Abstract:Decline in quality caused by daily use of facilities and infrastructure owned by an organization will certainly disrupt its function in supporting the performance of the organization. The solution that came from the research that has been conducted before is to develop android applications called Infiremis (Infrastructure and Facility Reporting Management Information System), that can be used to report damage to facilities and infrastructure and to track the status reporting. This android application was devel… Show more
“…other than that, this application is practical to use because there is no difficulty in using it. Our findings are relevant to [21], [28], [40]- [43]. Their findings are that users feel satisfied and happy, and are comfortable with this application, so they always feel like using it to solve the waste problem in today's era.…”
Zero waste is one of the programs from the government of West Nusa Tenggara Province in Indonesia, where this program aims to provide education about waste to the public so that the waste can be processed or recycled so that it can be useful. Therefore, for the sake of creating a zero waste culture in the community, it is necessary to have media that provide education to the public about this program. The purpose of this article is to discuss the process of developing an Android-based waste education application as a medium of information about zero waste. This study uses the ADDIE model to make this product with five steps, namely analysis, design, development, implementation and evaluation. The data collection technique used was a questionnaire with a Likert scale, and the subjects in this study were the 60 people in the Menceh village. The data analysis technique used is descriptive quantitative. Our findings show that this application (media) is declared very-feasible by material (content) experts with a score of 85% and media (design) experts (83%), and user usability is in the very-high category (83%). So it can be concluded that this application is feasible to use properly, so that users can obtain information about how to manage waste through a zero waste program.
“…other than that, this application is practical to use because there is no difficulty in using it. Our findings are relevant to [21], [28], [40]- [43]. Their findings are that users feel satisfied and happy, and are comfortable with this application, so they always feel like using it to solve the waste problem in today's era.…”
Zero waste is one of the programs from the government of West Nusa Tenggara Province in Indonesia, where this program aims to provide education about waste to the public so that the waste can be processed or recycled so that it can be useful. Therefore, for the sake of creating a zero waste culture in the community, it is necessary to have media that provide education to the public about this program. The purpose of this article is to discuss the process of developing an Android-based waste education application as a medium of information about zero waste. This study uses the ADDIE model to make this product with five steps, namely analysis, design, development, implementation and evaluation. The data collection technique used was a questionnaire with a Likert scale, and the subjects in this study were the 60 people in the Menceh village. The data analysis technique used is descriptive quantitative. Our findings show that this application (media) is declared very-feasible by material (content) experts with a score of 85% and media (design) experts (83%), and user usability is in the very-high category (83%). So it can be concluded that this application is feasible to use properly, so that users can obtain information about how to manage waste through a zero waste program.
“…The quality characteristic named performance efficiency was studied by Olajide [10] from which we learn about the favorable parameters required by Android native application concerning processor time utilization, consumption of energy at the level of internal battery, usage of internal memory and the total time required for loading web pages. The author Wikanaso [11] studied how to implement different ways to calculate efficiency of usability as a tracking indicator for the performance of the educational organization which is supporting suitable framework for this research. They used [11] a psychometric scale, named Likert Scale, where respondents offer their approval or disapproval regarding o series of statements starting from a total disagree to an end of complete agreement about the user's satisfaction encounter during utilization of an Android mobile application.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The author Wikanaso [11] studied how to implement different ways to calculate efficiency of usability as a tracking indicator for the performance of the educational organization which is supporting suitable framework for this research. They used [11] a psychometric scale, named Likert Scale, where respondents offer their approval or disapproval regarding o series of statements starting from a total disagree to an end of complete agreement about the user's satisfaction encounter during utilization of an Android mobile application. The quality characteristic named reliability was studied by Meskini [12] using four theoretical reliability growth models applicable both to the desktops and mobile devices hardware against two mobile applications, Skype and Vtok.…”
Software quality evaluation for mobile application is a subject with major implications onto educational evaluating process. The place where teacher and his educable person build a temporary social relation is connected to an environment where success is correlated with a mobile-driven mindset. A suitable examination of such mobile learning -environment implies quality characteristics like functional correctness and testability and should be conducted with proper tools if we desire to use mobile learning applications for implementing into a collaborative scenario toward complex classroom events. In this article we are making a raised mark above quality characteristics of mobile learning applications because this is the starting point to acquire a certain comprehension concerning a better utilization of such methods for obtaining knowledge. We construct a potential bridge between two quality characteristics of mobile learning applications to show how to transfer practical results from one quality characteristic toward another to sustain an experimental study with adjacent outline involving mobile programming laboratory curricula. We focus our attention above a software quality metric, the so-called statement code coverage (CC), to obtain a synergic effect between a blackbox approach and a white-box technique in order for developing and testing Android mobile applications. For reaching our desideratum we studied scientific papers regarding the complexity of quality characteristics applied to mobile learning applications, from a general to a particular view, to shed light above previous gathering observations concerning our mission. We have a genuine desire to reveal technical instructions needed to be executed in order to obtain a reproducible pattern of a manually testing process, concerning an Android mobile application, conducted by a beta-testing team of users. he finished with a high school diploma postgraduate training programs named Psychological, Pedagogical and Educational skills training, level I and II, connected with a particular branch of the Bucharest University of Economic Studies. Furthermore, he graduated classes between 1984 and 1989 with a bachelor degree of the Faculty of Technology for Chemistry of the Polytechnic Institute of Bucharest towards specialization concerning Inorganic Chemistry Engineering. Currently he is working as a software analyst within the Department of Information Technology at the Regia Autonomă "Monitorul Oficial" from Bucharest and he is using Oracle database with APEX technology correlated with specific software languages for intranet projects development. His main scientific preoccupation is heavily orientated towards domains situated at the interface between education as a primarily economic and social activity and the most recent software technology.
“…Thus developer should consider usability when design an application so it will meet its purpose [7]. Furthermore, [8] added that the mobile app needs to go through a thorough testing phase due to several factors such as the limited screen size. For this reason, it is necessary to conduct user-oriented testing to ensure feasibility and user experience.…”
Online Nurse Test for Indonesian Nurse Competency (ONT UKNI) is a mobile application that was developed to help increase the success rate of nurse competency test participants. By using this application, users can learn more about the materials tested and conduct try out as a competency test simulation. However, ONT UKNI has not yet passed adequate testing stages, especially in terms of User Interface/User Experience (UI/UX). The Covid-19 pandemic situation presents challenges in the UI/UX testing process. Testing process which is ideally carried out face-to-face with respondents to get further insight, have to be carried out using another approach following the new normal protocol. This study aims to test the usability of UI/UX with an unmoderated remote testing approach on ONT UKNI application using a USE questionnaire. The test was performed using 26 respondents and all were nursing profession students of Universitas Muhammadiyah Yogyakarta. Respondents performed 8 tasks on ONT UKNI and answered set of questionnaire that will be tabulated and analyzed. The results indicate that usefulness, ease of learning, and satisfaction variables get the Very Good category while the ease of use variable gets the Good category. Overall, usability testing using an unmoderated remote testing approach can be carried out and able to provide information about areas where users are satisfied with ONT UKNI application. However, some areas still have room for improvement such as better UI design and implementation of gamification.
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