Learning media is one of the important elements in the learning process. Technological development support makes learning media more varied. The approach of using digital technology as a learning media has a better and more effective impact than other approaches. In order to increase the students' learning interest, it requires the support of an interesting learning media. The use of gaming applications as learning media can improve learning outcomes. The benefits of using the maximum application cannot be separated from the determination of application design. The Bana game aims to increase the ability of critical thinking of the junior high school students. The usability-testing analysis on the Bana game application is used in order to get the design reference as an educational game development. The game is used as an object of the analysis because it has the same characteristics and goals with the game application to be developed. Usability Testing is a method used to measure the ease of use of an application by users. The Usability Testing consists of learnability, efficiency, memorability, errors, and satisfaction. The results of the analysis obtained will be used as a reference for educational game applications that will be developed.
Along with the development of today's technology, the role of information system services becomes very important in overcoming various kinds of community problems effectively and efficiently. Taspen Authentication is an example of an information system service aimed at retired civil servants (PNS). However, there are still problems with the taspen authentication application that make it difficult for some users to run it. The majority of users of this application are the elderly group aged ≥ 60 years and have limited physical function and cognitive function. Based on the results of initial observations and interviews of researchers involving Taspen and several users in the elderly category, it was found that there were problems that caused the lack of efficiency in using the taspen authentication application in terms of UI/UX. The purpose of this research is to design a UI/UX that suits the needs of users, especially the elderly, using the design thinking method. In addition to using the design thinking method, researchers also use User Experience Questionnaire (UEQ) at the testing stage to determine the feasibility of the application prototype that has been designed and get feedback from the target user. The results of the study show that the new interface design provides a very good user experience as evidenced by the results of the 6 UEQ scales which are of excellent value. So the researcher concludes that the UI/UX design on the taspen authentication application that uses the design thinking method is able to provide a description of user needs, especially for the elderly.
Pemerintah Kabupaten Banyuwangi pada tahun 2018 telah menciptakan sebuah inovasi baru dalam pengembangan e-Government salah satunya yaitu electronic Pendapatan Asli Daerah (E-PAD) yang berbasis website beralamatkan https://layanan.banyuwangikab.go.id. Layanan E-PAD merupakan sebuah inovasi milik Pemerintah Kabupaten Banyuwangi yang dikelola oleh Badan Pendapatan Daerah Kabupaten Banyuwangi. E-PAD merupakan layanan yang dapat membantu dalam menyampaikan informasi dan memberikan pelayanan kepada seluruh wajib pajak yang memiliki kewajiban dalam melaporkan dan membayar pajak daerah di Kabupaten Banyuwangi. Pada penelitian ini menggunakan metode e-GovQual yang bertujuan untuk mengetahui sejauh mana kualitas dari layanan E-PAD yang diterima oleh pengguna, dan metode IPA untuk mengukur kinerja layanan berdasarkan tingkat kepentingan layanan E-PAD. Hasil dari evaluasi tersebut akan diketahui bagaimana kualitas layanan yang diberikan dan atribut apa saja yang perlu mendapat rekomendasi perbaikan berdasarkan skala prioritasnya. Dengan demikian hasil dari evaluasi dan rekomendasi perbaikan dapat dijadikan acuan dalam pengembangan layanan E-PAD kedepannya kepada pihak penyedia layanan. Pengambilan data pada penelitian ini menggunakan instrumen kuisioner yang diberikan kepada wajib pajak yang menggunakan layanan E-PAD. Penyusunan instrumen kuisioner disusun berdasarkan turunan dari definisi operasional variabel pada metode e-GovQual. Atribut yang digunakan pada penelitian berjumlah 32 atribut yang telah didiskusikan dengan pihak penyedia layanan. Sampel yang digunakan berjumlah 73 responden dengan menggunakan teknik probability sampling yang diambil secara acak (random sampling). Hasil dari penelitian menunjukkan total dari nilai kinerja yang pada seluruh variabel e-GovQual diatas skor likert 3 (baik) yaitu 3,42. Artinya, bahwa layanan E-PAD sudah memiliki kinerja yang baik menurut persepsi pengguna. Sedangkan pada total skor nilai kepentingan dari seluruh variabel e-GovQual yaitu sebesar 3,39. Sehingga menimbulkan kesenjangan antara kinerja dengan kepentingan sebesar 0,03. Apabila nilai kesenjangan bernilai (+) maka kinerja dari layanan tersebut sudah memenuhi kepentingan pengguna, dan jika nilai kesenjangan bernilai negatif (-) maka kinerja dari layanan tersebut masih belum memenuhi kepentingan pengguna. Menurut hasil analisis kesesuaian antara tingkat kinerja dengan tingkat kepentingan memiliki nilai kesesuaian >100% yaitu 100,88%. Apabila nilai kesesuaian diatas 100% menunjukkan bahwa kinerja layanan sudah memenuhi kepentingan pengguna. Dengan demikian secara keseluruhan kinerja dari layanan E-PAD sudah baik dan sudah memenuhi kepentingan dari pengguna. Terdapat empat atribut yang perlu mendapatkan prioritas utama untuk dilakukan perbaikan yaitu kemudahan dalam mengingat URL (AEU3), adanya perhitungan yang terprogram pada formulir (AFIE1), keringkasan data dan informasi akurat (AC2), dan ketepatan dalam transaksi (ATR4).
Aspects of usability or usability in the user's point of view when using and utilizing a product. The use of an inappropriate method in developing the design will increase the number of requests to improve the product after it is finished. Inappropriate method of selecting methods for design development Usually occurs in applications based on Graphical User Interface (GUI), e-commerce websites, cellular services, and also technology in the field of education called e-learning. E-learning is one technology that develops a distance learning system that provides a variety of solutions where the Internet is the medium. Supported by the development of technology supported by smartphones can also be used for the learning process. With the existence of smartphones, students will more easily access learning materials, and teachers will also be easier to share the material to be received. To support the effort to obtain the level of user satisfaction without leaving the specific purpose of making the application itself a user centered design (UCD) method can be applied. UCD is a method that helps users. With the application of this method users will be satisfied and comfortable when using with the system. Based on the concepts of the UCD method and the problems that occur in e-learning especially the University of Jember E-Learning application, it can be seen that the UCD method is suitable to be applied in the development of mobile-based Universitas Jember e-learning applications with the aim of making it easier students and lecturers in the learning process at the University of Jember. This research was conducted in 3 stages, namely data collection, analysis, and system development. The data collection phase consists of literature studies, and questionnaires. The analysis phase is done by processing the data from the questionnaire and conducting usability testing. The development phase is done by building a mobile-based e-learning application. The results of this study are the University of Jember M-Learning application.
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