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Hasil Pencarian

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Muhammad Usman Noor
Abstrak :
[ABSTRAK
Penelitian ini bertujuan untuk mengetahui pengaruh layanan informasi melalui twitter dengan partisipasi pengguna Perpustakaan (Universitas Indonesia)UI di twitter. Penelitian ini menggunakan pendekatan kuantitatif dengan metode penelitian deskripsi analitik dan analisis bivariat. Variabel penelitian ini terdiri dari 2 variabel bebas yaitu desain layanan informasi dan jenis informasi serta 1 variabel terikat yaitu partisipasi pengguna. Hasil penelitian ini menunjukkan bahwa pengikut akun twitter perpustakaan UI merasa desain layanan informasi dan jenis informasi yang disajikan sudah cukup sesuai dengan kebutuhan dan keinginan pengikut. Selain itu, diketahui pula bahwa desain layanan informasi dan jenis informasi memiliki pengaruh positif signifikan terhadap partisipasi pengguna. Penelitian juga dapat menunjukkan pola partisipasi pengguna di twitter antara perpustakaan dan pengguna. Pengolahan dan analisis data pada penelitian ini menggunakan teknik analisis regresi linier berganda dengan bantuan aplikasi pengolah data.
ABSTRACT
The purpose of this research is to understand implication of information services trough twitter platform with UI library user participation in twitter. This research used quantitative approach with the analytic descriptive and bivariat analytic methods. The variable consists of 2 independent variables (information services design and type of information) and 1 dependent variable (user participation). The results of this research shows follower of UI Library twitter @UI_Library perceive design and type of the information that given was appropriate with user needs. Therefore, information service design and type of information have a positive implication to user participation. This research shows user participation pattern in twitter platform between library and user. Process and data analysis used multiple linear regression analysis methods using data processing software. ;The purpose of this research is to understand implication of information services trough twitter platform with UI library user participation in twitter. This research used quantitative approach with the analytic descriptive and bivariat analytic methods. The variable consists of 2 independent variables (information services design and type of information) and 1 dependent variable (user participation). The results of this research shows follower of UI Library twitter @UI_Library perceive design and type of the information that given was appropriate with user needs. Therefore, information service design and type of information have a positive implication to user participation. This research shows user participation pattern in twitter platform between library and user. Process and data analysis used multiple linear regression analysis methods using data processing software. ;The purpose of this research is to understand implication of information services trough twitter platform with UI library user participation in twitter. This research used quantitative approach with the analytic descriptive and bivariat analytic methods. The variable consists of 2 independent variables (information services design and type of information) and 1 dependent variable (user participation). The results of this research shows follower of UI Library twitter @UI_Library perceive design and type of the information that given was appropriate with user needs. Therefore, information service design and type of information have a positive implication to user participation. This research shows user participation pattern in twitter platform between library and user. Process and data analysis used multiple linear regression analysis methods using data processing software. , The purpose of this research is to understand implication of information services trough twitter platform with UI library user participation in twitter. This research used quantitative approach with the analytic descriptive and bivariat analytic methods. The variable consists of 2 independent variables (information services design and type of information) and 1 dependent variable (user participation). The results of this research shows follower of UI Library twitter @UI_Library perceive design and type of the information that given was appropriate with user needs. Therefore, information service design and type of information have a positive implication to user participation. This research shows user participation pattern in twitter platform between library and user. Process and data analysis used multiple linear regression analysis methods using data processing software. ]
Depok: [Fakultas Ilmu Pengetahuan dan Budaya Universitas Indonesia, ], 2014
T43291
UI - Tesis Membership  Universitas Indonesia Library
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Dea Fitri Yanti
Abstrak :
Skripsi ini mengkaji tentang keterhubungan aksesibilitas dan partisipasi dalam membentuk actualized affordances sebagai salah satu bentuk interaksi manusia dengan lingkungan pada ruang interior urban. Partisipasi dan aksesibilitas menjadi penting dalam pembahasan ruang interior urban sebagai bagian dari ruang publik. Dalam prosesnya, partisipasi pengguna membuat adanya hubungan interaktif antara tubuh manusia, objek, dan lingkungan. Hubungan interaktif yang dua arah tersebut tidak terlepas dari persepsi manusia sebagai pengguna terhadap lingkungan yang diokupansi, sehingga menimbulkan terjadinya beberapa tingkatan affordances pada suatu ruang interior urban. Analisis pada studi kasus menunjukkan bahwa situasi interaktif antara tubuh, objek, dan lingkungan pada salah satu ruang interior urban dapat membuat potential affordances pada ruang tersebut teraktualisasikan / mencapai actualized affordances. ......This thesis examines the relationship between accessibility and participation in shaping actualized affordances as a form of human-environment interaction in urban interior spaces. Participation and accessibility are crucial in the discussion of urban interior spaces as part of public space. In this process, user participation establishes an interactive relationship between the human body, objects, and the environment. This two-way interactive relationship is inseparable from human perception as users towards the occupied environment, resulting in the emergence of various levels of affordances in an urban interior. The analysis of a case study demonstrates that the interactive situation between the body, objects, and the environment in one urban interior can actualize the potential affordances of that space, thereby achieving actualized affordances.
Depok: Fakultas Teknik Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Ibrahim Malik Fitrasani
Abstrak :
Pendidikan berbasis komputer telah menjadi elemen kunci dalam transformasi pendidikan modern. Penggunaan teknologi komputer dalam pembelajaran telah membawa manfaat signifikan, termasuk aksesibilitas yang lebih baik, fleksibilitas waktu, dan peningkatan interaktivitas. Meskipun demikian, tantangan dalam meningkatkan partisipasi pengguna dalam aplikasi pendidikan berbasis komputer masih menjadi isu yang signifikan. Tingkat partisipasi yang rendah dapat menghambat efektivitas pembelajaran dan mengurangi dampak positif teknologi dalam dunia pendidikan. Penelitian ini bertujuan untuk menganalisis dan mengimplementasikan teknik gamifikasi sebagai strategi untuk meningkatkan partisipasi pengguna dalam aplikasi pendidikan berbasis komputer. Kami menggabungkan elemen-elemen gamifikasi seperti penghargaan, poin, tantangan, dan level ke dalam aplikasi pendidikan yang ada untuk merangsang partisipasi dan motivasi pengguna. Penelitian ini menggunakan pendekatan eksperimental dengan mengukur partisipasi pengguna sebelum dan sesudah penerapan teknik gamifikasi, serta mengumpulkan data tentang perubahan pemahaman materi dengan menghitung metrix perilaku. Lalu didapatkan hasil dengan menghitung matrix korelasi dengan jangkauan nilai -1 hingga 1, dengan artian, semakin mendekati 1 atau -1 maka hubungan tersebut semakin kuat. Pada bagian materi, keseluruhan nilai matrix korelasi memiliki nilai sekitar 0,3 yang memengaruhi secara tidak langsung pada setiap hubungan perhitungan metriknya. Sedangkan pada bagian soal, Task ease dengan hasil nilai memiliki nilai matrix korelasi tertinggi dengan nilai 0.925. Pada keseluruhannya bahwa Duolingo memiliki hasil yang lebih baik dibandingkan dengan Kahoot. ......Computer-based education has become a key element in the transformation of modern education. The use of computer technology in learning has brought significant benefits, including improved accessibility, flexibility in scheduling, and increased interactivity. Nevertheless, the challenge of increasing user participation in computer-based educational applications remains a significant issue. Low participation rates can impede the effectiveness of learning and diminish the positive impact of technology in the field of education. This research aims to analyze and implement gamification techniques as a strategy to enhance user participation in computer-based educational applications. We incorporate gamification elements such as rewards, points, challenges, and levels into existing educational applications to stimulate user participation and motivation. The research employs an experimental approach by measuring user participation before and after the implementation of gamification techniques and collecting data on changes in understanding of the subject matter by calculating behavioral metrics. Then the results are obtained by calculating the correlation matrix with a value range of -1 to 1, meaning, the closer to 1 or -1, the stronger the relationship. In the material section, the overall correlation matrix value has a value of around 0.3 which indirectly influences each metric calculation relationship. Meanwhile, in the questions section, Task ease with results has the highest correlation matrix value with a value of 0.925. Overall, Duolingo has better results compared to Kahoot.
Depok: Fakultas Teknik Universitas Indonesia, 2024
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UI - Skripsi Membership  Universitas Indonesia Library