Enno Elisabeth Eklesia Lerebulan
Universitas Pendidikan Nasional, Indonesia

Published : 1 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 1 Documents
Search

Evaluasi Usability Game Simulasi Orientasi Kampus 3D Dengan Metode Cognitive Walkthrough Enno Elisabeth Eklesia Lerebulan
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 2 (2026): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i2.989

Abstract

Campus orientation for new students often faces limitations in time and conventional methods that lack interactivity. This study aims to develop a 3D campus orientation simulation for Universitas Pendidikan Nasional (UNDIKNAS) using the Roblox Studio platform, Luau programming language, and 3D architectural assets modeled in Blender. The development methodology adopts the Digital Game-Based Learning (DGBL) framework by integrating mission-based task scenarios (S-01 to S-06) covering building navigation, administrative procedures, and academic facilities. The usability evaluation was conducted using the Cognitive Walkthrough (CW) method with a UI/UX expert, assessing four key parameters: Goal, Visibility, Mapping, and Feedback Clarity. The evaluation results indicate that the simulation achieved the status of Feasible with Minor Revisions, with scenarios S-02 to S-06 obtaining maximum scores (5/5) across all parameters due to intuitive dynamic beam guidance and responsive branching dialogues. Minor interaction constraints were identified only in scenario S-01 on mobile devices regarding initial touch control inputs. Overall, this 3D interactive simulation proves effective as an engaging digital supplement to support university orientation activities