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Perancangan User Interface Aplikasi Pembelajaran Antariksa Virtual Reality Menggunakan Metode Child Centered Design Yohanes Satria Perdana; Ria Andryani
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 15, No 2 (2026): April 2026
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v15i2.3579

Abstract

Virtual Reality (VR) can improve learning quality through interactive and immersive learning experiences, especially in introducing space to elementary school children. However, the interface design of VR learning applications still lacks attention to children's characteristics. This study aims to design a child-friendly Virtual Reality learning application user interface using the Child Centered Design (CCD) method. The design was carried out through the CCD stages, namely specifying the context of use, specifying product requirements, producing design solutions, and evaluating the design. Data were obtained through observation, literature studies, and design evaluation. The results showed that the application of CCD produced an interface that is easy to use, visually appealing, and tailored to children's needs. In conclusion, the CCD method is effective in supporting the development of child-friendly VR learning applications for space introduction. Keywords: Virtual Reality; User Interface; Child Centered Design AbstrakVirtual Reality (VR) dapat meningkatkan kualitas pembelajaran melalui pengalaman belajar yang interaktif dan imersif, khususnya dalam pengenalan antariksa bagi anak sekolah dasar. Namun, desain antarmuka aplikasi pembelajaran VR masih kurang memperhatikan karakteristik anak. Penelitian ini bertujuan merancang user interface aplikasi pembelajaran Virtual Reality ramah anak menggunakan metode Child Centered Design (CCD). Perancangan dilakukan melalui tahapan CCD, yaitu analisis konteks penggunaan, penentuan kebutuhan, pembuatan desain, dan evaluasi. Data diperoleh melalui observasi, studi literatur, dan evaluasi desain. Hasil penelitian menunjukkan bahwa penerapan CCD menghasilkan antarmuka yang mudah digunakan, menarik secara visual, dan sesuai dengan kebutuhan anak. Kesimpulannya, metode CCD efektif dalam mendukung pengembangan aplikasi pembelajaran VR ramah anak untuk pengenalan antariksa. 
Evaluasi Virtual Reality terhadap Keterlibatan dan Pemahaman Anak dalam Pembelajaran Desi Rosma Wati; Ria Andryani
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 15, No 2 (2026): April 2026
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v15i2.3529

Abstract

This study aims to evaluate the feasibility of Virtual Reality technology as a learning medium in elementary schools to address the shortcomings of conventional learning methods in increasing student engagement and enthusiasm in learning. The approach used is quantitative descriptive, by utilizing the System Usability Scale (SUS) for usability evaluation. Data collection involved administering a questionnaire to 35 students after they watched a Virtual Reality-based learning video and a brief explanation of the concept and application of the technology. The instrument used consisted of 10 questions that had undergone validity and reliability assessments. The results of the study indicate that all questionnaire items are considered valid, and the instrument shows a satisfactory level of reliability, as indicated by the Cronbach's Alpha of 0.701. The average SUS value of 78.43 is within the acceptable range, which indicates that Virtual Reality-based learning media is feasible and has the potential for sustainable development as an interactive learning tool in elementary schools.Kata kunci: Virtual Reality; Learning media; Usability; System Usability Scale; Elementary schoolAbstrakPenelitian ini bertujuan untuk mengevaluasi kelayakan teknologi Virtual Reality sebagai media pembelajaran di sekolah dasar untuk mengatasi kekurangan metode pembelajaran konvensional dalam meningkatkan keterlibatan dan antusiasme siswa dalam belajar. Pendekatan yang digunakan adalah deskriptif kuantitatif, dengan memanfaatkan System Usability Scale (SUS) untuk evaluasi usability. Pengumpulan data melibatkan pemberian kuesioner kepada 35 siswa setelah mereka menonton video pembelajaran berbasis Virtual Reality dan penjelasan singkat tentang konsep dan penerapan teknologi tersebut. Instrumen yang digunakan terdiri dari 10 butir pertanyaan yang telah menjalani penilaian validitas dan reliabilitas. Hasil penelitian menunjukkan bahwa semua butir kuesioner dianggap valid, dan instrumen tersebut menunjukkan tingkat reliabilitas yang memuaskan, seperti yang ditunjukkan oleh Alpha Cronbach’s Alpha sebesar 0,701. Nilai SUS rata-rata sebesar 78,43 berada dalam kisaran yang dapat diterima, yang menandakan bahwa media pembelajaran berbasis Virtual Reality layak dan memiliki potensi pengembangan berkelanjutan sebagai alat pembelajaran interaktif di sekolah dasar. 
Getfix: Revolutionizing Electronic Equipment Repair through a User-Centric Mobile Application Dinda Lusita Fristiani Anissa; Ria Andryani
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol. 11 No. 2 (2023): September 2023
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v11i2.7369

Abstract

The use of electronic equipment is inseparable from people's lives, in its use electronic equipment often experiences damage but the handling of damaged goods experienced by users is still minimal due to the lack of getting information about relevant and qualified technicians, it is difficult to find a trusted service place and users must bring the items they want to repair directly to the service place, so a system design is needed that can connect users with technicians to be able to repair damaged electronic equipment in the form of mobile applications. In this design, the design thinking method is applied which contains several stages, namely empathize, define, ideate, prototype and test. The application design model is made by considering the target user to facilitate the exchange of information regarding the repair of electronic equipment damage. The results of this study provide a recommendation for the UI / UX design of a mobile application system to call a technician named Getfix, by providing electronic equipment service ordering services and calling technicians online