Aplikasi video interaktif mengenai manusia purba didesain dan diimplementasikan bertujuan agar materi mengenai manusia purba yang salah satu tujuannya ialah menjadi bagian dari alat peraga di museum tertentu memiliki tampilan yang lebih interaktif dan tidak melupakan unsur pendidikan. Aplikasi ini memungkinkan pengguna mendapatkan pengalaman baru dalam pembelajaran dan memotivasi pengguna untuk menyukai pengetahuan sejarah. Proses evaluasi pada aplikasi ini dilakukan untuk mengenali masalah-masalah usability pada rancangan antarmuka, metode yang digunakan yaitu evaluasi heuristik berdasarkan 10 panduan kriteria yang dikembangkan oleh Jacob Nielsen. Langkah-langkah dalam melakukan evaluasi ini adalah menentukan kriteria evaluator, melakukan evaluasi dan menganilisi hasil evaluasi. Setelah dilakukan evaluasi, evaluator menemukan 8 isu permasalahan interface usability dan desain konten sebagai bahan perbaikan dan pengembangan produk.
English became the first foreign language that came to Indonesia in 1967. The human needs of English can already be seen through lots of official scientific works in English and its intense competitions globally. However, still, many people finds it difficult to learn English, for example, the difficulty in understanding tenses, differences between writing, reading and pronouncing. By relying on the latest features on smartphone, which on the mean time, smartphone is one of many gadgets that is the most practical to use in anywhere and anytime, plus, with gaming contents as the best multimedia entertainer application, learning English will be more interactive and easier to use. In this research, Construct 2 is used as The Developer App and Game Development Life Cycle (GDLC) method of Rido Ramadan and Yani Widyani’s version is used as The Development Method. The game system tested by using black box and by giving out Questionnaire for User Interface Satisfaction to 24 respondents, to test the system’s usability. It resulted 80,83% for the whole of the system, meaning that the whole system is quiet interesting in the respondents’s view. Then, the screen display gained 80,41%, this means that the screen display is very interesting and did not confuse the respondents. Technology and information game gained 75,41%, this means that the information contained in the game is quiet good, however, further development is needed. The introduction of the game’s system gained 71,63%, means that some of the system’s ability did not run effectively and needed further repairment and development. The last, usability and user interface gained 76,25%, this means that the game is quiet interactive to the respondents.
<p class="Abstrak">Pandemik COVID-19 yang terjadi saat ini mempengaruhi banyak aspek kehidupan termasuk pendidikan, dimana pembelajaran dilakukan dari rumah untuk mengurangi resiko penularan virus corona dengan menerapkan <em>e-learning</em>. Hal ini yang membuat implementasi <em>e-learning</em> harus baik, oleh karenanya harus dilakukan evaluasi agar <em>e-learning</em> mudah digunakan. Salah satu aspek penting yang harus dievaluasi yakni dari sisi <em>usability</em>-nya dimana dapat diketahui kepuasan pengguna dari sisi “kebergunaan”nya. Penelitian ini menggunakan dua metode evaluasi <em>usability</em> yaitu <em>System Usability Scale</em> (SUS) dan evaluasi heuristik (HE) digunakan untuk hal ini. Penggunaan kedua metode ini dilakukan untuk mendapatkan hasil evaluasi yang lebih mendalam agar dapat dilakukan perbaikan oleh pihak terkait. Dalam evaluasi <em>usability</em> menggunakan HE, evaluator yang dipilih adalah lima <em>user expert</em> yang ahli dalam bidang <em>usability</em> (tiga orang) ahli dalam bidang IT dan pengembangan pembelajaran (dua orang), sedangkan lingkup evaluasi pada penelitian ini yaitu proses <em>login, edit profile, </em>organisasi perkuliahan, dan aktivitas perkuliahan. Sedangkan pada evaluasi menggunakan kuesioner SUS diperoleh skor 63,3 (grade C-) dengan 162 responden, dengan hasil uji realibitas sebesar 0,818 dan uji validitas semua <em>item </em>pertanyaan di atas 0,129 yang berarti bersifat <em>realible</em> dan valid. Hasil evaluasi <em>usability</em> menggunakan HE, didapatkan bahwa terdapat satu prinsip yang dianggap sebagai permasalahan mayor oleh <em>user expert</em> yaitu prinsip <em>user control and freedom</em>, dimana sistem (<em>e-learning</em>) tidak memfasilitasi fungsi <em>undo</em> dan <em>redo</em> yang menyebabkan pengguna kebingungan apabila dengan sengaja/tidak memilih menu yang tidak dikehendaki.</p><p class="Abstrak"> </p><p class="Abstrak"><strong><em>Abstract</em></strong></p><p class="Abstrak"><em>The COVID-19 pandemic affects many aspects including education, where learning is carried out from home to reduce the risk of coronavirus transmission by implementing e-learning. One important aspect that must be evaluated is from the usability side, where we can find out the user satisfaction from the "usability" side. This study uses two usability evaluation methods, namely the System Usability Scale (SUS) and the heuristic evaluation (HE). The use of these two methods is carried out to obtain more in-depth evaluation results so that related parties can improve them. In the usability evaluation using HE, the selected evaluators are five user experts who are experts in the field of usability (three people) who are experts in the field of IT and learning development (two people), while the scope of evaluation in this study is the login process, edit profile, lecture organization, and lecture activities. While the evaluation using the SUS questionnaire obtained a score of 63.3 (grade C-) with 162 respondents. The results of the usability evaluation using HE, it was found that there is one principle that is considered a major problem by user experts, namely the principle of user control and freedom, where the system (e-learning) does not facilitate the undo and redo functions which causes confusion if the user click unwanted menu.</em></p>
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