PROGRAMMING USER INTERFACE FOR STUDENTS AT TELKOM MALANG VOCATIONAL HIGH SCHOOL Nurhasan, Usman; Nur Rahmanto, Anugrah; Usbah Mubarok, Faiz; Rahma Sabita, Almira
Abdi Dosen : Jurnal Pengabdian Pada Masyarakat Vol. 8 No. 1 (2024): MARET
Publisher : LPPM Univ. Ibn Khaldun Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/abdidos.v8i1.2165

Abstract

The rapid development of the gaming industry has prompted the integration of programming education into vocational education curricula, yet manual assessment of student projects remains a significant constraint. This study proposes a C#-based game programming interface with automatic assessment using unit testing. Students receive learning materials from teachers for self-directed study, employing interface development methods based on Test-Driven Development (TDD) principles and prototype research methods. Research results demonstrate the success of automated assessment, enhancing the efficiency of student evaluations and the quality of game programming education. Academic data confirms improved student learning outcomes. Advantages of automated assessment include time efficiency for teachers, consistency, prompt feedback, support for self-directed learning, TDD implementation, and overall enhancement of learning quality. Data analysis of programming modules (MP) and test modules (MT) indicates the effectiveness of the C#-based game programming interface with TDD. Automated assessment eliminates the burden of manual correction, allowing teachers to focus on pedagogical aspects. Consistency is evident in uniform outcomes across all modules. Prompt feedback provides students with instant improvement opportunities, while self-directed learning support and TDD implementation are reflected in the success of test modules. In conclusion, this innovation effectively addresses assessment challenges in game programming education within vocational settings.
Evaluasi Usabilitas Aplikasi DLU Ferry Pasca-Optimalisasi Menggunakan System Usability Scale (SUS) dan A/B Testing: Studi Kasus dengan Pendekatan Design Thinking Aimar, Fablo; Nur Rahmanto, Anugrah; Nurhasan, Usman
TeIKa Vol 15 No 2 (2025): Jurnal
Publisher : Fakultas Teknologi Informasi - Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36342/09mavq33

Abstract

The DLU Ferry application has not fully met user expectations in terms of ease of understanding information on schedules, fares, and supporting features, and often experiences data synchronization issues that can undermine user confidence. This study aims to optimize the user interface of the DLU Ferry application to meet user needs for clear, accessible, and real-time information. The Design Thinking approach (Empathize, Define, Ideate, Prototyping, Testing) was chosen because it prioritizes user-centricity, facilitates a deep understanding of user needs and challenges, and enables the creation of sustainable and iterative solutions. Quantitative testing was conducted using the System Usability Scale (SUS) and A/B Testing. The final iteration of the SUS testing yielded an average score of 86, indicating the “Excellent” or “Best Imaginable” category in terms of usability, proving the success of the optimization efforts. However, there are areas for continuous improvement based on respondent feedback, including enhancing application performance and stability, refining the user interface, adding features, improving information quality and accessibility, and strengthening customer service and integration.