Ira Maryati
Pusat Dokumentasi dan Informasi Ilmiah-Lembaga Ilmu Pengetahuan Indonesia

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PENGUJIAN COGNITIVE WALKTHROUGH ANTARMUKA PERPUSTAKAAN DIGITAL (E-LIBRARY) PUSAT DOKUMENTASI DAN INFORMASI ILMIAH – LIPI (PDII-LIPI) Maryati, Ira; Ardiansyah, Firman; Kusuma, Wisnu
BACA: Jurnal Dokumentasi dan Informasi Vol. 35 No. 1 (2014): BACA: Jurnal Dokumentasi dan Informasi (Juni)
Publisher : Direktorat Repositori, Multimedia, dan Penerbitan Ilmiah - Badan Riset dan Inovasi Nasional (BRIN Publishing)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14203/j.baca.v35i1.184

Abstract

Interface design has a significant role towards the successful of digital librarys application use. Digital libraryservices developed by Centre for Scientific Documentation and Information - Indonesian Institute of Sciences (PDII-LIPI) has yet to be evaluated. This research analyzed the design of the web interface of PDII-LIPI’s digitallibraries using the method of cognitive walkthrough (CW). The aim of the research is to identify user constraints inusing PDII-LIPI’s digital libraries. Object of this study are three menus in digital library web interface that is “KaryaIlmiah Indonesia”, “Buku Elektronik”, and “Jurnal Indonesia (ISJD)”. CW testing parameters for PDII-LIPI’s digitallibrary interface consists of the successful completion of the task, and the effectiveness of the task. The successfulcompletion of the task was assessed by comparing the standard time with task completion time by respondents. Effectiveness accessed based on the processing time of each stage and the number of mistakes made by therespondent. The test results showed that all respondents successfully completed the task with the time that goesbeyond the standard set time. The analysis was conducted on all test results indicate that the obstacles faced byusers in general are finding menu of “E-Library”, specify the search facility is used, and searching the articles.
Gamification in Mathematics Education: A Bibliometric Review of Post-Pandemic Research Divia Utami Putri, Seandyta; Maulidya, Della; Lestary, Ratnah; Maryati, Ira; Marlina, Ekawati
JRPM (Jurnal Review Pembelajaran Matematika) Vol. 10 No. 1 (2025)
Publisher : Department of Mathematics Education, Faculty of Tarbiyah and Teacher Training, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/jrpm.2025.10.1.62-76

Abstract

Gamification in mathematics education has risen post-COVID-19 to improve student engagement and learning. This study explores key trends, influential authors, and leading journals through bibliometric and keyword co-occurrence network analysis of 272 publications (2022–2024) from the ERIC database, using the Boolean search “(gamification OR games) AND (mathematics OR algebra OR geometry OR calculus OR statistics)”. Using Biblioshiny for Bibliometrix, the analysis identified 812 authors and 138 journals, with prominent contributors including Erin, Fengfeng, and Ji-Eun Lee. Leading journals, such as Education and Information Technologies and Journal of Computer Assisted Learning, emerged as key sources. Three main keyword clusters were identified: game-based learning in mathematics, development of early mathematical skills, and global educational perspectives. The study highlights trends such as problem-solving and student engagement, while revealing a limited research base on the cognitive and social impacts of gamification, particularly at the secondary level. It concludes with recommendations for future research to address gaps and support broader adoption.