9 research outputs found
RANCANG BANGUN LEARNING MANAGEMENT SYSTEM BERBASIS CODE IGNITER MENGGUNAKAN METODE PROTOTYPE
Terdapat sebuah permasalahan bagaimana cara siswa siswi dapat belajar darimana saja dan kapan saja, maka dibutuhkan suatu wadah yang digunakan untuk belajar secara daring. Metode yang digunakan dalam membangun wadah belajar yaitu menggunakan metode prototype untuk merancang wadah belajar atau bisa disebut Learning Management system(LMS). Metode blackbox testing digunakan dalam penelitian ini untuk menguji setiap fungsi yang ada disetiap akses user. Hasil pengujian blackbox testing yang sudah didapatkan lalu dihitung menggunakan metode akurasi, hasil dari perhitungan akurasi menunjukan website yang sudah dibuat dapet berjalan baik dengan hasil skor tiap akses user rata-rata didapat sebesar 95% berhasil untuk admin, untuk guru 97% berhasil, dan siswa 98% berhasil. Hasil akurasi menunjukan bahwa website LMS yang sudah dibuat dapat berjalan cukup baik dengan tingkat keberhasilan yang tinggi.
Kata kunci: Blackbox, Lms, Pembelajaran, Prototype
AUGMENTED REALITY BASED IMAGE TRACKING FOR INTRODUCE PUPPET SHADOW TRADITIONAL MUSICAL INSTRUMENT
With the development of science and technology, traditional musical instruments are starting to be abandoned, one of the factors is the ease of playing modern musical instruments, and traditional musical instruments are also rarely found in everyday life. With the progress of today's era, AR (Augmented Reality) technology was born. The way Augmented Reality works is by scanning a sign or marker. This research aims to build an application with augmented reality technology to introduce traditional shadow puppets musical instruments. This research was designed using the MDLC (Multimedia Development Life Cycle) method. They were testing the application using blackbox testing on two smartphones with different specifications, with the result that both smartphones could run the application properly. Then for testing the use of the application using the heuristic evaluation method carried out by an expert with the highest severity rating value on the visibility of system status with a value of 0.625. The result of this research is the application of traditional shadow puppets musical instruments based on augmented reality, which is expected to be used to introduce traditional shadow puppets musical instruments
Implementasi Augmented Reality Media Pengenalan Hardware Dengan Metode Multimedia Development Life Cycle Dan Prototype
Learning activities at SD Islam Plus Masyithoh that teachers apply tend to be conventional, as in the introduction of computer hardware. The learning requires teaching aids to improve students' understanding, but the limited facilities make it difficult for students to understand computer hardware. Augmented Reality technology can provide a solution by applying markers as targets to visualize computer hardware into 3D objects in the system using the Multimedia Development Life Cycle and Prototype software development methods. This method uses the black box testing method to develop multimedia software systems in testing the application. The results obtained from BlackBox testing show that all application features' functions can run well. Then usability testing with the System Usability Scale method. The data taken are 30 samples of questionnaire data that 4th-grade students have filled out. In the test obtained, the average value of SUS is 83.1. So it can interpretation that the application testing receives a grade of "B" with the predicate "Excellent", and the conclusion in the Acceptability Ranges category is "High", with a high range of user acceptance of the application
Analisis Application Programming Interface Pada Mobile E-Voting Menggunakan Metode Test-Driven Development
Pengujian pada perangkat lunak dibutuhkan sebagai jaminan mutu terhadap kemampuan perangkat lunak. Perangkat lunak diterapkan pada pekerjaan yang nyata tanpa memiliki kendala terhadap kinerja dalam memberikan perintah, memproses perintah hingga memperoleh hasil dari pemrosesan sesuai dengan tujuan pengembangan. Pengujian unit Application Programming Interface (API) pada web service fokus sebagai upaya untuk menguji kemampuan pada tiap unit. Unit yang diuji secara spesifik akan digabungkan dengan unit lain hingga menjadi suatu sistem terintegrasi. Aplikasi mobile membutuhkan dukungan API sebagai penghubung dengan basis data, dimana aplikasi mobile dengan basis data tersebut tidak saling berhubungan secara langsung. Tampilan antarmuka pada aplikasi mobile hanya difokuskan sebagai interaksi visual antara pengguna dengan sistem. Sistem yang diberi perintah akan merespon dengan umpan balik yang dihubungkan melalui perantara dan merespon kembali melalui perantara dan dikembalikan dalam bentuk visual melalui antaramuka. Pengujian pada tiap unit sistem menggunakan proses Test-Driven Development (TDD) untuk menguji tiap fungsi. Perancangan dan pembangunan web service pada aplikasi e-voting memerlukan pengujian sehingga dalam penerapanya dapat digunakan sesuai dengan spesifikasi yang telah dirancanakan tanpa menimbulkan bug atau error yang dapat menganggu kinerja sistem. API yang telah diuji dan berinteraksi dengan antarmuka dapat melakukan proses data pemilih, validasi data pemilih dan pemilihan. Sistem ini juga telah diuji dengan metode System Usability Scale dengan skor total 69,02. Testing on the software is needed to guarantee its capabilities. So software in real condition wouldn’t have any deflect with the performance to providing wich in line with the goal of development. Testing the Application Programming Interface (API) unit on the web service is an effort to testing the performance of each unit. Specifically tested unit will be combined with other units to become an integrated system. A Mobile application requires API support as the connector to a database, which not directly related to mobile application. The user-interface in mobile application only act as a visual interaction between the user and the system. The commanded system will respond through feedback which connected into a connector and gives the response back through the connector and returns in visual form through an interface. Test-Driven Development (TTD) was used in testing each system unit. Designing and building web service on e-voting application requires testing so that application can be used properly without causing bugs or errors that can interface system performance. Approved APIs are able to process voter data, validate voter data and election. The system also tested with “System Usability Scale” method which gains 69,02 total score
PENGUATAN KAPASITAS PERAN AKTIF PEREMPUAN MELALUI PROGRAM WANITA MELEK PERENCANAAN DESA (WANI LEMPER) BERBASIS TEKNOLOGI INFORMASI DI DESA LOGEDE, KABUPATEN KEBUMEN
WANI LEmPER (Wanita Melek Perencanaan) merupakan upaya pemberdayaan masyarakat untuk meningkatkan partisipasi perempuan dalam pembangunan desa Logede Kabupaten Kebumen melalui pemahaman dan pembekalan dalam perencanaan desa. Program ini bertujuan untuk mendorong wanita agar aktif dan berpengaruh dalam seluruh tahapan pembangunan desa, mulai dari perencanaan hingga evaluasi. Pengenalan proses perencanaan desa dianggap efektif dalam menginspirasi partisipasi yang berarti dari wanita dalam penganggaran, pelaksanaan, pemantauan, dan evaluasi pembangunan desa. Program ini merupakan bentuk pelayanan inklusif yang bertujuan membekali wanita dengan pengetahuan dan keterampilan yang diperlukan untuk berperan aktif dalam perencanaan desa, dengan harapan mereka dapat memengaruhi kebijakan pembangunan desa. Dalam rangka mendukung semangat WANI LEmPER, dibuatlah aplikasi PERMATA (Perbincangan Emak-Emak untuk Membangun Desa). Aplikasi ini berfungsi sebagai platform diskusi khususnya perempuan, untuk mengaspirasikan usulan-usulan terkait pembangunan desa. Aplikasi PERMATA telah dapat diunduh dan sudah didaftarkan di Play Store, dan mendukung perempuan desa dalam menyampaikan aspirasi mereka. Program WANI LEmPER dan aplikasi PERMATA menjadi embrio inovasi baru dalam memperkuat pemberdayaan perempuan dalam pembangunan desa, sejalan dengan Sustainable Development Goals (SDGs) terkait Keterlibatan Perempuan Desa yang dicanangkan oleh Kementerian Desa dan PDTT. Keseluruhan upaya ini mendukung penguatan partisipasi wanita dalam merumuskan dan mengawal pembangunan desa secara efisien, efektif, dan real-time
Evaluasi Usability Aplikasi Augmented Reality Morphfun Menggunakan System Usability Scale: Usability Evaluation of Morphfun Augmented Reality Application Using System Usability Scale
Learning metamorphosis material that is applied to elementary schools is still conventional and not interactive. Metamorphic material requires a clearer picture of the structure of animals and the process of metamorphosis itself. Before the application is distributed to a wider range of customers, it is necessary to evaluate the application in the form of an android-based metamorphosis learning media application. The purpose of this study was to evaluate the usability of the Morphfun augmented reality application using the System Usability Scale (SUS) method. The evaluation was carried out through questionnaires distributed to 10 respondents consisting of 9 students and 1 teacher for grade 6 at SDN Waru Kidul. The results of the evaluation obtained an average score of 72.25 and received a grade C category with the predicate "Good". Referring to the results of the questionnaire statement 4 with a percentage of 50% of users still need assistance when using the application, it is necessary to improve the application features so that users, especially children, more easily understand when using the application without having to use a companion.Pembelajaran materi metamorfosis yang diterapkan pada sekolah dasar saat ini masih bersifat konvensional dan tidak interaktif. Materi metamorfosis memerlukan gambaran yang lebih jelas mengenai struktur hewan dan proses metamorfosis itu sendiri. Sebelum aplikasi didistribusikan kepada pelanggan yang lebih luas perlu dilakukannya evaluasi terhadap aplikasi yang berupa aplikasi media pembelajaran metamorfosis berbasis android. Tujuan dari penelitian ini adalah melakukan evaluasi usability aplikasi augmented reality Morphfun menggunakan metode System Usability Scale (SUS). Evaluasi dilakukan melalui kuesioner yang disebarkan pada 10 responden yang terdiri dari 9 murid dan 1 guru kelas 6 SDN Waru Kidul. Hasil evaluasi didapatkan skor rata – rata 72,25 dan mendapat kategori grade C dengan predikat “Baik”. Mengacu pada hasil kuesioner pernyataan 4 dengan persentase 50% dari pengguna masih memerlukan adanya pendampingan ketika menggunakan aplikasi, maka diperlukan adanya perbaikan pada fitur aplikasi agar pengguna terutama anak – anak lebih mudah memahami ketika menggunakan aplikasi tanpa harus menggunakan pendamping
Development of a Website-Based Application for Aspirations for the Kalibagor Village Community Using the Extreme Programming Method: Pengembangan Aplikasi Wadah Aspirasi Masyarakat Desa Kalibagor Berbasis Website Dengan Metode Extreme Programming
Community service is a task that the government must carry out. However, community services in Kalibagor Village, especially in responding to aspirations and complaints, are done manually using written media and submitted through the media suggestion box. One factor that influences the delivery of aspirations is the time and distance between the house and the village office as a barrier for the community to express their aspirations. Based on these problems, Kalibagor Village accommodates to make it easier for the district to express its aspirations, criticism, and suggestions. The website-based application for the aspirations of the Kalibagor Village community is a solution to overcome the problems described. The extreme Programming method is a method for developing this application. Based on this research, it produces an aspiration container application that can accommodate aspirations, criticisms, and suggestions, users can also like or like aspirations and comment on submitted aspirations, and there is an admin to manage information and user data in the community aspiration container application. Based on the test results using the black-box testing method, the average value of 100% is in a suitable category. So, the application of this community aspiration container is ideal for use by village officials in providing services for aspirations and the community
Pengembangan Aplikasi Augmented Reality Sebagai Media Pembelajaran Tata Surya Berbasis Android Untuk Siswa
In the world of education, in general, the Solar System has begun to be taught to 6th grade elementary school students, in which the process of teaching the material places more emphasis on explanatory theory from textbooks and little practice using simple media. With so not a few students and female students who feel that, with this learning method it is felt that it is very less effective. Development of an android application using Augmented Reality technology as a Solar System learning medium using the Marker Based Tracking method and based on Distance, Light Intensity and Usability testing, in order to be able to provide an innovation with learning methods that can create an interactive learning communication between students and teachers. In developing applications using Unity 3D and Vuforia Engine software to be able to provide interesting and interactive alternative learning media for students of SDN 2 Kelut Kab. cool. The method used in application design is the Marker Based Tracking method because the use of markers will be more effective and interactive if used for learning purposes. The Waterfall model is the model used in developing this application. Application testing is carried out by testing the distance, light intensity, and usability. The test results get the ideal use of the application at a medium distance (30-40 cm), with scenes during the day (90-120 lux), at night (40-50 lux). In the usability test, it gets a value of 90.6% or "Very Good"
Usability Evaluation and Improvement of iGracias Mobile Application Design Using Usability Testing Method With user-centred Design Approach
Sistem informasi akademik merupakan sistem yang dirancang untuk mengolah data akademik. IGracias Mobile merupakan aplikasi sistem informasi akademik yang dapat digunakan secara fleksibel oleh mahasiswa Institut Teknologi Telkom Purwokerto. iGracias memiliki tujuan memberikan informasi seputar perkuliahan kepada mahasiswa. iGracias bisa di unduh melalui google playstore. Berdasarkan hasil kuesioner dengan melibatkan mahasiswa Institut Teknologi Telkom Purwokerto ditemukan beberapa permasalahan pada aplikasi iGracias sehingga tampilan masih belum dapat maksimal untuk mempresentasikan informasi perkuliahan kepada mahasiswa. Berdasarkan hasil evaluasi desain saat ini yang menggunakan kuesioner System Usability Scale (SUS), desain saat ini memiliki nilai 58 yang mana masuk ke dalam grade D dengan adjective rating poor sehingga perlu dilakukannya perbaikan desain. Metode yang digunakan untuk mengevaluasi dan mengembangkan desain user interface pada aplikasi iGracias Mobile adalah metode Usability Testing dengan pendekatan User Centered Design. Hasil yang didapat dari penelitian ini adalah desain baru aplikasi iGracias Mobile yang dibuat berdasarkan usulan responden dan langkah-langkah yang ada pada metode UCD. Dari penelitian ini maka didapatkan bahwa nilai usability desain baru mengalami peningkatan dari 58 menjadi 80,8 yang termasuk ke dalam grade A dengan adjective rating excellent. Maka rancangan desain baru dapat menyelesaikan permasalahan yang ada pada aplikasi iGracias Mobile.An academic information system is a system designed to process educational data. IGracias Mobile is a theoretical information system application that can be used flexibly by Telkom Purwokerto Institute of Technology students. iGracias aims to provide information about lectures to students. iGracias can be downloaded via google playstore. Based on a questionnaire involving students of the Telkom Purwokerto Institute of Technology, they found several problems with the iGracias application so that it could be maximized to provide lecture information to students. Based on the evaluation of the current design using the System Usability Scale (SUS) questionnaire, the contemporary design has a score of 58, which is classified as grade D with a bad adjective rating, so the design needs to be improved. The method used to develop and develop the user interface design on the iGracias Mobile application is the Usability Testing method with a user-centred Design approach. The results obtained from this study are a new design for the iGracias Mobile application, which was made based on the respondents' suggestions and the steps involved in the UCD method. This research found that the new design's usability value has increased from 58 to 80.8, which is included in grade A with an adjective rating of excellent. Then the new design can overcome the problems in the iGracias Mobile application