Sigit Sugiyanto
Program Studi Teknik Informatika, Universitas Muhammadiyah Purwokerto

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Analisis Pengalaman Pengguna Aplikasi ShopeePay: Implementasi Metode UEQ untuk Optimalisasi Layanan Chika Prasida Nabil Yahya; Sigit Sugiyanto
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 2 (2025): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i2.678

Abstract

ShopeePay is one of the e-wallet applications that is widely used in Indonesia thanks to its various benefits, convenience, and security in digital transactions. However, the quality of user experi-ence still requires in-depth analysis so that this application can meet the evolving needs of users. This study uses the User Experience Questionnaire (UEQ) method to assess six main dimensions, namely attractiveness, clarity, efficiency, accuracy, stimulation, and novelty. The analysis showed that attractiveness (1.15), clarity (1.27), and efficiency (1.14) were above average when compared to global standards. However, accuracy (0.98), stimulation (0.75), and novelty (0.67) were below average, highlighting the need for improvement in the aspects of innovation and emotional en-gagement of users. By understanding the strengths and weaknesses in each of these dimensions, this study provides recommendations for improvements to enhance the quality of the app. Up-dates in the dimensions of fidelity, stimulation, and sustainability are expected to increase user satisfaction while strengthening their loyalty to the app. These findings are not only useful for Shopee Pay developers but can also serve as a reference for the development of other e-wallet apps to remain competitive in the digital market. Overall, user experience optimization is an important element in maintaining app competitiveness and meeting user expectations in this era.
Implementasi Augmented Reality Sebagai Media Pembelajaran Untuk Pengenalan Buah-Buahan Rahman Nur Syam; Sigit Sugiyanto; Tito Pinandita; Feri Wibowo
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 3 (2025): August
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i3.805

Abstract

Innovative and interactive teaching strategies have emerged as a result of the development of communication and information technology. One of the most promising and rapidly expanding educational technologies is augmented reality. By displaying virtual things in three dimensions in a real-world setting in real time, Augmented Reality can make studying more engaging and joyful for students Augmented reality can display virtual objects in three dimensions in real time, creating a more engaging and enjoyable learning experience for students. This research aims to develop and implement Augmented Reality-based fruit recognition learning media as an alternative to conventional, static and unengaging media for elementary school students, helping them visualize the concepts being learned. The Multimedia Development Life Cycle (MDLC), which has six stages concept, design, gathering materials, assembly, testing, and distribution the development methodology. This application is designed to display various types of fruit as 3D objects that can be scanned through markers using the camera on an android device. Each fruit is equipped with its own name and information to improve student knowledge. Testing is carried out through black box testing to evaluate system functions, and user feasibility testing using a Likert scale questionnaire given to 15 grade students. According to the results of black-box testing, there were no system or functional issues and the application operated as planned. It received an 84.86% feasibility score, placing it in the "very feasible" range. Thus, it can be said that this AR-based fruit recognition app works well to boost students' curiosity, involvement, and comprehension of the material.
Pengembangan Media Pembelajaran Interaktif Berbasis Augmented Reality untuk Klasifikasi Hewan Vertebrata dan Invertebrata Menggunakan Metode GDLC Muhammad Iqbal Hidayahtullah; Sigit Sugiyanto; Tito Pinandita; Dimara Kusuma Hakim
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.849

Abstract

This study introduces an innovative Augmented Reality (AR)-based learning media for teaching ani-mal classification, specifically visualizing vertebrates and invertebrates in interactive three-dimensional form. Developed using Unity 3D and Vuforia with the Game Development Life Cy-cle (GDLC) waterfall model, the application offers an engaging learning experience through mark-er-based scanning that displays 3D animal objects, instructional materials, and evaluative quizzes. The novelty of this research lies in the integration of 3D visualization and interactive learning that enables students to explore and test their understanding in real time. Functional testing using the Black Box method confirmed that all features operated correctly, while field trials involving 20 students from SD Negeri Karanggintung 04 showed a high satisfaction rate of 88.75% (strongly agree category). Fur-thermore, post-test results demonstrated a significant improvement compared to pre-test scores, with students’ performance increasing from the 2–3 range to 4–5. With its visual and interactive approach, this AR-based learning media effectively enhances student comprehension and engagement, offering a promising and innovative solution for biology education at the elementary level.