Amelia Uswatun Khasanah
Universitas Negeri Makassar

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Analisis Pengaruh Chatbot AI terhadap Pengalaman Mahasiswa Menggunakan E-commerce Israwati Hamsar; Nur Febrianti; Amelia Uswatun Khasanah; Annajmi Rauf; Elma Nurjannah
Journal of Vocational, Informatics and Computer Education Vol 2, No 2 (2024): December 2024
Publisher : Academic Bright Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/voice.v2i2.20247

Abstract

As e-commerce platforms increasingly adopt AI technologies, the effectiveness of chatbot integration in enhancing user experience among students remains underexplored. This study aims to analyze the impact of AI-powered chatbots on the shopping experience of university students in Makassar. Using a quantitative approach, data were collected via structured questionnaires from 88 student respondents and analyzed through descriptive and inferential methods. The findings reveal that students perceived the chatbot as highly capable of solving complex inquiries, offering relevant solutions, and delivering efficient service. The chatbot's responsiveness and ease of use received high average scores, indicating strong user satisfaction. Furthermore, the chatbot positively influenced customer satisfaction, including increased purchase intention and likelihood to recommend. These results suggest that AI chatbots significantly contribute to enhancing service quality in e-commerce and should be strategically utilized to meet the expectations of young digital consumers.
The The development of a mobile-based e-donation application as a solution for recording donations : Pengembangan Aplikasi E-Donasi Berbasis Mobile Sebagai Solusi Pencatatan Donasi Muh Akbar; Suryaningsih Suryaningsih; Amelia Uswatun Khasanah; Siti Nur Alifya Kasmiryani Ar
Journal of Deep Learning, Computer Vision, and Digital Image Processing Volume 2 Issue 1 Maret 2024
Publisher : CV. Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/decoding.v2i1.442

Abstract

Pengembangan aplikasi e-donasi berbasis mobile sebagai solusi pencatatan donasi dimaksudkan untuk mempermudah proses donasi serta menjamin transparansi dan akurasi dalam pencatatan donasi. Untuk mencapai tujuan dari penelitian tersebut digunakan metode pengembangan perangkat lunak waterfall yang terdiri dari beberapa fase yang berurutan: Analisis Kebutuhan, Perancangan Sistem, Implementasi, Pengujian dan Pemeliharaan. Hasil penelitian menunjukkan bahwa Aplikasi e-donasi berbasis mobile telah dirancang dan diuji untuk mempermudah proses pencatatan dan pengelolaan donasi. Fitur Sign Up dan Sign In dinyatakan valid, memungkinkan pengguna membuat akun dan masuk ke dalam aplikasi e-donasi dengan mudah. Halaman menu utama juga dinyatakan valid dengan navigasi ke halaman menu utama setelah login berfungsi dengan baik. Fitur pencatatan donasi berfungsi dengan baik untuk semua kategori donasi, sehingga dinyatakan valid. Namun, fitur hapus riwayat donasi dinyatakan kurang valid dan memerlukan perbaikan untuk memastikan penghapusan riwayat donasi berfungsi dengan benar. Fitur hapus keseluruhan riwayat donasi dinyatakan valid dan berfungsi dengan baik untuk menghapus seluruh riwayat donasi. Fitur rekapan juga dinyatakan valid, menampilkan keseluruhan rekapan donasi yang telah dilakukan dengan baik. Fitur logout dinyatakan valid, dengan berhasil kembali ke halaman utama. Peneliti juga melakukan pengujian 2 user atau lebih dalam penggunaan aplikasi Namun, pengujian dengan dua atau lebih user menunjukkan hasil yang kurang valid. Hal ini dikarenakan saat pengguna baru berhasil masuk, aktivitas yang ditampilkan bukan aktivitas user baru tersebut, melainkan aktivitas user pertama.
Development of a Coding for Kids Thunkable Module: A Learning Guide to Create Games Using Code Blocks at Algoland Academy Amelia Uswatun Khasanah; Dyah Darma Andayani; Satria Gunawan Zain
Journal of Smart Education and Emerging Technology Vol 2 No 1 (2026) : July
Publisher : PT. Global Research Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66314/jseet.v2i1.862

Abstract

Background/Context: The accelerating pace of digital transformation has intensified the demand for digital literacy, with coding increasingly recognized as a foundational competency essential for success in the 21st century. Algoland Academy faces a critical instructional challenge stemming from the absence of a structured, curriculum-aligned learning module based on the Thunkable platform, despite a demonstrable and growing interest in this platform among its network of partner schools in Makassar City. Objective/Purpose: This study aimed to develop a Thunkable-based Coding for Kids module designed as an instructional guide for creating educational games using code blocks, and to evaluate the module's validity, practicality, and learner responses. Method: This study employed the Four-D (4D) instructional development model, encompassing the Define, Design, Develop, and Disseminate stages. Data were collected through interviews, literature reviews, documentation, and questionnaires, and subsequently analyzed using a descriptive quantitative approach. Results: The module achieved a “Very Valid” classification, with a content validity score of 97.20% and a media validity score of 96.94%. Practicality assessments yielded progressive results across three trial stages: 79.17% in the individual trial “Practical”, 87.73% in the small group trial “Very Practical”, and 85.24% in the large group trial “Very Practical”. The learner response assessment, administered to 30 student participants, produced an overall mean score of 88.16%, classified as “Positive”, with the motivation and benefits dimension achieving the highest score at 88.93%, reflecting strong learner engagement and enthusiasm throughout the instructional process Conclusion: The Thunkable-based Coding for Kids module was determined to be valid, practical, and suitable for implementation as a digital literacy-based coding instructional resource for elementary-aged learners. The module's game-based learning approach, child-friendly design, and structured content organization collectively support independent learning, learner engagement, and coding competency development. These findings carry meaningful practical significance, as the module holds strong potential to serve as a replicable instructional reference for non-formal educational institutions and formal elementary schools alike, particularly in light of Indonesia's recent policy mandating coding as an elective subject beginning in the 2025/2026 academic year.