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Devi Afrilia Sinikite
"Revolusi digital turut mempengaruhi segala aspek pola interaksi masyarakat termasuk akses sumber ilmu pengetahuan. Teknologi informasi dan komunikasi (TIK) menawarkan revolusi lingkungan belajar yang membuat ruang belajar lebih fleksibel dan diperuntukkan bagi peserta didik yang kesulitan dalam menghadiri kelas konvensional tatap muka. Di sisi lain, kebutuhan pada ilmu parenting yang selama ini dilalui masyarakat hanya sebatas mendengarkan cerita/mitos dari orang tua terdahulu tanpa keterlibatan para pakar didalamnya, ternyata memerlukan media untuk menjadi sumber akses ilmu parenting di tengah masyarakat. Penelitian memanfaatkan e-Learning sebagai media penyampaian ilmu parenting. Untuk mencapai keberhasilan dalam penerapan e- Learning, diperlukan mengetahui tingkat e-Learning readiness calon pengguna serta metode desain interaksi yang dapat fokus secara efektif pada kebutuhan populasi pengguna. Penelitian ini menggunakan pendekatan mixed methods. Pada tahap pengumpulan data kebutuhan, digunakan studi kuantitatif dengan penyebaran kuesioner untuk menemukan demografi calon pengguna serta melihat e-Learning readiness calon pengguna dan untuk perolehan data kualitatif dilakukan wawancara pengumpulan data kebutuhan. Adapun perancangan menggunakan metode User-Centered Design dan beberapa prinsip desain visual dan desain interaksi. Pada tahapan evaluasi menggunakan Usability Testing (UT) dan kuesioner System Usability Scale (SUS). Penelitian memperoleh skor SUS yaitu 82.33 dimana berada pada posisi peringkat A. Akan tetapi terdapat beberapa rekomendasi perbaikan yang diperoleh dari UT. Untuk penilaian e- Learning readiness, menunjukkan populasi calon pengguna telah cukup siap namun terdapat beberapa variabel yang perlu ditingkatkan agar penerapan e-Learning khusus ilmu parenting mencapai keberhasilan

The revolution of digital has influenced all aspects of interaction patterns in society including access to knowledge sources. Information and communication technology (ICT) now offers a revolutionary learning environment that makes learning spaces more flexible and is aimed to students who have problem to attending conventional class. In the other side, the urgency of need for knowledge about parenting which has so far been passed by the society is limited just to listening to stories / myths from previous parents without the involvement of experts in it, apparently requires the media to be a source of access to parenting knowledge in the society. Research utilized e-Learning as a medium for delivering parenting knowledge. For achieving success in implementing e-Learning, it is necessary to know the level of e-Learning readiness of prospective users and interaction design methods that can focus effectively on the needs of the user population for designing e-Learning applications specifically the science of parenting. This research used a mixed methods approach. At the stage of gathering needs data, a quantitative study was used by distributing questionnaires to find the demographics of potential users and to see the e-Learning Readiness of prospective users. For qualitative one, interviews were conducted to collect data on needs. The design used the User-Centered Design method and several principles of visual design and interaction design. In the evaluation phase also applies a mixed methods approach that used the Usability Testing (UT) and System Usability Scale (SUS) questionnaire. The study resulted in the acquisition of a SUS score with a satisfactory result that is 82.33 which is ranked A. However, there are some recommendations for improvement obtained from UT. For e-Learning Readiness assessment, the population of prospective users is quite ready, but there are a number of variables that need to be improved so the implementation of e-Learning specifically the science of parenting hopes successful."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2020
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UI - Skripsi Membership  Universitas Indonesia Library
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Firriyal Bin Yahya
"Zaman sekarang banyak orang yang memiliki minat di bidang pemrograman. Adanya perkembangan aplikasi-aplikasi kursus online atau e-learning saat ini membuat mereka beramai-ramai mencari ilmu disana. Meskipun begitu, masih banyak pula ditemukan orang- orang yang memiliki berbagai kendala dan kesulitan dalam memahami materi pemrograman. Oleh karena itu, penelitian ini bertujuan untuk meninjau desain interaksi aplikasi e-learning di bidang pemrograman studi kasus Codecademy, W3Schools, dan Coursera dan mengetahui pengaruhnya terhadap pembelajaran pemrograman mereka. Penelitian ini menggunakan pendekatan metode campuran. Dilakukan pelaksanaan kuesioner daring untuk mendapatkan data kuantitatif dan kualitatif serta usability testing untuk mendapatkan data kualitatif. Selain itu, pada penelitian ini diterapkan prinsip-prinsip dari Shneiderman's Eight Golden Rules of Interface Design. Hasil menunjukkan bahwa dari segi kuantitatif perhitungan SUS, Codecademy dan W3Schools berada pada rentang “OK” dan Coursera berada pada rentang “GOOD”. Tetapi hasil dari segi kualitatif masih perlu dilakukan perbaikan untuk ketiga aplikasi tersebut.

Today many people have an interest in programming. The development of online course applications or e-learning at this time makes them flock to seek knowledge there. Even so, there are still many people who have various obstacles and difficulties in understanding programming material. Therefore, this study aims to review the interaction design of e-learning applications in the field of Codecademy, W3Schools, and Coursera case study programming and determine its effect on their programming learning. This study uses a mixed methods approach. An online questionnaire was conducted to obtain quantitative and qualitative data as well as usability testing to obtain qualitative data. In addition, this research applies the principles of Shneiderman's Eight Golden Rules of Interface Design. The results show that in terms of quantitative calculations, SUS, Codecademy and W3Schools are in the “OK” range and Coursera is in the “GOOD” range. However, the results in terms of qualitative still need to be improved for the three applications."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Wahyu Sulistio
"Dengan semakin besar dan berkembangnya organisasi, maka semakin dibutuhkan pegawai-pegawai yang handal dan kompeten. Untuk itu maka unsur pengembangan sumber daya manusia melalui kediklatan menjadi suatu hal yang perlu diperhatikan oleh organisasi.
Dalam upaya untuk melaksanakan diklat bagi seluruh pegawai, Pusdiklat XYZ mengalami kendala-kendala seperti keterbatasan kapasitas sarana prasarana yang dimiliki. Hal ini mendorong organisasi berinisiatif menerapkan e-learning dalam pelaksanaan diklat. Namun demikian belum pernah dilakukan analisa mengenai kesiapan organisasi untuk mengimplementasikan e-learning tersebut.
Untuk mengukur kesiapan tersebut dilakukan survei terhadap keseluruhan organisasi dengan menggunakan model kesiapan yang telah ada. Model tersebut dipilih dari sejumlah model yang telah dikembangkan sebelumnya oleh para ahli dengan mempertimbangkan aspek kelengkapan dan kekinian.
Hasil penelitian menunjukkan bahwa kesiapan Pusdiklat XYZ untuk mengimplementasikan e-learning berada pada nilai 2.76 yang berarti masuk dalam kategori kurang siap. Rekomendasi yang diberikan mencakup aspek kesiapan konten, infrastruktur teknologi, dan berbagai faktor lainnya yang dinilai masih berada pada kondisi kurang siap.

The large and growing organization needs reliable and competent employees. For that purpose, the elements of human resource development become a thing that should be noted by the organization.
In an effort to implement training for all employees, Training Center XYZ has some obstacles, such as limited infrastructure capacity owned. This encourages organizations to implement e-learning initiative in the implementation of education and training. However, the analysis has not been done on the readiness of the organization to implement the e-learning.
To measure the readiness, the survey will be conducted using the organization's overall readiness of existing models. The model was selected from a number of earlier models have been developed by experts taking into account the completeness and contemporary aspects.
The results showed that the readiness of Training Center XYZ to implement e-learning is the mean value of 2.76 in the category of poorly prepared. Recommendations are given in the aspects of content, technology infrastructure, and other factors which still arrives at the not well-prepared.
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Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2013
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UI - Tugas Akhir  Universitas Indonesia Library
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Nabila Puspa Aryana Haikal
"Didorong oleh pandemi COVID-19 yang sedang berlangsung, penggunaan aplikasi E-Learning semakin meningkat dan dibutuhkan dalam rangka mengurangi kontak fisik, khususnya di bidang Pendidikan. Penggunaan aplikasi e-learning terutama pada handphone menjadi hal yang integral dalam proses pembelajaran siswa. Namun, masih ditemukannya keluhan yang dapat mengurangi user experience pengguna. Salah satu masalah terbesar yang ditemukan adalah masih ditemukannya kebutuhan pengguna yang belum dapat dipenuhi oleh aplikasi e-learning dan ketidaknyamanan pengguna dalam mengoprasikan aplikasi. Hal ini dapat diselesaikan melalui analisa dan perancangan ulang desain antarmuka aplikasi e-learning yang sesuai dengan kebutuhan pengguna. Penelitian ini dilaksanakan menggunakan metode User-Centered Design untuk merancang ulang aplikasi e-learning dan mengevaluasi hasil dari rekomendasi desain antarmuka tersebut menggunakan usability testing.

Driven by the ongoing COVID-19 pandemic, the use of E-Learning Application has increased and urgently needed in order to reduce physical contact especially in education sector. The use of e-learning application, especially on mobile phone has become an integral part of student learning process. However, there are still difficulties found in the application that can reduce the user experience of the user. One of the biggest problems found is that there are still user needs that cannot be met by the existing e-learning application and user discomfort in operation of the application. This can be solved through analysis and redesign of the existing e-learning application user interface according to user needs. This research was conducted using User-Centered Design to ensure that design implemented are align with user needs and preferences, and evaluate the results of the interface design recommendation using usability testing."
Depok: Fakultas Teknik Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library
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Yogi Tanzil Nurhuda
"[Seiring perkembangan teknologi informasi dan komunikasi menyebabkan perubahan perilaku manusia bahkan proses bisnis organisasi. Dalam dunia pendidikan perkembangan teknologi informasi dan komunikasi dimanfaatkan dengan sistem e-learning. Beberapa perguruan tinggi baik di Indonesia dan juga di luar negeri telah banyak menerapkan sistem e-learning ini.Fakultas Keguruan dan Ilmu Pendidikan (FKIP) Universitas Sebelas Maret sebagai penyelenggara pendidikan tinggi berusaha menerapkan konsep-konsep terkini dalam pemanfaatan teknologi informasi dan komunikasi terkini, salah satunya dengan menerapkan sistem e-learning. E-learning FKIP Universitas Sebelas Maret dikelola oleh Information and Communication Technology Center (ICT) FKIP Universitas Sebelas Maret dan ditujukan sebagai aplikasi learning management system (LMS) mulai dari penjelasan tentang mata kuliah, upload materi, upload tugas, forum, chat, quiz online, dan virtual class. Harapan dari ICT FKIP Universitas Sebelas Maret adalah dengan adanya e-learning FKIP Universitas Sebelas Maret 10% dari mahasiswa dan dosen berperan aktif dalam menggunakan e-learning sebagai media dalam membantu proses belajar mengajar di lingkungan FKIP Universitas Sebelas Maret. Berdasarkan data log acivity e-learning FKIP Universitas Sebelas Maret, hanya 4,42% mahasiswa dan 3,39% dosen yang menggunakan e-learning. Hal ini memicu rasa ingin tahu mengenai faktor-faktor apa saja yang mempengaruhi penerimaan pengguna dalam menggunakan e-learning FKIP Universitas Sebelas Maret. Kerangka pemikiran yang dirancang pada penelitian ini mengadopsi model Academic Discipline base Unified Theory of Acceptence and Use of Technology (ADUTAUT) dengan mengurangi variabel moderator age, dan gender. Metode pengumpulan data yang akan digunakan pada penelitian ini adalah model skala itemized rating scale. Dalam pengolahan data, peneliti akan menggunakan Structural Equation Modeling (SEM). Diharapkan hasil dari penelitian ini adalah mengetahui faktor-faktor yang mempengaruhi penerimaan pengguna dalam penggunaan e-learning FKIP Universitas Sebelas Maret.

The development of information technology and communication changing human behavior and also business process of organization. In education world, the development information technology and communiation used e-learning to support education activity. Some Institution in Indonesia and also worldwide has been implementing e-learning system. Faculty of education in Sebelas Maret University as an education instituted trying to implement the newest concept of usage information technology and communication with e-learning system. E-learning faculty of education is managed by Information and Communication Technology Center (ICT) FKIP Sebelas Maret University. Expectation of ICT FKIP Sebelas Maret University is 10% of lecturer and students could utilize e-learning. Based on data acivity log in last 3 months, only 4,42% students and 3,39 lecturer had used e-learning. Theoritical framework designed on this research adopted from a model of Academic Discipline base Unified Theory of Acceptence and Use of Technology (ADUTAUT) by reducing moderating variable (Age, and Gender). Itemized rating scale is used to compile the data method and then the data processed by using Structural Equation Modeling. Expectition from this research is to know the factors that affected user acceptance toward the use of e-learning FKIP Sebelas Maret University., The development of information technology and communication changing human behavior and also business process of organization In education world the development information technology and communiation used e learning to support education activity Some Institution in Indonesia and also worldwide has been implementing e learning system Faculty of education in Sebelas Maret University as an education instituted trying to implement the newest concept of usage information technology and communication with e learning system E learning faculty of education is managed by Information and Communication Technology Center ICT FKIP Sebelas Maret University Expectation of ICT FKIP Sebelas Maret University is 10 of lecturer and students could utilize e learning Based on data acivity log in last 3 months only 4 42 students and 3 39 lecturer had used e learning Theoritical framework designed on this research adopted from a model of Academic Discipline base Unified Theory of Acceptence and Use of Technology ADUTAUT by reducing moderating variable Age and Gender Itemized rating scale is used to compile the data method and then the data processed by using Structural Equation Modeling Expectition from this research is to know the factors that affected user acceptance toward the use of e learning FKIP Sebelas Maret University ]"
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2015
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UI - Tugas Akhir  Universitas Indonesia Library
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Spero, Ken
"Contents :
- Benefits of scenario based learning
- Learning from and building on experience
- Basics of experience design
- Getting started
- References & resources
- Job aid: scenario and simulation-authoring"
Alexandria, Virginia: American Society for Training & Development, 2012
e20442072
eBooks  Universitas Indonesia Library
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Lubis, Yeni Hilmi Khairani
"Institusi pendidikan tinggi diharapkan memiliki komitmen pembelajaran yang berorientasi kepada siswa, maka diperlukan perencanaan pembelajaran yang dilakukan oleh unit-unit kerja instansi pendidikan untuk mendukung terciptanya atmosfir pembelajaran yang berorientasi kepada siswa. Penelitian berfokus pada perancangan aplikasi pembelajaran berbasis collaborative learning yang menerapkan indikator pembelajaran kolaboratif. Aplikasi yang dibangun merupakan landasan pelaksanaan komponen collaborative learning system yang disesuaikan dengan pemenuhan kebutuhan metode pembelajran di Sekolah Tinggi Manajemen Informatika dan Ilmu Komputer (STMIK) Islam Internasional Jakarta. Pada fase perancangan didefinisikan bagaimana bentuk model kolaborasi pembelajaran dan teknologi informasi yang diusulkan bagi STMIK Islam Internasional dengan menerapkan computer supported collaborative learning. Penelitian ini memberi kontribusi pengetahuan berupa pengembangan collaborative learning yang didasari dari analisis perancangan aplikasi dan dokumentasi kebutuhan fungsional yang formal atas identifikasi komponen pembelajaran yang dibutuhkan.

Institutions of higher education are expected to have a commitment to the student-oriented learning, it is necessary to plan their lessons by working units to support the creation of educational institutions oriented learning atmosphere to the students. Research focuses on designing application-based learning collaborative learning collaborative learning indicators that apply. Applications built the foundation of the implementation of collaborative learning system components that are tailored to meet the needs of pembelajran methods in the School of Information Management and Computer Science (STMIK) International Islamic Jakarta. In the design phase is defined how the model collaborative learning and information technology for the proposed International Islamic STMIK by applying computer supported collaborative learning. This research contributed to the development of knowledge in the form of collaborative learning that is based on the analysis of the application design and documentation of functional requirements for the identification of formal learning component required."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2013
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UI - Tugas Akhir  Universitas Indonesia Library
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Andira Anggun Maharani S Darmadji
"

Penelitian ini dipicu oleh minimnya penelitian yang berkaitan dengan desain antarmuka aplikasi e-learning environment yang sesuai dengan kebutuhan siswa SMA jurusan IPA dan IPS. Penelitian ini bertujuan mengidentifikasi, menganalisis, dan mengimplementasikan fitur-fitur yang dibutuhkan oleh siswa SMA dalam proses e-learning. User Centered Design menjadi metode yang digunakan untuk memastikan desain yang dihasilkan menjawab kebutuhan pengguna. Pengumpulan kebutuhan pengguna dilakukan dengan mewawancarai 15 pelajar SMA jurusan IPA dan IPS. Hasil analisis kebutuhan pengguna menjadi dasar rancangan low fidelity prototype dan high fidelity prototype berupa clickable mockup yang mengacu pada teori Shneiderman’s Eight Golden Rules of Interface Design, active learning, dan perkembangan kognitif oleh Piaget. Low fidelity prototype bertujuan untuk memberikan gambaran tata letak pada desain yang dirancang. Kemudian, high fidelity prototype bertujuan untuk memberikan gambaran utuh terkait desain antarmuka yang dirancang. Hasil high fidelity prototype dievaluasi melalui usability testing dan kuesioner System Usability Scale. Penelitian ini menyimpulkan bahwa hampir keseluruhan fitur yang diajukan memiliki completion rate dan error-free rate sebesar 100%, yang menunjukkan bahwa pengguna dapat menyelesaikan task tanpa adanya kesulitan yang berarti. Hasil akhir penelitian ini mengajukan high fidelity prototype dan rekomendasi perbaikan yang didasarkan pada umpan balik yang bermakna selama proses evaluasi yang dapat dijadikan acuan untuk melakukan pengembangan pada desain antarmuka e-learning environment.


This research is driven by the lack of research related to the interface design of an e-learning environment application that suits the needs of high school students majoring in science and social studies. This research aims to identify, analyze, and implement the features needed by the high school students during online learning. We applied the User Centered Design (UCD) method to ensure the results meet the user needs. We interviewed 15 high school students majoring in science and social studies to gather the requirements needed. The results became the basis for designing a low fidelity prototype and a high fidelity prototype in the form of a clickable mockup while still referring to the theory of Shneiderman's Eight Golden Rules of Interface Design, active learning, and cognitive development by Piaget. Low fidelity prototype aims to provide an overview of the layout of the design. Then, the high fidelity prototype aims to provide a complete picture regarding the interface design. We evaluated the high fidelity prototype through usability testing and the System Usability Scale (SUS) questionnaire. This study concludes that almost all of the proposed features have a completion rate and error-free rate of 100%, which indicates that users can complete tasks without any significant difficulties. This study proposes a high fidelity prototype and recommendations based on meaningful feedback during the evaluation as a reference for designing the interface of an e-learning environment.

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Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Ayesha Thalia Kanaya Putri
"Penelitian ini dipicu oleh minimnya penelitian yang berkaitan dengan desain antarmuka aplikasi e-learning environment yang sesuai dengan kebutuhan siswa SMA jurusan IPA dan IPS. Penelitian ini bertujuan mengidentifikasi, menganalisis, dan mengimplementasikan fitur-fitur yang dibutuhkan oleh siswa SMA dalam proses e-learning. Metode yang digunakan adalah User Centered Design untuk memastikan desain yang dihasilkan menjawab kebutuhan pengguna. Pengumpulan kebutuhan dilakukan dengan mewawancarai 15 pelajar SMA jurusan IPA dan IPS. Hasil analisis kebutuhan menjadi dasar dari dirancangnya low fidelity prototype dan high fidelity prototype berupa clickable mockup dengan mengacu pada teori Shneiderman’s Eight Golden Rules of Interface Design, active learning, dan perkembangan kognitif oleh Piaget. Low fidelity prototype bertujuan untuk memberikan gambaran tata letak pada desain yang dirancang. Kemudian, high fidelity prototype bertujuan untuk memberikan gambaran yang utuh terkait desain antarmuka yang dirancang. High fidelity prototype ini dievaluasi melalui usability testing dan kuesioner System Usability Scale. Penelitian ini menyimpulkan bahwa hampir keseluruhan fitur yang diajukan memiliki completion rate dan error-free rate sebesar 100%, yang menunjukkan bahwa pengguna dapat menyelesaikan task tanpa adanya kesulitan yang berarti. Namun, terdapat dua fitur yang memiliki tingkat error-free rate yang rendah, yaitu fitur “Dashboard” dan fitur “Materi Pembelajaran”, masing-masing sebesar 63.64% dan 72.73%, yang kemungkinan dipicu oleh bagian progres pembelajaran yang kurang ditekankan pada halaman “Dashboard” dan keberadaan checkbox yang mendistraksi pada halaman “Mata Pelajaran”. Penelitian ini mengajukan high fidelity prototype dan rekomendasi perbaikan yang didasarkan pada umpan balik yang bermakna selama proses evaluasi dijadikan acuan untuk melakukan pengembangan pada desain antarmuka e-learning environment.

This research is driven by the lack of research related to the interface design of the e-learning environment application that suits the needs of high school students majoring in science and social studies. This research aims to identify, analyze, and implement the features needed by the high school students during online learning. We apply the User Centered Design (UCD) method to ensure the results meet the user needs. We interviewed 15 high school students majoring in science and social studies to gather the requirements needed. The results became the basis for designing a low fidelity prototype and a high fidelity prototype in the form of a clickable mockup while still referring to the theory of Shneiderman's Eight Golden Rules of Interface Design, active learning, and cognitive development by Piaget. Low fidelity prototype aims to provide an overview of the layout of the design. Then, the high fidelity prototype aims to provide a complete picture regarding the interface design. We evaluated the high fidelity prototype through usability testing and the System Usability Scale (SUS) questionnaire. This study concludes that almost all of the proposed features have a completion rate and error-free rate of 100%, which indicates that users can complete tasks without any significant difficulties. However, there are two features that have a low error-free rate, namely the "Dashboard" and the "Learning Material", respectively 63.64% and 72.73%, which are likely triggered by the less emphasized learning progress section on the “Dashboard” page and the existence of distracting checkboxes on the “Learning Material” page. This study proposes a high fidelity prototype and recommendations based on meaningful feedback during the evaluation as a reference for designing the interface of an e-learning environment."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Athanassios Jimoyiannis
"This book aims to serve as a multidisciplinary forum covering technical, pedagogical, organizational, instructional, as well as policy aspects of ICT in education and e-learning. Special emphasis is given to applied research relevant to educational practice guided by the educational realities in schools, colleges, universities and informal learning organizations. In a more generic scope, the volume aims to encompass current trends and issues determining ICT integration in practice, including learning and teaching, curriculum and instructional design, learning media and environments, teacher education and professional development, assessment and evaluation, etc."
New York: Springer, 2012
e20400779
eBooks  Universitas Indonesia Library
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