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KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) ISSN: 2252-9063
ISSN : 22529063     EISSN : 26857006     DOI : -
Core Subject : Science, Education,
Articles 1,159 Documents
AUGMENTED REALITY STORY BOOK PROJECT “Legenda Asal Mula Barong Landung” Widiantara, Eka Putra; Darmawiguna, I Gede Mahendra; Crisnapati, Padma Nyoman; Sunarya, I Made Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 5 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i5.19799

Abstract

The objective of this research was using technology in developing the application as interactive and interesting media in introducing Jayapangus story. The application could attract the reader to read folktale especially folktale entitled Jayapangus.  The research method was research and development for developing the application of Augmented Reality Story Book Jayapangus. In developing the application, the waterfall model until testing system step were used. This application used library vuforia which enabled to combine the visual object into the real object book and android smartphone to show three dimensions of story with the narration in this story book.  The result of this research was a book which consisted of story and pictures of Jayapangus and Augmented Reality Story Book application based on android which enabled to show three dimensions of the story exactly on the pictures. It was completed with English narration. Therefore this application could be an attractive and interesting media to introduce and keep the culture.
THE EFFECT OF IMPLEMENTATION PHOTOGRAPHY LEARNING MEDIA BASED ON LEARNING INQUIRY FOWARD STUDENT LEARNING RESULT AT XI-MM SMK 1 MAS IN THE ACADEMIC YEAR 2012/2013 Agus Dharmadi, Dewa Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 1 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i1.19611

Abstract

The purpose of this research was (1) to find out the effect of implementation photography learning media based on learning inquiry foward student learning result  at xi-mm smk 1 mas in the academic year 2012/2013, (2) To find out the response of students of class XI-TMM SMK N 1 Mas towards the implementation of inquiry-based learning media photography in the process of learning photography.The type of this research was a quasi-experimental research with a research design that used nonequivalent pretest-posttest control design. Population of this research was a class XI student of SMK Negeri 1 Mas MM academic year 2012/2013 with a sample using MM2 as a student of class XI and XI MM2 experimental group as the control group with the total number of students by 78 students. At the beginning of learning first given a pre-test on a sample of second-class multiple-choice test and a final study sample of both classes were given a multiple choice test (Cognitive) using the same instrument. The test has been analyzed using qualitative analysis and quantitative analysis. Data collection was performed by the method of multiple-choice test to measure cognitive domains. The method tests were conducted to obtain data on the final value after being treated in the experimental group and the control group.There are a prerequisite test to be done that is, test for normality and homogeneity tests. Data were analyzed using ANOVA,Based on the results of normality and test homogeneity. Of the data of the two groups of data obtained both normal and homogeneous samples. By using the ANOVA hypothesis testing, the results of calculations obtained while the value of F = 68.326 Theoretical = 3.97, by> F Theoretical then Ho is rejected and Ha accepted. For as much as 34.21% of student responses students gave very positive responses, 63.16% of students responded positively, 2.63% of students responded quite positively.
SURVEI DESKRIPTIF IMPLEMENTASI KONSEP BRING YOUR OWN DEVICES DI FAKULTAS TEKNIK DAN KEJURUAN UNIVERSITAS PENDIDIKAN GANESHA DENGAN PENDEKATAN UNIFIED THEORY OF ACCEPTANCE AND USE OF TECHNOLOGY ., Gema Imanuddin; ., Dr. Ketut Agustini, S.Si, M.Si.; ., Gede Saindra Santyadiputra, S.T., M.Cs
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 5, No 3 (2016):
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v5i3.8791

Abstract

Penelitian ini bertujuan untuk (1) menganalisis secara deskriptif implementasi konsep Bring Your Own Devices di FTK Undiksha dengan pendekatan Unified Theory of Acceptance and Use of Technology; (2) mengetahui faktor-faktor yang paling berperan dalam implementasi konsep BYOD di FTK Undiksha dengan pendekatan UTAUT . Penelitian ini merupakan penelitian survei yang menggunakan metode deskriptif. Populasi dalam penelitian ini yaitu semua Jurusan yang ada di FTK Undiksha dengan jumlah sampel 290 mahasiswa. Penarikan sampel untuk penelitian ini berdasarakan Teknik Random Sampling. Data penelitian dihimpun menggunakan angket dan dianalisis dengan metode analisis deskriptif untuk masing-masing jurusan. Interpretasi terhadap data dilakukan berdasarkan besaran persentase jawaban responden Berdasarkan hasil penelitian, sebagian besar mahasiswa memiliki tingkat setuju yang tinggi terhadap implementasi konsep BYOD di FTK Undiksha dengan pendekatn UTAUT pada semua faktor penelitian yaitu pada faktor ekspektasi kinerja sebagian besar atau 59.38% memiliki tingkat setuju yang tinggi, pada faktor ekspektasi usaha sebagain besar atau 61.71% memiliki tingkat setuju yang tinggi, pada faktor pengaruh sosial sebagian besar atau 59.9% memiliki tingkat setuju yang tinggi, pada faktor kondisi yang memfasilitasi sebagian besar atau 72.76% memiliki tingkat setuju yang tinggi dan pada faktor niat menggunakan sebagian besar atau 67.94% memiliki tingkat setuju yang tinggiKata Kunci : Survei, Bring Your Own Devices (BYOD), Unified Theory of Aceptance and Use of Technology (UTAUT), FTK Undiksha. This study aims to (1) analyze the implementation of the concept of descriptive Bring Your Own Devices in FTK Undiksha approach to Unified Theory of Acceptance and Use of Technology; (2) determine the factors most responsible for implementing the concept of BYOD in FTK Undiksha with UTAUT approach. This study is a survey research using descriptive method. The population in this research that all of the Department in FTK Undiksha with a sample of 290 students. Sampling for this study based on random sampling technique. The research data were collected using a questionnaire and analyzed by descriptive analysis for each department. Interpretation of the data was based on the percentage of respondents Based on the research results, the majority of students had a rate agreed high against the implementation of the concept of BYOD in FTK Undiksha with UTAUT approach on all the factors of research that the expectations factor performance is largely or 59.38% had agreed that a high, on expectations factor businesses the majority or 61.71 % had agreed that high, the factor of social influences largely, or 59.9% had agreed that high, the factor conditions that facilitate the majority or 72.76% had agreed that high and the factor of intention to use most or 67.94% had agreed tall one.keyword : Survey, Bring Your Own Devices (BYOD), Unified Theory of Acceptance and Use Of Technology (UTAUT), FTK Undiksha.
Pengembangan Kamus Kolok Visual Berbasis Android Sebagai Media Edukatif Mempelajari Bahasa Penyandang Tuna Rungu di Desa Bengkala Aryantika, Made Ervan; Darmawiguna, I Gede Mahendra; Putrama, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 4, No 4 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i4.6531

Abstract

Abstrak— Penelitian ini bertujuan untuk : (1) merancang dan mengimplementasikan aplikasi Kamus Kolok Visual Berbasis Android Sebagai Media Edukatif Mempelajari Bahasa Penyandang Tuna Rungu di Desa Bengkala. (2) mengetahui respon user terhadap aplikasi Kamus Kolok Visual Berbasis Android Sebagai Media Edukatif Mempelajari Bahasa Penyandang Tuna Rungu di Desa Bengkala. Metode penelitian yang digunakan adalah penelitian dan pengembangan. Aplikasi Kamus Kolok Visual Berbasis Android Sebagai Media Edukatif Mempelajari Bahasa Penyandang Tuna Rungu di Desa Bengkala ini dikembangkan dengan model waterfall. Subyek penelitian adalah masyarakat umum. Data yang dikumpulkan yaitu data respon masyarakat terhadap pengembangan aplikasi Kamus Kolok Visual Berbasis Android Sebagai Media Edukatif Mempelajari Bahasa Penyandang Tuna Rungu di Desa Bengkala dengan mengunakan angket. Hasil penelitian ini adalah aplikasi diimplementasikan menggunakan bahasa pemrograman Java dengan editor Android Studio dan menggunakan AndEngine sebagai library tambahan. Seluruh fitur yang terdapat pada aplikasi ini sudah berjalan berjalan dengan baik. Respon user terhadap aplikasi Kamus Kolok Visual Berbasis Android Sebagai Media Edukatif Mempelajari Bahasa Penyandang Tuna Rungu di Desa Bengkala dikategorikan positif. Kata kunci : aplikasi kamus kolok visual, Bengkala , Android Abstract--- This Research was aims to: (1) designing and implementing the applications of "Dictionary of Kolok Visual Android-Based in Media Education of Language for Deaf People in the Bengkala village". (2) determine the user's response to the application of "Dictionary of Kolok Visual Android-Based in Media Education of Language for Deaf People in the Bengkala village". The method that used in this research is "research and development". "Dictionary of Kolok Visual Android-Based in Media Education of Language for Deaf People in the Bengkala village" was developed with the waterfall model. Subjects in this research were the general public. The data that collected in this research is the data of public response to application development of "Dictionary of Kolok Visual Android-Based in Media Education of Language for Deaf People in the Bengkala village" using a questionnaire. The results of this research are application is implemented using the Java programming language with Android Studio for editor and using AndEngine as additional libraries in Android Studio. All the features contained in this application can be run on all devices tested. categori of the user response in the "Dictionary of Kolok Visual Android-Based in Media Education of Language for Deaf People in the Bengkala village" are positive. Keyword : Android Application of Kolok Dictionary , Bengkala, Android
PENGEMBANGAN APLIKASI PENGENALAN GEDUNG UNIVERSITAS PENDIDIKAN GANESHA BERBASIS MARKERLESS AUGMENTED REALITY Putu Putri Sanjani, Dewa Ayu; Crisnapati, Padma Nyoman; Agus Wirawan, I Made; Mahendra Darmawiguna, I Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 4, No 1 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i1.19787

Abstract

An organisation and institution need a technology to convey any information. As an institution of education, UNDIKSHA has used website as a media of information. However the information about buildings of UNDIKSHA still incomplete. Because of that, common people get confused to find specific location in UNDIKSHA. They should ask students they met to find the location. The objective of this research is to design and implement an application which will be used as a media to introduce the building of UNDIKSHA to the public. The research method used in this research was research and development. The application of the Introduction of UNDIKSHA’s building which used Markerless Augmented Reality Based was developed with waterfall model. This application which used Java Programming Language was implemented with Eclipse as its editor and ADT plug-ins and Metaio as an additional detection library because it is capable in detecting based on GPS. This application used AndEngine as a library for designing. The main function of this application is to detect any building of UNDIKSHA, it will display the information of building’s name and the detail information of building which has been detected. The buildings which will be detected is in Kampus Tengah and Kampus Bawah of UNDIKSHA. Based on the result of the test, this application can be worked on Android devices that have been tested with different specification. All of the features in this application can be worked on all of devices. The result of sound quality and music were good.
PYLE: Aplikasi E-Commerce menggunakan Sistem Informasi Geografis ., Putu Agus Darma Santosa; ., Gede Saindra Santyadiputra, S.T., M.Cs; ., I Made Ardwi Pradnyana, S.T., M.T.
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 6, No 1 (2017):
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v6i1.9460

Abstract

Penelitian ini bertujuan untuk menghasilkan rancangan dan mengimplementasikan hasil rancangan aplikasi E-Commerce menggunakan sistem informasi geografis. Pengembangan aplikasi ini bertujuan untuk memudahkan pembeli dalam menemukan produk yang diminati dan lokasi alamat penjual. Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi E-Commerce menggunakan sistem informasi geografis. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi). Hasil akhir dari projek ini adalah berupa aplikasi aplikasi E-Commerce menggunakan sistem informasi geografis yang dapat diakses melalui web browser yang ada pada smartphone android, ios dan pada perangkat laptop atau pc. Aplikasi ini mampu menampilkan map mulai dari pemetaan lokasi produk, direction, hingga navigasi menuju lokasi alamat penjual. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi aplikasi E-Commerce menggunakan sistem informasi geografis 89% . Sehingga aplikasi ini layak untuk dikembangkan.Kata Kunci : Web Browser, SIG, E-Commerce,direction, navigasi, Android, IOS. This research aimed at produce a draft and implementing the results of the draft E-Commerce applications using geographic information systems. The development of this application aimed to facilitate buyers to find products in demand and address of the seller. The method used was research and development, to develop E-Commerce applications using geographic information systems. The model used in constructing this technology was ADDIE Model. In this model provided an opportunity to evaluate and revise continuously in every phase passes, so the resulting product becomes a valid product. Five stages in the model were the ADDIE Analysis, Design, Development, Implementation, and Evaluation. The final outcome of this project was E-Commerce applications using geographic information system that can be accessed through web browsers available on smartphones android, ios and to the laptop or pc. This application was able to display map starting from mapping the location of the product, direction, up to the navigation to the location address of the seller. The test results of the user responsed after using the application states, E-Commerce applications using geographic information systems 89%. So this application is deserved to be developed.keyword : Web Browser, SIG, E-Commerce, direction, navigation, Android, IOS.
PENGEMBANGAN APLIKASI INSTRUMEN GAMELAN GONG KEBYAR BERBASIS ANDROID Surya Pratama Wardhana, I Putu; Mahendra Darmawiguna, I Gede; Gede Sunarya, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 2 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i2.19712

Abstract

Gong Kebyar is one of barunganBali’s "pelog lima nada"-harmonized gamelangroups which the playing technique uses kebyarsystem. The gamelan Gong Kebyar instrumentsof application is software that simulates theGong Kebyar instruments so that it can beoperated on the Android operating system. Thisresearch aims to design and implement a draftapplication of gamelan Gong instrumentsAndroid-based.The gamelan Gong Kebyar instruments ofapplications Android-based is developed by usingthe software development life cycle in the form ofa linear or sequential waterfall model. The mainfeatures of this application are to play thegamelan Gong Kebyar instruments, additionallythere are video features so that users know howto play the actual/real instruments. Theapplication is design by using a functional modelof a UML (Unified Modeling Languange) andimplemented by the Java programming languageusing Eclipse as editor, plug-ins ADT (AndroidDevelopment Tools) and AndEngine asadditional libraries.The results of this research, is gamelanGong Kebyar instruments of applications basedon Android that has been successfully developed.The entire functional requirements have beensuccessfully implemented in accordance with thedraft.
PENGARUH PENERAPAN MEDIA PEMBELAJARAN AUDIO-VISUAL POKOK BAHASAN INTERNET PADA MATA PELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI TERHADAP MOTIVASI DAN HASIL BELAJAR SISWA KELAS IX SMP NEGERI 1 SINGARAJA Kharismasari, Putu Aris Kharismasari
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 2 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i2.19549

Abstract

Tujuan dari penelitian ini adalah untuk (1) mengetahui pengaruh media pembelajaran audio-visual pokok bahasan internet pada mata pelajaran TIK terhadap hasil belajar siswa kelas IX SMP Negeri 1 Singaraja, (2) mengetahui motivasi siswa terhadap penerapan media pembelajaran audio-visual pokok bahasan internet, (3) mengetahui respon siswa terhadap penerapan media pembelajaran audio-visual pokok bahasan internet. Jenis penelitian ini adalah eksperimen semu (quasi eksperimen) dengan rancangan penelitian Posttest-Only Control Grup Design. Populasi penelitian ini adalah seluruh siswa kelas IX SMP Negeri 1 Singaraja dengan jumlah siswa 240 orang yang terdiri dari 8 kelas. Pemilihan sampel dalam penelitian ini menggunakan teknik randomsampling dengan sampel penelitian adalah kelas IX B3 dengan jumlah siswa 31 orang digunakan sebagai kelas eksperimen dan kelas IX B4 yang berjumlah 32 orang digunakan sebagai kelas kontrol. Diakhir pembelajaran, kedua kelas sampel diberi tes pilihan ganda (kognitif) dengan menggunakan instrumen yang sama yang telah diuji secara kualitatif dan kuantitatif. Metode tes dilakukan untuk memperoleh data nilai akhir setelah diberi perlakuan pada kelompok eksperimen dan kelompok kontrol. Tes dianalisis menggunakan uji prasyarat yang meliputi uji normalitas dan uji homogenitas. Data dianalisis dengan uji t, sedangkan untuk motivasi dan respon menggunakan metode angket. Berdasarkan hasil analisis data diperoleh, (1) Terdapat pengaruh yang signifikan dalam penerapan media pembelajaran audio-visual pokok bahasan internet pada mata pelajaran TIK terhadap hasil belajar siswa kelas IX SMP Negeri 1 Singaraja. Pengaruh tersebut dapat dilihat dari hasil perhitungan uji t, diperoleh thitung = 4,241 sedangkan nilai ttabel = 1,999, oleh karena itu thitung > ttabel maka Ho ditolak dan Ha diterima. (2) Diperoleh motivasi belajar siswa sebesar 74,03% yang tergolong pada kategori tinggi terhadap penerapan media pembelajaran Audio-Visual. (3) Didapatkan respon siswa sebesar 76,64% yang tergolong pada kategori positif terhadap penerapan media pembelajaran Audio-Visual.
Penerapan Model Pembelajaran Reciprocal Teaching untuk Meningkatkan Motivasi dan Hasil Belajar Keterampilan Komputer dan Pengolahan Informasi (KKPI) Siswa Kelas X.AP di SMK Nusa Dua Sawan Tahun Ajaran 2012/2013 Budi Ratiningsih SW, Ni Made; Sudirta, I Gede; Mahendra Darmawiguna, I Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 5 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i5.19696

Abstract

This study was aimed to (1) know the students’ learning motivation result of X.AP class at SMK Nusa Dua Sawan in 2012/2013 of Computer skill and information processing (CSIP), (2) know the students’ learning result of X.AP class at SMK Nusa Dua Sawan in 2012/2013 of computer skill and information processing (CSIP) lesson using reciprocal teaching learning model; (3) know the students’ response of X.AP class to apply the reciprocal teaching model of computer skill and information processing (CSIP). This study is a classroom action research design that used in 2 cycles by involving a total Number of 35 students of X.AP class at SMK Nusa Dua Sawan first semester in 2012/2013. The object of this research  emphasized on the students motivation, result and students response in basic competency to operated text principle sistem of computer skill and information processing (CSIP). The learning students  result data was collected based on cognitive test and affective observation. Meanwhile,the  students’ response and motivation data was collected by using questionnaire. The obtained data were analyzed descriptively. The result of the study showed that (1) there was improvement of learning students’ result of  X.AP class at II cycle to apply the reciprocal teaching model of computer skill and information processing (CSIP). the results indicated that the learning students result score include: averaging class, and classical completeness learning students was improvement (2) there is improvement of learning motivation students’ by apply the reciprocal teaching learning (3) the students’ responses towards reciprocal teaching model of computer skill and information processing (CSIP) is really positive. 
ANALISIS USER EXPERIENCE WEB BASED DIGITAL LIBRARY JURUSAN PENDIDIKAN TEKNIK INFORMATIKA UNIVERSITAS PENDIDIKAN GANESHA ., I Made Agus Oka Wijaya; ., I Ketut Resika Arthana, S.T., M.Kom; ., Gede Aditra Pradnyana, S.Kom., M.Kom
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 6, No 2 (2017)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v6i2.11689

Abstract

Penelitian ini bertujuan untuk menganalisis tingkat user experience pada web based digital library Jurusan Pendidikan Teknik Informatika Universitas Pendidikan Ganesha yang diukur menggunakan metode heuristic evaluation dengan menggunakan 10 Variabel. Tahapan penelitian dimulai dari analisis masalah yaitu penyebaran kuisioner secara online maupun offline. Hasil survey berupa kuisioner yang peneliti sebarkan ke mahasiswa Pendidikan Teknik Informatika Populasi penelitian ini adalah mahasiswa pendidikan teknik informatika angkatan 2013 dan mahasiswa pendidikan teknik informatika angkatan 2014. Sampel dalam penelitian ini terdiri dari 60 orang mahasiswa, Teknik analisis data yang digunakan analisis deskriptif dengan persentase kemudian dideskripsikan untuk mengukur tingkat usability pada website digilib. Hasil penelitian menunjukkan tingkat user experience pada web based digital library pada responden mahasiswa 47% yang masuk dalam kategori sedang. Dari hasil analisa kuisioner didapat hasil bahwa tampilan (layout) dari website digilib PTI sudah mampu memenuhi kriteria usability sebuah website. Sehingga dalam penelitian ini rekomendasi berdasarkan hasil kuisioner yang memiliki persentase rendah. Saran dari hasil kuisioner antara lain, perlu adanya tambahan menu login untuk mahasiswa agar mempermudah mahasiswa dalam mengakses web digilib, informasi pada website sebaiknya disajikan secara lengkap dan terbaru, design pada web digilib PTI sebaiknya ditingkatkan kembali karena masih kurang interaktif dan masih monoton, perlu adanya perbaikan pada halaman detail mahasiswa karena informasi yang disediakan masih terjadi kesalahan, perlu adanya menu bantuan untuk mempermudah pengguna dalam mencari informasi pada web digilib. Kata Kunci : analisa, usability, heuristic evaluation, Web Digilib This study attempts to analyzed levels of user experience in the web based digital library of Jurusan Pendidikan Teknik Informatika Universitas Pendidikan Ganesha measured in a heuristic evaluation by using 10 variables .Stage of the research commenced of the problem analysis that is spreading survey online or offline .The survey who researchers spread to students Pendidikan Teknik Informatika Population research this is a student Pendidikan Teknik Informatika 2013 generation and college students Pendidikan Teknik Informatika 2014 generation .Sample in this research are 60 students , technique analysis the data used descriptive analysis with the then described for measuring the degree of usability at the website digilib . The research results show the user experience in the web based digital library among respondents students 47 % in medium category with the design. From the analysis shows that survey obtained display ( layout ) website digilib PTI are able to meet the criteria usability of a website. So in this study recommendations based on the survey that having low percentage. Advice from survey among others, need to the additional menu logins for students to simplify students in access web digilib, information on the website should be presented a complete and latest, design to the web digilib PTI should be increased back as weak and still monotonous interactive, need of an improvement on page detail students because information provided still error occurred, it needs the help menu to ease users in seeking information to the web digilib keyword : analyze, usability, heuristic evaluation, Web Digilib

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