Abstract
Currently, the use of online learning media is still widely applied by various campuses in Indonesia, this is because there are still some students who still do not understand the material in direct learning which requires hybrid (offline-online) learning. This Media Knowledge Management System (KMS) has become supporters of online learning, one of which is Google Classroom. Google classroom is one of the learning media that is very popular and used. The aim of this research is to identify the level of satisfaction and level of importance as well as the weaknesses and strengths of the Google Classroom application in animation engineering practicum. This research uses the PIECES framework method which consists of Performance, Informations and data, Economics, Control and security, Efficiency and Service. The sample used was students (semester 4 in classes 4A and 4D) at Trunojoyo Madura University. The results of this research obtained an average score for each domain, namely the Performance domain got a score of 4 (Satisfied), Information and data got a score of 3.88 (Satisfied), Economy got a score of 4.5 (Very Satisfied), Control and security got a score a score of 3.88 (Satisfied), Efficient gets a score of 3.66 (Very Satisfied) and Service gets a score of 3.93 (Very Satisfied). Meanwhile, the total average level of satisfaction from all domains is 3.97 (Satisfied).
Cite
CITATION STYLE
Mazidah, I., Dellia, P., Ramadhan, Y. R., Helga, M. V., & Aliy, Z. (2024). Analysis of User Satisfaction with the Google Classroom Application in Animation Engineering Practicum using the PIECES Method. Journal of Artificial Intelligence and Engineering Applications (JAIEA), 3(3), 802–807. https://doi.org/10.59934/jaiea.v3i3.517
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