114 research outputs found

    Measuring User Experience During a Web-based Survey: A Case of Back-to-Back Online Surveys

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    The vast availability of the Internet allows surveyors to conduct web-based survey much easier than its offline counterpart. Previous studies have been conducted to measure survey tool usability. This article reports the results of a survey on the experience of students who have just completed a survey on students’ learning engagement. Students were emailed to participate on a survey about students' engagement on the learning process. After they have completed the survey, they were asked to complete another survey, a shorter one, to measure their experience during their first assignment. The second survey employed the user experience questionnaire (UEQ). The UEQ comprises 26 questions to measure six variables. There were 819 respondents who completed the first survey that 450 of them were voluntarily completed the second one. Data were analysed using UEQ data analysis. The result showed that out of 26 items, eight of them were evaluated positively and the rest were evaluated neutrally. Amongst those that were evaluated positively include friendly, good design, supportive, secure, organized, understandable, clear, and valuable

    Isolated Sign Language Characters Recognition

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     People with normal senses use spoken language to communicate with others. This method cannot be used by those with hearing and speech impaired. These two groups of people will have difficulty when they try to communicate to each other using their own language. Sign language is not easy to learn, as there are various sign languages, and not many tutors are available. This study focuses on the character recognition based on manual alphabet. In general, the characters are divided into letters and numbers. Letters were divided into several groups according to their gestures. Characters recognition was done by comparing the photograph of a character with a gesture dictionary that has been previously developed. The gesture dictionary was created using the normalized Euclidian distance. Character recognition was performed by using the nearest neighbor method and sum of absolute error. Overall, the level of accuracy of the proposed method was 96.36%

    Cost and Benefit of Information Search using Two Different Strategies

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    Searching for information is one major Internet activities during which information seekers may gain benefit as well as incurred some cost. In general, information seekers seldom employ any search strategy for general browsing to explore information space. On the other hand, in certain situation, they may employ certain search strategy, especially those who engage in a fact-finding activity. The objective of this research is to shed light on how search strategy can be used to gain the maximum benefit of information search activities. It borrows the two-factor theory to group Web design elements into benefit and cost manifested as motivating and hygiene factors. This research employed a laboratory experiment with 235 respondents who were participated on this research voluntarily. Respondents were divided into two groups, namely ‘plan-group’ and ‘unplan-group’. Both groups were given certain tasks related to information search. The experiment was followed by a post experiment survey. The result shows that respondents who were in the ‘plan-group’ perceived less benefit and incurred more cost compared to those in the ‘unplan-group’. The future research is proposed at the end of this manuscript

    USABILITY OF E-LEARNING PORTAL AND HOW IT AFFECTS STUDENTS’ ATTITUDE AND SATISFACTION, AN EXPLORATORY STUDY

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    This paper reports a result of an exploratory study on student’s attitude towards e-learning. The focus has been on the usability of Papirus, an e-learning system developed in one department of a big university, and how certain usability factors affect students’ attitude toward e-learning. An online survey has been conducted in which the respondents were the department students who attended courses that have been put up in Papirus. Eighty six complete responses have been collected and analyzed. Data was analyzed using Visual PLS. The result shows that ease of navigation has strong effect on perceived ease of use, which in turn affects user attitude and satisfaction. The same also applicable for effectiveness in which it affects perceived usefulness, which in turn affects user attitude and satisfaction. Discussion about the result is given

    Student Satisfaction with Online Learning: A Multigroup Analysis

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    The Coronavirus disease 2019 pandemic “forced” students to attend online classes roughly from mid-March 2020. This situation, which caused universities, among other institutions, to deal with an overnight change in course delivery from traditional face-to-face to online mode, has resulted in many students facing difficulties. They must cope with the available infrastructure, unstable and limited Internet connection, course delivery, and their self-discipline. Male and female students may have different preferences regarding technology use. This study focused on student satisfaction with the above situation and determined whether a difference exists between male and female students using Technology Acceptance Model as the main theoretical background. Seven hypotheses were proposed and tested with the whole dataset and comparisons between the two groups. Due to the strict health protocol, an online survey was employed using Google Form to collect data. Respondents were 327 undergraduate students from one higher institution in Yogyakarta, comprising 140 male and 187 female students. The population consisted of undergraduate students who have been attending online classes since March 2022. A multigroup analysis was performed using SmartPLS 3.3.3. Results indicated no gender difference in all hypothesized relationships. The theoretical contribution can be seen from the use of Internet Quality, User Interface Quality, and Delivery Quality as the three exogenous variables of the proposed model. The practical contribution is that technology designers must pay attention to the different preferences of user groups

    Perbedaan Beban Kognitif pada Penggunaan Kata Sandi Berbasis Pola Garis dan Angka

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    Most applications require users to enter a password in order to use those applications. One type of the passwords used on smartphones is based on certain line pattern. The pattern of lines that make up the password is essentially an image similar to a sequence of numbers arranged in a particular order. Just when users need to memorize a series of numbers, "memorizing" the line pattern also gives cognitive load to certain level. This study observed the cognitive load experienced by users when they were using line pattern-based password as compared to numeric-based password. The research method employed in this study was a scenario-based experiment followed by a survey to self-report the cognitive load experienced by the user after they run the scenario. Cognitive load experienced by users were reported by users themselves. The subjects of the study were 67 undergraduate and master students. They were voluntarily participated in this research. The result obtained from this study indicated that the cognitive load experienced by users when they used the pattern of the line based password was smaller than the number-based password

    PROTOTIPE KANTIN TANPA UANG BERBASIS KARTU PINTAR

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    This paper presents a desktop application prototype that uses smart cards for payment mode without cash transaction at a canteen. Smart cards, used for authentication, are also designed to have information of cash balance and some personal data of card holders. Application developed is still a prototype that has not connected into the banking system to refill the balance into the smart card. This prototype is a desktop application. Features that have been successfully developed and run well in these applications include food settings, user settings, and reports sales per period

    Bukti Korespondensi Artikel Evaluasi Buku Interaktif Berbasis Augmented Reality Menggunakan System Usability Scale dan User Experience Questionnaire pada Jurnal Resti

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    Nowadays, the implementation of information and communication technology in education is important. In harmony with technological developments, the term mobile learning comes to represent learning that utilizes mobile communication devices. The implementation of augmented reality in education provides a new learning model in the form of a combination of technology-based conventional learning media. This research aimed to evaluate augmented reality-based books as media for learning Cirebon mask dance. As many as 15 respondents were involved in the evaluation process, including testing the usability using the System Usability Scale (SUS) and User Experience Questionnaire (UEQ). The evaluation using SUS found a value of 77.67, meaning that the Acceptability Ranges category was “Acceptable”; the Grade Scale category was “C”; and the Adjective Rating category was “Excellent”, while that using UEQ found that each category, namely Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, Dependability, and Novelty got a value greater than the impression value (0.8), namely 2.122; 2.117; 1.983; 1.750; 1.950 and 1,867, respectively. Overall, all of the evaluation results show that augmented reality-based books are acceptable to be used as media for learning Cirebon mask dance.Dewasa ini, implementasi teknologi informasi dan komunikasi pada bidang pendidikan menjadi suatu keharusan. Selaras dengan perkembangan teknologi, telah hadir istilah mobile learning pada bidang pendidikan sebagai bentuk pembelajaran memanfaatkan perangkat komunikasi bergerak. Implementasi augmented reality pada bidang pendidikan memberikan model pembelajaran baru berupa kombinasi media pembelajaran konvensional berbasis teknologi. Penelitian ini bertujuan untuk mengevaluasi buku berbasis teknologi augmented reality sebagai media pembelajaran seni tari topeng Cirebon. Proses evaluasi dilakukan oleh 15 responden meliputi pengujian usability dengan system usability scale (SUS) dan user experience questionnaire (UEQ). Hasil evaluasi dengan SUS mendapatkan nilai 77,67 yang berarti memiliki: kategori Acceptability Ranges adalah “Aceptable”; kategori Grade Scale adalah “C”; dan kategori Adjective Ratings adalah “Excellent”, sedangkan hasil evaluasi dengan UEQ mendapatkan nilai pada setiap kategori lebih besar dari nilai impresi (0,8) dengan rincian nilai: Attractiveness adalah 2,122; Perspecuity adalah 2,117; Efficiency adalah 1,983; Dependability adalah 1,750; Stimulation adalah 1,950; dan Novelty adalah 1,867. Keseluruhan pengujian menunjukkan bahwa hasil evaluasi buku berbasis teknologi augmented reality memiliki penerimaan yang sangat baik untuk digunakan sebagai media pembelajaran seni tari topeng Cirebon

    A Model of Electronic Document Management System for Limited Partnership

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    Both types of documents, electronic and non-electronic are a major component supporting activities.  In addition to the documents, communications capabilities to employees and managers effectively with other stakeholders are one of the important key achievements of organizational goals.  LP. XYZ is one of the Consultants in the field of Information Technology, but the storage and management of electronic documents and archives themselves carried on a server without a management information system, so that records and electronic documents have not been properly managed. This study makes modeling system includes document management of process models, data models and interface models to suit the needs of the LP. XYZ administration in organizing activities, such as enterprise document management, web content management, project management and communication management of work, so the management information system may be supporting the business activities and operations of LP. XYZ
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