Aloyshima Haris, Celine
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Perancangan Prototype Aplikasi Bahasa Isyarat Berbasis Gamifikasi sebagai Media Pembelajaran dan Komunikasi bagi Siswa SDLB Aloyshima Haris, Celine; Ranita, Karinda Cintia; Kamila, Vina Zahrotun
Adopsi Teknologi dan Sistem Informasi (ATASI) Vol. 4 No. 2 (2025): Adopsi Teknologi dan Sistem Informasi (ATASI)
Publisher : Mulawarman University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/atasi.v4i2.3972

Abstract

Penelitian ini bertujuan untuk merancang prototype aplikasi Tanganku, yaitu media pembelajaran bahasa isyarat berbasis gamifikasi untuk mendukung komunikasi siswa di Sekolah Luar Biasa. Pendekatan penelitian yang digunakan adalah Research and Development (R&D) dengan model Prototyping, meliputi analisis kebutuhan, perancangan antarmuka, dan pengujian usability menggunakan System Usability Scale (SUS). Uji melibatkan 35 responden sebagai pengguna aktif bahasa isyarat. Hasil menunjukkan skor SUS  rata-rata sebesar 81,5, yang berada pada kategori Excellent. Temuan ini menunjukkan bahwa prototype sudah dapat digunakan, dan masih memerlukan perbaikan pada navigasi, konsistensi ikon, dan desain visual. Hasil penelitian menegaskan pentingnya proses iteratif, elemen gamifikasi, serta prinsip human-centered design dalam pengembangan media pembelajaran bahasa isyarat yang lebih mudah diakses dan ramah pengguna.  
Rancangan E-Modul Berbasis Google Sites dengan Pendekatan 4D pada Pembelajaran Excel XI SMK Al Gifahri, Aqmal; Aloyshima Haris, Celine
Jurnal Pendidikan : Riset dan Konseptual Vol 10 No 1 (2026): Volume 10, Nomor 1 Tahun 2026
Publisher : Lembaga Penelitian dan Pengabdian Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/riset_konseptual.v10i1.1406

Abstract

Perkembangan teknologi menuntut inovasi dalam pembelajaran digital. Penelitian ini mengembangkan e-modul berbasis Google Sites untuk membantu siswa memahami materi Microsoft Excel secara interaktif. Media dirancang menggunakan model pengembangan 4D yang mencakup tahap analisis, perancangan, pengembangan, dan penyebaran. Hasil validasi menunjukkan bahwa e-modul layak digunakan dan menarik bagi siswa. Media ini terbukti efektif dalam mendukung pembelajaran mandiri dan meningkatkan keterlibatan siswa di SMK Kesehatan Samarinda. Penelitian ini bertujuan untuk mengembangkan e-modul berbasis Google Sites pada materi Microsoft Excel kelas XI SMK Kesehatan Samarinda. Penelitian ini menggunakan model pengembangan 4D (Define, Design, Develop, dan Disseminate). Tahap define dilakukan melalui analisis kebutuhan, design melalui perancangan storyboard, develop melalui validasi ahli media dan ahli materi, serta disseminate dengan uji coba kepada siswa. Hasil validasi ahli media memperoleh nilai rata-rata 68% (Layak), ahli materi 86% (Sangat Layak), dan respon siswa 79% (Menarik). E-modul berbasis Google Sites dinyatakan layak digunakan sebagai media pembelajaran interaktif dan fleksibel untuk meningkatkan pemahaman siswa terhadap Microsoft Excel.
PENERAPAN GAME BASED LEARNING MENGGUNAKAN ZEP DALAM MENINGKATKAN HASIL BELAJAR SISWA KELAS XI PADA MATERI JARINGAN KOMPUTER DAN INTERNET DI MAN 2 SAMARINDA Rafli Risyaputra, Muhammad; Aloyshima Haris, Celine
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.46582

Abstract

The background to this research is based on the low student learning outcomes in Informatics and the predominant use of lecture methods, which lack active student participation in the learning process. Furthermore, the lack of use of technology-based learning media makes it difficult for students to understand the material, particularly on computer networks. This study aims to determine the application of the Game-Based Learning model using the ZEP Quiz media on student learning outcomes in Informatics for 11th graders at MAN 2 Samarinda. This research is an experimental study with a pre-experimental design using a one-group pretest-posttest design. The study involved 11th grade students as subjects. The instruments used included a pretest and posttest to measure student learning outcomes, as well as a student response questionnaire to assess responses to the learning process. The results showed an increase in student learning outcomes after the implementation of the Game-Based Learning model using the ZEP Quiz media. This was demonstrated by an average pretest score of 69.29 and an average posttest score of 89.57. The N-Gain analysis showed an average value of 66.77%, which is in the moderate category, indicating a fairly effective increase in learning outcomes. Furthermore, student responses to the learning process were positive, indicating that the use of the ZEP Quiz media was able to increase student interest and engagement in the learning process.
ANALISIS KEPUASAN PENGGUNA WEBSITE UANG KULIAH TUNGGAL (UKT) UNIVERSITAS MULAWARMAN DENGAN MODEL MCLEAN AND DELONE Nurhalizah Lestari, Reza; Aloyshima Haris, Celine
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45505

Abstract

The development of website-based information systems in higher education administrative services has improved efficiency and transparency in academic management, including the Tuition Fee (UKT) Information System at Universitas Mulawarman. However, several technical and informational issues are still encountered in its implementation, potentially affecting user satisfaction. This study aims to analyze the influence of system quality, information quality, and service quality on user satisfaction with the UKT website using the DeLone and McLean (2003) model. This research employed a quantitative approach using a survey method. Data were collected from 99 students of the Faculty of Teacher Training and Education (FKIP) at Universitas Mulawarman who had used the UKT website. The sample was determined using the Slovin formula with a margin of error of 10%. Data analysis was conducted using multiple linear regression with the assistance of SPSS.The results indicate that system quality and information quality have significant positive effects on user satisfaction, while service quality does not have a significant effect. Simultaneously, all variables significantly influence user satisfaction. The coefficient of determination (R²) indicates that 47.7% of user satisfaction is explained by the model. These findings suggest that improving system performance and information accuracy is more important than service quality in enhancing student satisfaction. Therefore universities should prioritize system reliability, usability, and accurate information delivery to optimize user experience and support effective academic administrative services for students in a sustainable manner. Additionally continuous evaluation and improvement efforts are recommended to maintain system effectiveness.
ANALISIS PENGGUNAAN APLIKASI MAXIM MENGGUNAKAN MODEL UTAUT2 (STUDI KASUS: MAHASISWA PENDIDIKAN KOMPUTER FKIP UNIVERSITAS MULAWARMAN) Aisah; Aloyshima Haris, Celine
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45506

Abstract

The development of digital transportation has transformed students’ mobility patterns in supporting academic activities. Maxim, as one of the online transportation applications, is widely used by students of the Computer Education Study Program, Faculty of Teacher Training and Education, Mulawarman University. However, the factors influencing the intention and usage behavior still require further analysis. This study aims to examine the effect of variables in the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) model on Behavioral Intention and Use Behavior in using the Maxim application. This research employed a quantitative approach with a survey method involving 75 students selected using the Slovin formula (10% error rate) and purposive sampling technique. Data were analyzed using multiple linear regression with IBM SPSS version 22. The results indicate that partially Effort Expectancy (t = -3.662; sig. = 0.000), Hedonic Motivation (t = 3.435; sig. = 0.000), Price Value (t = 3.817; sig. = 0.000), and Habit (t = 4.980; sig. = 0.000) significantly influence Behavioral Intention, while Performance Expectancy does not (t = 0.489; sig. = 0.626). Behavioral Intention significantly affects Use Behavior (t = 6.416; sig. = 0.000), whereas Habit does not (t = 0.936; sig. = 0.352). Simultaneously, all independent variables significantly influence the dependent variables (sig. = 0.000). The coefficient of determination (R²) shows a strong explanatory power. These findings suggest that ease of use, enjoyment, price value, and habit influence intention, while usage behavior is primarily driven by intention.