49,818 research outputs found

    DESIGN AND ANALYSIS QUALITY SYSTEM OF STUDENT INFORMATION PROCESSING DATA NEW STUDENT SMK MUHAMMADIYAH 3 YOGYAKARTA

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    This research aims to design and analyze websites new Student Information System Acceptance SMK Muhammadiyah 3 Yogyakarta with PHP and MySQL that can manage data on the implementation of the prospective student Admission. This research is Research and Development. This website development method using modified waterfall. Tests carried out to test the quality of the website System Information by Olsina (1998), namely correctness, functionality, reliability, efficiency, maintainability, and usability. Correctness quality obtained with white-box testing (testing Looping) and black box (Graph-based testing). The quality of the obtained functionality testing State Transition Testing. Reliability Testing Load testing obtained from 30 students to enter data, and editing data and deletion of data. Efficiency assessment obtained by recording the time it takes to open a page devoted. Maintainability obtained from Cross-browser testing. Obtained from Alpa Usability testing by a team of expert website and beta testing by admin, user1, and guest. Data analysis techniques used in this research is descriptive statistical analysis. The results mennunjukkan that Admission Information System SMK Muhammadiyah 3 Yogyakarta can be developed and be able to perform data processing of new students of SMK Muhammadiyah 3 Yogyakarta. Assessment obtained information systems Admission SMK Muhammadiyah 3 Yogyakarta meet quality testing correctness Graph-Based and Looping testing. Admission Information Systems SMK Muhammadiyah 3 Yogyakarta assessed for each criterion usability. Assessment of quality functionality Admission Information Systems SMK Muhammadiyah 3 Yogyakarta run well on testing State transition testing. Response time performance testing conducted by Information Systems and response pages less than 2 seconds so that said system meets the quality efficiency by Shneiderman. Maintainability testing done with cross browser testing and obtained system is capable of running on Mozilla Firefox, Google Chrome, and Internet Explorer. Keywords: Information Systems, correctness, Usability, Functionality, Reliability, Efficiency, Maintainabilit

    Game Edukasi Akuntansi sebagai Sarana Peningkatan Minat Belajar Siswa (Studi Kasus : Smk Negeri 8 Bandar Lampung)

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    The learning process will be a matter of accounting requirements. The subject of accounting adjusting journal entries is a subject that is very difficult to understand for student class X because in the learning there are abstract calculation elements and do not have a formula as well as lessons that use other calculations and students feel bored with conventional learning. The purpose of this study was to design and build educational game applications as a means of increasing student learning interest.Data collection techniques in this research is to use interviews, questionnaires, and review of the literature. Sources of data / subjects are students of SMK N 8 Bandar Lampung. Methods of testing conducted on aspects ie Usability, Functionality, Efficiency, and Portability. Accounting application development educational game built using Construct 2 software that will run on android platform.The results of testing the quality of game applications obtained values from usability aspects obtained 96%, 99% aspect functionality, efficiency aspects showed no memory shortages and CPU usage by applications by 47%, and the portability aspect of the application can only be installed and run on the device with Android version of Jelly Bean and above

    HELIN Data Analytics Task Force Final Report

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    The main task undertaken by the HELIN Data Analytics Task Force was to conduct a proof-of-concept usability test of HELIN OneSearch, which is the Consortium’s brand name for the Encore Duet discovery service. After the initial meeting in November 2014, the Task Force met 6 times in 2015 to plan and execute a prototype test. Staff members from EBSCO Information Services’ User Research group acted as usability test advisers and coordinators and attended all meetings, either onsite or via WebEx. Task Force members collaborated to come up with specific scenarios and personas which would best emphasize patron likes, dislikes and general understanding of OneSearch. Using a small sample of volunteer student test subjects from 3 different HELIN institutions, testing took place in mid-April. The results were analyzed by EBSCO and presented at the final meeting of the Task Force on April 28. Based on this limited testing, general findings were as follows: Students who don’t receive prior information instruction are generally not aware of OneSearch. Students who do know about OneSearch do not necessarily understand the difference between OneSearch and the HELIN Catalog. Most students still continue to do their research by searching database lists, LibGuides, the Journal A to Z list, and the HELIN catalog (although not necessarily in that order). When features and operation of OneSearch are explained to students, they recognize its usefulness (especially facets, which many referred to as “filters”). Lack of clarity on how to get directly to full text items causes frustration. A larger and more comprehensive usability test would be needed to draw out more specific conclusions. Secondary tasks undertaken by the Task Force included trials and reviews of 5 data analysis tools, as well as a review of EBSCO User Research, which is quantitative data on the use of OneSearch available directly from EBSCO. The remainder of this document is a detailed account of the proceedings of the HELIN Data Analytics Task Force

    Respons Siswa SMK terhadap Media Pembelajaran Berbantuan Software MIT App Inventor 2 pada Materi Logika Matematika

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    This study aims to design and develop learning media based on android with software in mathematical logic material that is feasible for use by students. In this research, there are two stages that are carried out, that is designing learning application with MIT AI2 and do application usability testing. In the first stage, researcher design learning media on mathematical logic material for eleventh grade classes of vocational high school with use MIT AI2. Then, in the second stages testing the use of the application to determine its quality. In this research there were 13 participants to try to run the application then proceed to fill out the application usability questionnaire. The participants is students of the eleventh grade classes of SMK Muhhamadiyah 3 Wates. For instrument used are application made with MIT AI2 and student responses to the usability questionnaire. Questionnaire used to measure whether the application model can be well received by students according to application expectations or not. The results of the study show that researcher have succeeded in making learning media based android product with MIT AI2 that are feasible to be used by students with an average students response questionnaire of 90 and in good criteria

    Current Practices for Product Usability Testing in Web and Mobile Applications

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    Software usability testing is a key methodology that ensures applications are intuitive and easy to use for the target audience. Usability testing has direct benefits for companies as usability improvements often are fundamental to the success of a product. A standard usability test study includes the following five steps: obtain suitable participants, design test scripts, conduct usability sessions, interpret test outcomes, and produce recommendations. Due to the increasing importance for more usable applications, effective techniques to develop usable products, as well as technologies to improve usability testing, have been widely utilized. However, as companies are developing more cross-platform web and mobile apps, traditional single-platform usability testing has shortcomings with respect to ensuring a uniform user experience. In this report, a new strategy is proposed to promote a consistent user experience across all application versions and platforms. This method integrates the testing of different application versions, e.g., the website, mobile app, mobile website. Participants are recruited with a better-defined criterion according to their preferred devices. The usability session is conducted iteratively on several different devices, and the test results of individual application versions are compared on a per-device basis to improve the test outcomes. This strategy is expected to extend on current practices for usability testing by incorporating cross-platform consistency of software versions on most devices

    Investigating heuristic evaluation as a methodology for evaluating pedagogical software: An analysis employing three case studies

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    This paper looks specifically at how to develop light weight methods of evaluating pedagogically motivated software. Whilst we value traditional usability testing methods this paper will look at how Heuristic Evaluation can be used as both a driving force of Software Engineering Iterative Refinement and end of project Evaluation. We present three case studies in the area of Pedagogical Software and show how we have used this technique in a variety of ways. The paper presents results and reflections on what we have learned. We conclude with a discussion on how this technique might inform on the latest developments on delivery of distance learning. © 2014 Springer International Publishing

    ENHANCING USERS’ EXPERIENCE WITH SMART MOBILE TECHNOLOGY

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    The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience. This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the ‘Chronology of His Majesty Sultan Haji Hassanal Bolkiah’ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalam’s museums. The second study involved testing of the ‘Kent LiveMap’ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application. Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalam’s museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable
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