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PELATIHAN PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ICT GURU SMP/MTs YANG TERGABUNG MUSYAWARAH GURU MATA PELAJARAN (MGMP) KOTA PANGKALPINANG Ibrahim, Ali; Meiriza, Allsela; -, Fathoni; Utama, Yadi; Sanjaya, M. Rudi; Rezqe, Beriadi Agung Nur; Alzaini, Akbar
Jurnal Pengabdian Masyarakat Bumi Raflesia Vol 3, No 1 (2020): Jurnal Pengabdian Masyarakat Bumi Raflesia
Publisher : Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jpmbr.v3i1.819

Abstract

Guru mata pelajaran dituntut untuk memiliki kemampuan professional yang sesuai dengan Standar Nasional Pendidikan, yaitu setiap guru harus memiliki kompetensi pedagogic, kepribadian, professional dan social. Pengembangan keempat kompetensi tersebut perlu terus dikembangkan, baik melalui pendidikan, pelatihan, maupun kerja kelompok atau organisasi profesi guru. Rendahnya hasil belajar siswa salah satunya disebabkan karena guru belum menggunakan media animasi dalam proses pembelajaran. Proses pembelajaran masih berlangsung secara konvensional, dimana aktivitas menulis lebih dominan dilakukan oleh guru dalam mengajar. Dengan pelatihan program Quipper School dapat meningkatkan keterampilan para guru dalam membuat media ajar berbasis multimedia. program Quipper School adalah platform sekolah digital tanpa biaya. Melalui platform ini, guru dapat mengirim dan mengelola materi pembelajaran, ujian, serta nilai siswa. Metode yang digunakan dalam pelatihan adalah dengan cara peragaran dan demontrasi program Quipper School. Dari hasil kuisiner setelah pelatihan 90 % peserta berhasil dalam membuat media ajar.
REKAYASA MODEL PERANGKAT LUNAK GEOGRAFIS PARIWISATA UNTUK PENCARIAN WISATA TEMPAT UMUM DAN TEMPAT TRANSPORTASI KOTA PALEMBANG Sanjaya, M. Rudi
Jurnal Digital: Telnologi Informasi Vol 1, No 1 (2018): Jurnal Digital Teknologi Informasi
Publisher : Universitas Muhammadiyah Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32502/digital.v1i1.931

Abstract

Perubahan dan perkembangan teknologi yang demikian pesat seperti otomatisasi dan komputerisasi dalam segala bidang usaha menurut kalangan teknologi informasi dan para praktisi yang berkecimpung di dalamnya untuk lebih siap menghadapi kemajuan yang ada seperti perangkat mobile khususnya android. Android adalah sistem operasi yang dirancang untuk perangkat seluler layar sentuh seperti telepon pintar dan komputer tablet.  Perangkat lunak ini dibangun menggunakan bahasa pemrograman java android, pengembangan menggunakan eclipse. Penelitian ini bertujuan menghasilkan sebuah aplikasi geografis penunjuk tempat wisata dikota palembang yang dapat membantu wisatawan dalam mencari informasi tentang objek wisata, transportasi dan tempat-tempat umum yang efektif dan efisien.  Model usability yang digunakan adalah model usability Nielsen, adapun kriteria usability yang digunakan yaitu, Learnability, Efficiency, Memorability, Few error dan Satisfaction, dengan Model usability Nielsen supaya perangkat lunak dihasilkan berkualitas dan sesuai keinginan pengguna (user) dan juga perangkat lunak geografis pariwisata kota palembang ini diharapkan dapat membantu pihak dinas pariwisata kota palembang  secara akurat dan relevan untuk mendapatkan informasi.
Analisis Kepuasan Pengguna Terhadap Layanan Gofood Menggunakan Metode End User Computing Satisfaction Aprillia, Nazwa; Sanjaya, M. Rudi
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 5 No 4 (2023): Oktober 2023
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v5i4.1053

Abstract

Gofood is an online food delivery service provided by Gojek application, which was the greatest online food delivery service in Indonesia in 2019, but it has fallen to the second position behind Grabfood in the last three years with a diminishing market share. The goal of this study was to perceive Gofood user satisfaction through the EUCS method, which would assess the impact of content, accuracy, format, ease of use and timeliness variables on the satisfaction variable. This study included 370 students from Sriwijaya University’s Computer Science Faculty. According to the results, the t-value of content, format, ease of use and timeliness variables is greater than 1,967 and the significance value < 0,05 explaining that these four variables have a significant effect on the satisfaction variable, so the conclusion is the users are satisfied by these four variables in Gofood services. Meanwhile, the t-value of the accuracy variable is 1,492 < 1,967 and the significance value is 0,137> 0,05, indicating that it has no significant effect on the satisfaction variable and should be improved or optimized.
Pengembangan Perancangan Aplikas Pengembangan Perancangan Aplikasi Akademik Penjadwalan Mata Pelajaran Menggunakan Metode UML dan UCD (User Centered Design) Sanjaya, M. Rudi; Ruskan, Endang Lestari; Putra, Bayu Wijaya; Ismail, Ahmad Arrijal; Maula, Nurly Izzatul
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 16 No 2 (2024): Jurnal Penelitian Ilmu dan Teknologi Komputer (JUPITER)
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.13764250

Abstract

Abstract Technological from time to time are increasingly needed, especially in the world of education, where the world of education still uses conventional methods, this method can be replaced by computerized methods or it can be said that technology is in the form of applications, with applications it can make work in schools or Islamic boarding schools easier. What will be built is a website for scheduling subjects in schools or Islamic boarding schools. The aim of this research is to design, build and develop an academic application for scheduling subjects using the UCD (User Centered Design) method. The benefit of this research is that it makes it easier to manage integrated subject scheduling based on website, the research method uses interviews, observation and literature studies, then the design method uses the UML (Unified Modeling Language) method, then for evaluation uses the UCD (User Center Design) method, the results of validity testing from questions L1 to L 10 are found df = n-2 =28-2 =26, r calculated to get L1 is 0.639, L2 = 0.735, L3= 0.511, L4=0.753, L5=0.486, L6=0.822, L7 =0.471, L8= 0.868, L9=0.620 , and L10 = 0.834 where r calculated > r table obtained r table is 0.3172, that validity testing produces valid data, then the total value for reliability testing if the Cronbach's alpha value is > 0.70 is reliable, the total for reliability testing is 0.908, meaning the data is reliable. Keywords—UCD, UML, Validity and Reliability.
The Impact of Implementing Usability Principles in UI/UX on Consumer Purchase Intention on the Shopee Platform Nugroho, Doni Tri; Indah, Dwi Rosa; Novianti, Hardini; Sanjaya, M. Rudi; Syahbani, M. Husni
SISTEMASI Vol 14, No 2 (2025): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v14i2.5030

Abstract

The advancement of technology and the internet has transformed consumer behavior, particularly in online shopping through e-commerce. Shopee, as a leading e-commerce platform in Indonesia, accounted for 51% of total e-commerce visits from February to April 2024, thanks to its integration of usability principles in its User Interface (UI) and User Experience (UX). In a highly competitive e-commerce landscape, usability is a key factor influencing purchasing decisions, as an optimal user experience can enhance trust and reduce shopping cart abandonment. This study evaluates the impact of usability, based on Nielsen’s Attributes of Usability (NAU), on consumer purchase intention on Shopee. A quantitative survey method was employed, involving 100 active Shopee users in Palembang. Data was collected through an online questionnaire and analyzed using multiple linear regression. The results indicate that efficiency, memorability, and satisfaction significantly influence purchase intention, with efficiency having a negative impact, while memorability and satisfaction have positive effects. Meanwhile, learnability and errors were found to have no significant effect. From a practical perspective, Shopee and other e-commerce platforms should optimize memorability and satisfaction in UI/UX design—such as through personalized interfaces and enhanced accessibility—to improve user experience, drive purchase intention, and strengthen customer loyalty in an increasingly competitive market.
Analysis of Service Quality Factors in the Grab Application on User Satisfaction using the Service Quality (SERVQUAL) Method Yanto, Dimas Hadi; Indah, Dwi Rosa; Novianti, Hardini; Sanjaya, M. Rudi; Gumay, Naretha Kawadha Pasemah
SISTEMASI Vol 14, No 2 (2025): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v14i2.5043

Abstract

The development of information technology in the digital era has had a significant impact, including on online transportation services such as Grab. However, Grab users frequently complain about slow response times from customer support when handling complaints, as well as recurring issues with the balance feature, as reflected in complaints like "saldo" (balance) and "please fix this". This study aims to identify the factors influencing the service quality of the Grab application on user satisfaction in Palembang using the Service Quality (SERVQUAL) approach. A quantitative research method was employed, involving 106 respondents who are Grab users. Data were collected through questionnaires and analyzed using Partial Least Squares-Structural Equation Modeling (PLS-SEM) with SmartPLS 4 to measure the impact of five SERVQUAL dimensions: responsiveness, reliability, tangibles, empathy, and assurance. The findings indicate that these five dimensions collectively have a highly significant effect on service quality (F = 41.92). Individually, the tangibles dimension has the most dominant impact (t = 4.473, p < 0.05), followed by empathy, which also shows a significant influence (t = 2.248, p < 0.05). However, reliability, responsiveness, and assurance do not exhibit significant effects. These results highlight the need for service quality improvements, particularly in the dimensions that were found to be less significant, to enhance the Grab application’s user experience in Palembang.
PENERAPAN METODE USABILITY UNTUK MENENTUKAN TINGKAT KEPUASAN PADA SISTEM MOBILE M-BANKING BRIMO Haristina Putri, Maulida; Sanjaya, M. Rudi; Kurniawan, Dedy; Indah, Dwi Rosa
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4578

Abstract

This study aims to analyze the level of user satisfaction with the BRImo Mobile Banking application using the usability method.Research fokus includes usability aspects:learnability, efficiency, memorability, errors, and satisfaction. Data obtained through questionnaires distributed to 252 respondents in Palembang City.The results showed learnability had communalities of 0.599-0.703 and correlations of 0.432-0.514, while efficiency achieved communalities of 0.585-0.649 with correlations of 0.415-0.550.In contrast,errors had a significant negative impact,with a correlation of -0.352 to -0.488, indicating the more errors,the lower user satisfaction.Memorability shows communalities values between 0.511 to 0.663. BRImo application features, such as efficiency in transaction access speed (efficiency_2 and efficiency_3) which have a correlation of 0.498-0.550,as well as overall ease of access (learnability_5) with a correlation of 0.467,have a positive influence on user satisfaction. Technical issues such as bugs,crashes, and slow applications negatively impact user satisfaction,with errors_5 having low communalities of 0.445 and a significant negative correlation of -0.382,indicating technical errors strongly influence user
Penerapan Metode EUCS dan SMARTPLS Terhadap Pengukuran Tingkat Kepuasan Pengguna Aplikasi Zalora Budiman, Muhammad Arif; Sanjaya, M. Rudi; Endang Lestari Ruskan; Indah Dwi Rosa
METIK JURNAL (AKREDITASI SINTA 3) Vol. 9 No. 1 (2025): METIK Jurnal
Publisher : LPPM Universitas Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47002/metik.v9i1.1044

Abstract

Zalora is an E-Commerce aplplication founded on 2012 in Singapore and now operates in various countries, including Indonesia. Although widely known, this application still has a number of complaints from users such as product incompatibility, delays in process updates, and less than optimal application performance. This study aims to evaluate user satisfaction with the Zalora application using the EUCS method, which includes five variables, namely Content, Accuracy, Format, Ease of Use, and Timeliness. This study provides benefits for application, with the subjects being student college members of the Faculty of Computer Science at Sriwijaya University. This study employs a quantitative approach, utilizing data collection through questionnaires and analysis with SmartPLS software. As a result, the five EUCS method variables positively impact user satisfaction, particularly the Content, Accuracy, Ease of Use and Timeliness variables.
Analisis Metode Agile Framework dalam Pengembangan Sistem Informasi Kelurahan Plaju Darat Putra, Bayu Wijaya; Saputra, Ariansyah; Sanjaya, M. Rudi
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 17 No 1 (2025): Jurnal Penelitian Ilmu dan Teknologi Komputer (JUPITER)
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Data management at the village level still faces various obstacles, especially in recording and utilizing information related to regional potential, such as economic, social, and infrastructure aspects. The diversity of data documentation hinders the analysis process and decision-making by the Village Head based on accurate data. There are weaknesses in data and document access, resulting in inefficiency in searching, updating, and validating data. The development of information systems at the village level is an important step in improving the efficiency of public services and administrative transparency. This study aims to apply the Agile Framework, especially the Scrum method, in the development of the Plaju Darat Village Information System, Palembang City. The system developed is designed to manage population data, regional potential, and administrative services more efficiently and responsively. This research method uses a qualitative approach with this research design, which involves a system development process through five sprints over five weeks. The results of the study show that the application of the scrum method allows the creation of more flexible and iterative applications so that they can quickly adapt to the needs of government administration. The evaluation of the system usability assessment using SUS (System Usability Scale) achieved a score of 81.06% where the system developed using the agile method has been able to provide optimal results not only in terms of good application development in a short time, but also in terms of usability that has been well received by users.
PELATIHAN PEMBUATAN DESAIN WEB DAN MEDIA PEMBELAJARAN INOVATIF Sanjaya, M. Rudi; Indah, Dwi Rosa; Khoiriah, Annisa
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 6 No. 3 (2025): Volume 6 No 3 Tahun 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v6i3.44990

Abstract

Pengetahuan, pemahaman tentang sebuah tren teknologi masih kurang, sehingga perlunya pemahaman tren teknologi, supaya memudahkan proses dalam pembelajaran dengan pembelajaran yang inovatif, Teknologi adalah hasil dari penerapan ilmu pengetahuan untuk menciptakan alat, sistem, dan proses yang bertujuan mempermudah kehidupan manusia serta meningkatkan efisiensi dalam berbagai aspek. Dengan perkembangan yang pesat, teknologi telah menjadi fondasi utama dalam mendorong inovasi terutama dalam bidang Pendidikan, Adapun tujuan dari kegiatan ini menghasilkan atau dapat membuat desain web dan media pembelajaran yang inovatif,  metode pengabdian kepada Masyarakat dengan menggunakan metode pendampingan, sosialisasi. Adapun hasil kegiatan pengabdian pengabdian kepada masyarakat berupa pembuatan desain web dan pembuatan media pembelajaran inovatif Dimana 28 responden jika n-2 maka hasil 26 adalah 0.3739 dibulat menjadi 0.374 dengan signifikan 5%, hasil pengujian validitasnya adalah  0.561, 0.571, 0.519, 0.793, 0.646, 0.722, 0.422, 0,831, 0.570, 0.771 menunjukkan di atas 0.30 maka di nyatakan valid, sedangkan pada uji realibilitas di atas 0.70 maka dinyatakan reliabel.