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Pembuatan Aplikasi Game Edukasi Asmaul Husna Berbasis Android Nusantara, Novaria; Cahyadi, Rudy
JoMMiT Vol 3 No 2 (2019): Artikel Jurnal Volume 3 Issue 2, Desember 2019
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jommit.v3i2.348

Abstract

Asmaul Husna adalah nama-nama Allah yang terbaik yang menunjukkan keagungan dan kesempurnaan-Nya yang berjumlah sembilan puluh sembilan. Mempelajari Asmaul Husna sejak usia dini dilakukan agar anak dapat lebih mencintai Allah, sehingga anak memiliki akhlak yang baik karena selalu ingat kepada Allah. TPA adalah salah satu lembaga pendidikan non-formal yang mengenalkan anak pada pembelajaran Asmaul Husna. Metode konvensional yang kurang interaktif masih mendominasi sebagian besar TPA yang kadang  menyebabkan siswa mudah bosan. Dengan adanya inovasi teknologi dalam dunia pendidikan, maka akan membantu pembelajaran murid, seperti media pembelajaran menggunakan game. Game edukasi dapat mendorong siswa untuk belajar aktif dan kreatif, sehingga belajar menjadi terasa menyenangkan.
User Experience Sistem Metaverse Tata Surya Berbasis Platform Spatial.io Menggunakan Metode UEQ Hidayati, Awanis; Nusantara, Novaria; Susanty, Arie; Wicaksono, Adjie
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 10, No 2 (2025): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v10i2.919

Abstract

The integration of Metaverse technology into vocational education introduces an immersive and contextual approach to learning. This study evaluates the quality of User Experience in a Solar System learning system developed on the Spatial.io platform, implemented for Grade XI students majoring in Computer and Network Engineering at SMK Immanuel Pontianak. The evaluation was conducted using the User Experience Questionnaire (UEQ), which assesses six core dimensions: Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. The analysis revealed positive scores across all dimensions, with the highest ratings in Stimulation (1.99) and Attractiveness (1.90), and the lowest in Dependability (1.23), which nonetheless remained within the favorable range. Reliability testing resulted in Cronbach’s Alpha values above 0.70 for all dimensions, indicating strong internal consistency and trustworthy measurements of User Experience. These findings suggest that the Spatial.io-based learning system is both adaptive and engaging as a digital learning medium. Future development opportunities include improving system precision and content novelty, as well as expanding implementation across different topics and educational levels. The results of this study are expected to contribute to the advancement of Metaverse-based learning systems within the field of Informatics, with a focus on user-centered design and experience.