scholarly journals Penerapan Metode User Centered Design Untuk Mengembangkan E-Learning Universitas Jember Berbasis Mobile

2018 ◽  
Vol 3 (3) ◽  
pp. 85
Author(s):  
Fahrobby Adnan ◽  
Muhammad Huda Muttaqin ◽  
Tio Dharmawan

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.

Author(s):  
Cristina Hava Muntean ◽  
Gabriel-Miro Muntean

Lately, user quality of experience (QoE) during their interaction with a system is a significant factor in the assessment of most systems. However, user QoE is dependent not only on the content served to the users, but also on the performance of the service provided. This chapter describes a novel QoE layer that extends the features of classic adaptive e-learning systems in order to consider delivery performance in the adaptation process and help in providing good user perceived QoE during the learning process. An experimental study compared a classic adaptive e-learning system with one enhanced with the proposed QoE layer. The result analysis compares learner outcome, learning performance, visual quality and usability of the two systems and shows how the QoE layer brings significant benefits to user satisfaction improving the overall learning process.


ARIKA ◽  
2020 ◽  
Vol 14 (2) ◽  
pp. 75-82
Author(s):  
Eneng Fitri Handayani ◽  
Mariati Tirta Wiyata

The research aims to obtain an overview of the (1) The quality of e-learning systems, (2) The quality of e-learning information, (3) The quality of e-learning services, and (4) e-Learning user satisfaction in the online learning process at the Institut Manajemen Wiyata Indonesia. This research uses the descriptive method of weighted average evaluative. Data collection is implemented by spreading the questionnaire. The results showed: (1) The quality of E-learning systems in the online learning process is categorized (well), (2) The quality of E-learning information on the online learning process is categorized (well), (3) The quality of E-learning services on the category of online learning is not good, (4) The satisfaction of E-learning users in the online learning process is categorized well.


Author(s):  
Marwa Halim ◽  
Suharjito Suharjito

This article will explain asynchronous learn- ing system using attractive discussion forums and video teaching materials features for user so that the devel- opment of both features will increase e-learning system usage by students and lecturers which can eventually im- prove the students’ absorption on the provided teaching materials, increase the active participation of students, improve self-learning ability, and to improve the quality of learning materials. The method used in this study by distributing questionnaires in online form to stakeholders users consisting of lecturers and students with the num- ber of respondents is 225 people and author use model ADDIE which focuses on Analysis, Design, Development, Implementation and Evaluation as development design. Results of this study is an application of web-based asynchronous learning which can be used by students and lecturers with the results of the application evaluation is based on a survey to students and lecturers. From this study, can be concluded that to support online learning with asynchronous method using the video learning feature in online lecture needs to be developed in order to support the science transformation process from lecturers to students. Attractive video teaching  materials  model for students has characteristics such as screen shots and presentation models.


Author(s):  
Adeyinka Tella

This chapter examines a case study of the user’s satisfaction with e-learning at the University of Botswana. The study drawn on 415 undergraduate students who are users of e-learning from across six faculties and 39 departments of the university. Data was collected through an adapted and validated questionnaire. The result reveals generally that students were satisfied with e-learning system at the University of Botswana. Overall, 87.3% were adequately satisfied, satisfied, and moderately satisfied; while on the other hand, 11.8% were less satisfied and not satisfied. Perceived usefulness, perceived ease of use, system quality, content quality teaching and learning effectiveness dimensions were indicated to have the capacity to determine users’ satisfaction with e-learning. Furthermore, the results demonstrate that the entire user satisfaction dimension positively and significantly correlate with and adequately predict and determine satisfaction with e-learning. Challenges indicated facing use of e-learning system are log on problems, loss/forgotten password, network/ server failure, access, and long download time for large adobe and PPT files. Upon these findings recommendations such as increase in the number of access and bandwidth of the system to allow it to work faster than before were suggested.


2021 ◽  
Vol 4 (2) ◽  
pp. 228-237
Author(s):  
Much. Romadhoni ◽  
◽  
Wahyu Andhyka Kusuma ◽  

In recent years the use of information systems has changed very dramatically. Currently, many information systems are developed for various types of users. These various kinds of users have different characteristics, which makes it very difficult for organizations developing information systems to know the needs of their users. For this reason, a good and in-depth need elicitation is needed to really know the user's needs. The purpose of this study is to explore the needs of users in the E-Learning system of the University of Muhammadiyah Malang to increase user satisfaction of the system. In this study, several elicitation methods were used, namely interviews, storytelling, user personas, and storyboards. The interview method is carried out to explore the problems experienced by users when using the system. Then the results of the interview will be processed into a narrative form of storytelling and then poured into a persona document. By using the above method, you can dig deeper to get a sharper solution to the problems experienced by users. The results of these four methods have proven to be effective in the need elicitation process because these four methods are interrelated and complement each other. This study resulted in a storyboard containing recommended solutions from the results of the excavation of needs carried out on users of the University of Muhammadiyah Malang E-Learning system


2021 ◽  
Vol 2 (4) ◽  
pp. 198-217
Author(s):  
Juliansyah Juliansyah ◽  
Khana Wijaya ◽  
Muchlis Muchlis

Along with the development of internet technology, e-learning began to be developed. Thus encouraging the authors to maintain the quality of education by applying e-learning at Pratiwi Prabumulih Vocational High School. E-learning is one of the tools to improve the efficiency and effectiveness of performance in the teaching and learning process. E-learning is a web-based system developed using the PHP programming language, HTML document types and MySQL to manage databases. The research method used is the system development method, namely the waterfall method. The system design method with a functional approach is described using UML (Unified Modeling Language). With the web-based e-learning system, the teaching and learning process can be accessed in all places anytime and anywhere without time restrictions. E-learning supports functions/features (upload and download) of data in the form of document content. E-learning is also able to display online questions or exams and score results so that it helps in the learning process


Author(s):  
Cristina Hava Muntean ◽  
Gabriel-Miro Muntean

Lately, user quality of experience (QoE) during their interaction with a system is a significant factor in the assessment of most systems. However, user QoE is dependent not only on the content served to the users, but also on the performance of the service provided. This chapter describes a novel QoE Layer that extends the features of classic adaptive e-learning systems in order to consider delivery performance in the adaptation process and help in providing good user perceived QoE during the learning process. An experimental study compared a classic adaptive e-learning system with one enhanced with the proposed QoE Layer. The result analysis compares learner outcome, learning performance, visual quality and usability of the two systems and shows how the QoE Layer brings significant benefits to user satisfaction improving the overall learning process.


Author(s):  
S. N. Stoyanov ◽  
T. A. Glushkova ◽  
A. G. Stoyanova-Doycheva ◽  
I. K. Krasteva

The e-learning environment known as VES (the Virtual Education Space) was created at the University of Plovdiv “Paisii Hilendarski” in Bulgaria step by step for years as each subsequent version was built on the previous one. Initially a learning system called DeLC (the Distributed e-Learning Center) has been implemented to support blended and independent learning at the Faculty of Mathematics and Informatics at the university. DeLC was a successful project, but we identified some problems, connected with interactions between the virtual and the physical world where in fact the learning process takes place. In the following period, we started the development of ViPS (the Virtual Physical Space) based on concepts of CPSS (Cyber-Physical-Social System) and IoT (Internet of Things). VES is the ViPS adaptation to education. VES is the successor to DeLC, it provides e-learning content and e-learning education services for planning, organizing, and conducting the learning process at the Faculty of Mathematics and Informatics of the University of Plovdiv.VES supports various forms of e-learning such as blended learning, self-paced learning, lifelong learning, inclusive and game-based learning (GBL). The following aspects of VES are essential: 1) users are the focus of attention; 2) physical “things” are virtualized; 3) there is integration between the virtual and the physical worlds. Since ViPS is developed as a CPSS ecosystem, users are the focus of attention. This determines the need to develop personal assistants to participate in the processes of the ViPS space on behalf of and in the interest of users. Three intelligent agents are modeled in VES: an internal educational agent, an external educational agent, and a career consultant. MATE (the Multi-Agent Testing Environment) is a component supported in the ViPS space for training and testing of students in a game-based manner. MATE is a set of autonomous agents, each one of which has responsibilities in the common architecture that arise from training and testing needs.As a CPSS space, VES introduces new approaches and scenarios to solve complex problems in the field of e-learning. VES provides a reference architecture, which can be adapted for various forms of education supported by information and communication technologies.


2020 ◽  
Vol 8 (3) ◽  
pp. 154-178
Author(s):  
Heba Almbayed

The study aimed to analyze the reality of e-learning at Palestine Technical University-Khudouri/Tulkarem, and to identify the most important challenges facing students when using the education system, as well as to analyze the extent to which university students interact with the e-learning system, and to show the differences between the average opinions of the study sample on e-learning according to the study variables due to the nature of the study, the descriptive analytical approach was used, in order to reach practical results, and to achieve and analyze the reality of e-learning  a questionnaire consisting of (34) paragraphs was designed, where the study community consisted of (6,559) students, and a simple random sample of (522) students was taken, and the questionnaire was distributed electronically because it was not able to be distributed manually due to the prevailing conditions _ the spread of the Corona pandemic- at the time of the preparation of the study. The results of the study showed that (63.136%) of the researched believe that the reality of e-learning at the university suffers from different problems. The study indicated that (87.97%) among respondents, complaints have increased in the e-learning system after the Corona pandemic and that (81.36%) among the researchers, the infrastructure was one of the most barriers in e-learning. While (63.934%)of the researched that e-learning has a role to play in achieving Interaction among students, as the results of the study showed no differences Statistically significant to the reality of e-learning according to the gender variable, and there are no differences depending on the variable of the scientific qualification except in the field of e-learning reality, there are also no differences Statistics according to the variable of the academic level ,except for the field of Interaction with students. In the light of the results of the study, a series of recommendations were made, the most prominent of which were: 1.Include an e-learning system item in The computer course assigned as a university requirement for first-year students 2. Provide opportunities to train and develop the capabilities of all educational parties to use and apply E-learning.


Author(s):  
Yuliana Prativi ◽  
Muhammad Zaenuri

Online learning is a learning via internet without meeting face-to-face between teachers and students. This online learning system is relatively new, therefore teachers and students should adapt quickly. This study aims to determine the online Arabic learning system during the COVID-19 pandemic at Madrasah Tsanawiyah Negeri (MTsN) 1 Surakarta. Researcher used a qualitative approach and observation, interview, and documentation as data collection techniques. The results described that e-learning madrasah was used as the main media for online Arabic learning at MTsN 1 Surakarta during the covid-19 pandemic, then assisted by Whatsapp and Youtube channel. The subject matter was presented in video, powerpoint, and pdf. The learning stages were divided into three: preparation, implementation (pre-activities, whilst-activities and post-activities), and evaluation stage. This online learning helps teachers to coordinate with and supervise students easily, on the other hand, it is difficult for them to monitor the students’ understanding and bad internet network make some students could not follow the learning process in time. 


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