Ditemukan 140253 dokumen yang sesuai dengan query
Andira Anggun Maharani S Darmadji
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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
S-pdf
UI - Skripsi Membership Universitas Indonesia Library
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
S-pdf
UI - Skripsi Membership Universitas Indonesia Library
Shackelford, Bill
"Launch and manage a successful e-learning project. Use Project Managing E-Learning to plan, implement, and measure a timely, effective e-learning program. Learn why e-learning projects often fail and how to avoid technical issues that can delay an e-learning project. Exercises, worksheets, and a companion website with downloads help you improve a current project or plan future e-learning initiatives."
Alexandria, VA: [American Society For Training & Development;, ], 2002
e20435706
eBooks Universitas Indonesia Library
San Francisco: Pfeiffer, 2008
R 371.33 ELE
Buku Referensi Universitas Indonesia Library
Horton, William
Alexandria: ASTD Press, 2001
004.678 HOR e
Buku Teks SO Universitas Indonesia Library
San Francisco: Pfeiffer , 2008
371.334 4 ELE
Buku Teks Universitas Indonesia Library
Huggett, Cindy
"Online training is becoming increasingly popular for learning solutions. This title will is geared toward trainers that are interested in delivering training programs online. The readers will learn about the differences between types of online training. The reader will also discover how to modify their existing classroom training skills to work in an online environment, engage online learners, and handle common technical difficulties that may arise."
Alexandria, Virginia: American Society for Training & Development, 2008
e20441959
eBooks Universitas Indonesia Library
Mantyla, Karen
"Discover how to blend e-learning technology with traditional training for exciting, new learning programs."
Alexandria, VA: [American Society for Training & Development Press, American Society for Training & Development Press], 2001
e20429144
eBooks Universitas Indonesia Library
Carliner, Saul
"Don't design e-learning programs from scratch-use this book to adapt your instructional design expertise to the demands of this new technology. Receive step-by-step guidelines, discover solutions to key challenges, and learn how to balance the educational needs of your learners with the practical constraints of e-learning."
Alexandria, VA: American Society for Training & Development Press, 2002
e20429148
eBooks Universitas Indonesia Library
""This authoritative sourcebook is a timely decision-making tool for companies making the transition to (or already using) e-learning. Featuring all-original contributions from high-profile practitioners and renowned theorists, the book reveals how top companies are implementing and using this crucial employee development tool. Topics include: * analyzing organizational need * selling e-learning to the organization * learning management systems * synchronous collaboration * learning portals * repurposing materials * outsourcing and vendor relations. Other chapters focus on motivation and retention, technological and software options, measuring ROI, and more.""
New York: [American Management Association;, ], 2003
e20438233
eBooks Universitas Indonesia Library