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Journal : Jurnal Teknik Informatika (JUTIF)

DEGREE: Development and Validation of a User Experience Model for Digital Educational Games Using Cronbach’s Alpha and Fuzzy Logic Kurniawan, Mei Parwanto; Suyanto, M.; Utami, Ema; Kusrini, Kusrini
Jurnal Teknik Informatika (Jutif) Vol. 6 No. 4 (2025): JUTIF Volume 6, Number 4, Agustus 2025
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2025.6.4.4942

Abstract

The rapid growth of digital educational games demands an evaluation model that accurately captures user experience and adopts a human-centred approach. This study introduces DEGREE (Digital Educational Game Review and Evaluation Engine), an enhanced model extending MEEGA+ by incorporating two previously underrepresented dimensions: Control and Feedback. Using a quantitative approach, questionnaires were distributed to high school students who actively use Minecraft and Duolingo, yielding 4800 responses.Reliability analysis via Cronbach’s Alpha revealed that the Player Experience + Control combination achieved the highest score (α = 0.914), while the inclusion of Feedback reduced reliability (α = 0.864), leading to its exclusion in the final model. The DEGREE model consists of two core domains: Usability (Aesthetics, Learnability, Operability, Accessibility) and Player Experience (Focused Attention, Fun, Challenge, Social Interaction, Confidence, Relevance, Satisfaction, Perceived Learning, User Error Protection, Control). Evaluation scores were calculated using the Fuzzy Weighted Average (FWA) method and Mean of Maximum (MoM) defuzzification. The Control dimension emerged as the most influential (0.2735), followed by Fun (0.2664) and Satisfaction (0.2516), highlighting the significance of user agency in digital learning environments. The DEGREE model offers a statistically robust and user-oriented framework for evaluating educational games, delivering actionable insights for developers and educators to design more effective and engaging digital learning experiences. This study contributes a new validated and generalizable evaluation framework that strengthens the theoretical foundation of user experience assessment in educational game design.
Benchmarking Brain-Training Apps Using DEGREE and Fuzzy Logic: Lumosity vs Elevate Sismoro, Heri; Kurniawan, Mei Parwanto
Jurnal Teknik Informatika (Jutif) Vol. 7 No. 2 (2026): JUTIF Volume 7, Number 2, April 2026
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2026.7.2.5646

Abstract

This study provides an actionable benchmark of two popular brain-training apps—Lumosity and Elevate—by applying the 14-factor DEGREE framework as a structured UX evaluation tool and using fuzzy scoring to improve interpretability. We recruited 190 Computer Science undergraduates; each participant evaluated both apps, yielding 380 app evaluations using a counterbalanced two-sheet questionnaire. Fourteen factors covering usability, engagement, and perceived learning were rated on a five-point Likert scale. Reliability was strong for both apps (Cronbach’s α = 0.822 for Lumosity; 0.847 for Elevate). Descriptive results showed mid-to-high perceptions overall, with mean scores of 3.51 (Lumosity) and 3.44 (Elevate). Fuzzy aggregation transformed subjective ratings into a 0–1 index, producing overall scores of 0.503 (Lumosity) and 0.490 (Elevate), indicating a small global advantage for Lumosity. At the factor level, Lumosity was slightly higher on most DEGREE dimensions, whereas Elevate showed relative advantages on Learnability and Confidence, suggesting potential benefits for early onboarding and self-efficacy. Overall, the proposed DEGREE–Fuzzy pipeline yields a transparent, reproducible benchmark that translates multi-factor perceptions into decision-ready recommendations for selecting apps aligned with instructional goals.