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Contact Name
Rahmat Azis Nabawi
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raazna@ft.unp.ac.id
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+6281277328670
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INDONESIA
Journal of Computer-based Instructional Media
ISSN : -     EISSN : 30264596     DOI : https://doi.org/10.58712/jcim
The Journal of Computer-based Instructional Media aims to publish research results on Decision Science (miscellaneous) and Computer-based Instructional Media from researchers and lecturers worldwide. The editorial contents and elements that comprise the journal include theoretical articles, empirical studies, case studies, and systematic literature reviews. It welcomes all contributions to the latest innovations and developments within the following coverages Mobile technology innovation, Informatic engineering, and Augmented and Virtual Reality.
Articles 3 Documents
Search results for , issue "Vol. 4 No. 1 (2026): Regular Issue" : 3 Documents clear
Analysis of received signal strength in indoor environment of telecommunication system Mon, Myint Myint; Aye, Mya Mya; Win, Lei Lei Yin
Journal of Computer-based Instructional Media Vol. 4 No. 1 (2026): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jcim.v4i1.155

Abstract

To improve the performance of wireless communications in indoor environment, it is important to optimize the signal quality by reducing the error rate between the received signal strength based on experimental data and estimating data. Due to the complexity of modern building layouts and construction materials, estimating signal strength values based on these structural elements is challenging. The aim of this paper is to analyse received signal strength of the specific area by using the path loss exponent model of ray tracing techniques. In indoor environments, modelling radio wave propagation involves estimating the received signal strength at various points based on the layout and geometry of the space. This study involved three placements of 1.8 GHz AAU5940 Wall Mounted transmitters at height with 11.12 m and at different distances with 44.81 m, 95.4 m, and 108.2 m of specific receiver building. The Received Signal Strength Indicator (RSSI) readings are typically recorded to analyse and understand the ray tracing technique characteristics in a wireless communication environment. This paper presents analytical results of some practical experiments that help to build an optimized signal quality for indoor environment using mathematical modelling with the help of MATLAB software.
Analysis of user satisfaction on the discord application using the Electronic Service Quality (E-SERVQUAL) method Putri, Jesica Pitos Dwi; Utomo, Pradita Eko Prasetyo; Lestari, Dewi
Journal of Computer-based Instructional Media Vol. 4 No. 1 (2026): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jcim.v4i1.156

Abstract

The rise of digital communication platforms based on the internet has heightened the demand for service quality that aligns with user expectations. Discord, a Voice over Internet Protocol and Instant messaging application, is widely embraced by various communities; however, complaints regarding system stability, service responsiveness, and user support continue to arise. This study aims to evaluate user satisfaction with the Discord application using the Electronic Service Quality (E-SERVQUAL) method. Employing a descriptive quantitative approach, data was collected through an online questionnaire from 128 active Discord users in Indonesia, selected via purposive sampling. The research instrument was crafted based on the six dimensions of E-SERVQUAL: Efficiency, Reliability, Fulfillment, Privacy, Responsiveness, and Contact, comparing users’ expectations with their perceptions. The findings reveal that all dimensions of E-SERVQUAL exhibit negative gap values. The Total Electronic Service Quality score of -0.44 indicates that the overall service quality of Discord falls short of user expectations, with the Responsiveness dimension showing the most significant gap. The study concludes that enhancing service quality, particularly in Responsiveness and user support, is vital for improving user satisfaction.
KAVRA as a UX-based digital fashion learning platform: Integrating creative self-expression and brand identity communication Alfiani, Sandra; Istikhomah, Dewi; Shidqi, Muhammad Fadhil
Journal of Computer-based Instructional Media Vol. 4 No. 1 (2026): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jcim.v4i1.160

Abstract

This study examined the development and evaluation of KAVRA as a UX-based digital fashion learning platform that integrates creative self-expression and brand identity communication. The research addressed the limitations of existing fashion design tools, which often present high technical barriers and lack support for identity expression and communicative interaction. A design thinking methodology was employed, involving iterative stages of empathize, define, ideate, prototype, and test, with participants consisting of undergraduate fashion design students and industry practitioners. The findings showed that KAVRA achieved high usability performance across key dimensions, including navigation ease (88%), visual accessibility (85%), time efficiency (90%), information clarity (82%), intuitive design (82%), and overall user satisfaction (82%). These results indicated that the platform effectively supports digital fashion learning by reducing cognitive load and enabling efficient task completion. Beyond functional usability, the platform also facilitated user interaction and engagement through intuitive visual design and communicative interface structures. Importantly, the study demonstrated that UX functions as a strategic communication interface that enables users to express creative identity and construct personal brand meaning through digital fashion design activities. Features such as 3D visualization, design customization, and collaborative interaction support reflective design processes and social engagement. The study concludes that UX-based platforms can serve not only as instructional media but also as communicative environments that integrate learning, interaction, and identity construction. These findings provide theoretical and practical implications for the development of future digital learning systems in creative domains.

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