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Journal : Jurnal Guru Komputer

Designing UI/UX for Web-Based Evaluation in Artificial Intelligence E-Learning to Determine Learning Motivation with Design Thinking Approach Muhammad Zahid Tsaqif; Erna Piantari; Erlangga Erlangga
Jurnal Guru Komputer Vol 4, No 1 (2023): JGrKom: July 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i1.64138

Abstract

E-Learning is a solution to increase knowledge and skills. One of them is learning Artificial Intelligence (AI). Based on this, AI can be learned through web-based e-learning, one of which is on the eCraft2Learn web. The eCraft2Learn website is an e-learning about AI that applies block-based programming to its learning. However, the evaluation feature has not been facilitated on the web. While in the educational process, learning evaluation is a factor that needs to be considered to determine the extent to which students master learning and diagnose student learning difficulties. Based on field studies conducted to students at SMK Negeri 4 Bandung, pain points were obtained from their experience in using online-based learning evaluations. Thus, it is necessary to design a User Interface and User Experience (UI/UX) learning evaluation on eCraft2Learn to overcome these pain points using the Design Thinking method. This design is carried out through five stages, namely Empathize, Define, Ideate, Prototype, and Test. With this design, a UI/UX design is produced that can increase students' intrinsic motivation when doing evaluations. Intrinsic motivation is significantly related to the completion of a task. Therefore, the measurement results from user experience through the User Experience Questionnaire (UEQ) are above average, and the UI/UX design that has been designed has a positive effect on the interest or pleasure subscale and the perceived choice subscale.
Developing Question-Based Learning Media by Applying Computational Thinking for Elementary School Students Muhammad Hazmi Zuhdi; Lala Septem Riza; Erna Piantari
Jurnal Guru Komputer Vol 2, No 1 (2021): JGrKom: July 2021
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v2i1.63945

Abstract

This study aims to introduce question-based computational thinking to elementary school students. The background is the study that education in Indonesia needs to be improved in order to answer the global competition in the 21st century which is full of technological and information developments. In today's era everything is integrated with computers and technology, therefore it is necessary to be equipped with Computational Thinking which is believed to be able to train the brain to get used to thinking logically and structurally so that they are faster. Therefore, the development of Computational Thinking learning media was carried out by teaching using questions consisting of 4 categories and totaling 17 questions which were applied to the media. The media development model used was ADDIE (Analyze, Design, Development, Implementation, Evaluate) with a sample of 6 students from grade 6 SDIT 'Alamy Subang. The results of this study indicate that: The instructional media has been evaluated and rated "Very Good" by experts with an average percentage of feasibility of 96.19%. Computational Thinking skills possessed by students vary and have different abilities in each question category and have different levels of difficulty according to the abilities possessed by each student. Students' responses to learning media are enabling students to learn new things and get an average percentage score of 87.11% and are included in the "Very Good" category.
Development of UI / UX Design in Web-Based Artificial Intelligence Learning on Student Learning Motivation with a User-centered Design Approach Masyita Insyra Putri; Erna Piantari; Enjun Junaeti
Jurnal Guru Komputer Vol 4, No 1 (2023): JGrKom: July 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i1.64140

Abstract

Artificial Intelligence (AI) is a study of intelligent machines. Starting from elementary school, children should have the opportunity to learn computer science, both from computational thinking and programming. Based on that case, an e-learning platform that discusses AI with block-based programming was created, namely eCraft2Learn. Based on the results of field studies, the measurement of user experience and user interface shows the "bad" category on each scale. Whereas in e-learning, UI/UX is the point of interaction as the key in achieving educational goals. It is necessary to develop UI/UX both in terms of structure and content presentation, collaboration, and interaction so that it can influence student learning and motivation. Thus, the UI/UX development is carried out by applying the four stages of the user-centered design method. After all stages of the method are carried out, it produces a UI/UX design whose value can be measured based on the measurement of user experience and the development of student learning motivation is also measured through four indicators, namely intrinsic motivation, identified regulation, external regulation, and amotivation. From these results, it can be concluded that the UI/UX design that has been developed produces an increased value and has a positive effect on the intrinsic motivation scale and identified regulation. However, the results of this UI/UX design have no influence on the scale of external regulation and motivation