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USABILITY ANALYSIS OF INDUSTRIAL PRACTICE INFORMATION SYSTEM (SIPI) USING SYSTEM USABILITY SCALE (SUS) IN INFORMATICS AND COMPUTER ENGINEERING DEPARTMENT UNM Andini Wulandari; Muhammad Yusuf Mappeasse; Shabrina Syntha Dewi; Firdaus Firdaus
Jurnal Media Elektrik Vol. 22 No. 3 (2025): MEDIA ELEKTRIK
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/metrik.v22i3.8277

Abstract

This study aims to analyze the level of usability in the Industrial Practice Information System (SIPI) using the System Usability Scale (SUS) method in the Informatics and Computer Engineering Department, UNM. This research is a type of quantitative descriptive research, the data collection techniques used are questionnaires, interviews and documentation. The subjects of this study were students of the Informatics and Computer Engineering Department, class of 2021, who were taken using nonprobability sampling using the saturated sampling method totaling 60 people. The difference between this study and several previous studies is in the method used and the determination of the SUS score, which is not only from 3 aspects, namely acceptability, grade scale, adjective rating, but also with percentile rank and analysis of respondent responses. From the results of the analysis, it was found that the level of usability in the Industrial Practice Information System (SIPI) using the System Usability Scale (SUS) method, namely the SUS score of 60 with a percentile rank value of 29%, with a grade scale that falls into the category "D", for the adjective rating is in the category "Ok" which means that the usability of SIPI is quite decent. Furthermore, the acceptability ranges aspect is in the category "Marginal" which means that SIPI can be marginally accepted/can be accepted with conditions by users. From the results of the analysis of user responses to the SUS questionnaire, it is known that the usability aspects that still have a low percentage value are the memorability and learnability aspects. Thus, SIPI can be accepted by users however, improvements or developments are still needed to optimize the use of the system, especially in the usability aspect which has a low percentage value, namely memorability and learnability.
Introduction to Sexual Education Using Animated Video for Early Childhood Dwi Rezky Anandari Sulaiman; M. Miftach Fakhri; Sanatang Sanatang; Shabrina Syntha Dewi; Irwansyah Suwahyu
Jurnal Sipakatau: Inovasi Pengabdian Masyarakat Vol. 1 No. 6 (2024): Jurnal Sipakatau
Publisher : PT. Global Research Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/jsipakatau.v1i6.2431

Abstract

Sex education for early childhood is a crucial step in preventing sexual abuse, particularly within an educational environment rooted in Islamic values. This program introduced sex education through animated videos at Al-Furqan Islamic Kindergarten, utilizing child-friendly and religiously appropriate educational media. Through an Action Research approach, the program was implemented in five stages: preparation, implementation, evaluation, reflection, and improvement actions. The results indicate that animated videos effectively enhanced children's understanding of self-protection and body boundaries. The program also alleviated parental concerns about the sensitive nature of the topic through their involvement in educational sessions and discussions, which helped create a supportive educational environment. Evaluation demonstrated a significant improvement in children's comprehension, while reflection provided valuable insights for continuous improvement, including developing a communication guide for parents. Overall, animated videos proved to be an effective method for introducing comprehensive sex education to young children, integrating Islamic values, and fostering collaboration between schools and families.
Workshop Desain Aplikasi Mobile Berbasis Figma untuk Meningkatkan Kompetensi Digital Siswa SMK Bidang TIK Shabrina Syntha Dewi; Dwi Rezky Anandari Sulaiman; Ninik Rahayu Ashadi; Veronika Asri Tandirerung; Syahrul Syahrul
Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2026): Jurnal Pengabdian Masyarakat (Abdimas)
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/abdimas.v4i1.12783

Abstract

Perkembangan teknologi digital menuntut siswa Sekolah Menengah Kejuruan (SMK) bidang Teknologi Informasi dan Komunikasi (TIK) untuk memiliki kompetensi desain aplikasi mobile yang tidak hanya fungsional tetapi juga kreatif dan sesuai dengan kebutuhan industri. Namun, keterbatasan pemahaman siswa terhadap konsep desain antarmuka serta minimnya pengalaman menggunakan tools desain modern menjadi tantangan dalam pembelajaran. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi desain aplikasi mobile siswa SMK melalui workshop berbasis Figma sebagai salah satu platform desain antarmuka yang kolaboratif dan relevan dengan praktik industri. Metode yang digunakan meliputi penyampaian materi, demonstrasi, praktik langsung, serta pendampingan dalam pembuatan prototype desain aplikasi mobile. Hasil kegiatan menunjukkan adanya peningkatan pemahaman siswa terhadap prinsip desain aplikasi mobile, kemampuan menggunakan Figma, serta keterampilan dalam merancang tampilan antarmuka yang lebih terstruktur dan menarik. Selain itu, siswa menunjukkan antusiasme tinggi selama kegiatan berlangsung. Dengan demikian, workshop berbasis Figma efektif dalam meningkatkan kompetensi desain aplikasi mobile siswa SMK bidang TIK dan dapat menjadi alternatif pendekatan pembelajaran yang aplikatif dan kontekstual.