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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
Analisis Kebutuhan dan Desain Antarmuka Interaktif Virtual Reality untuk Anak Usia Dini Berdasarkan Prinsip Child-Computer Interaction Dikki Sihombing Sihombing; Ria Andryani
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 7 No 1 (2026)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.7.1.542

Abstract

Virtual Reality (VR) merupakan teknologi imersif yang mampu menghadirkan lingkungan virtual tiga dimensi sehingga pengguna dapat berinteraksi secara langsung dengan objek virtual. Dalam bidang pendidikan, teknologi ini berpotensi menjadi media pembelajaran interaktif yang menarik, khususnya bagi anak usia dini yang cenderung belajar melalui visual dan pengalaman langsung. Namun, penerapan Virtual Reality pada anak usia dini memerlukan perancangan antarmuka yang disesuaikan dengan karakteristik perkembangan kognitif, motorik, dan kemampuan interaksi anak. Penelitian ini bertujuan untuk menganalisis kebutuhan pengguna serta merancang desain antarmuka interaktif Virtual Reality untuk anak usia dini berdasarkan prinsip Child-Computer Interaction (CCI). Metode penelitian yang digunakan adalah Research and Development (R&D) yang meliputi tahapan identifikasi masalah, analisis kebutuhan pengguna, studi literatur, perancangan desain antarmuka, serta validasi dan revisi desain. Subjek penelitian melibatkan anak usia dini dan guru sebagai pengguna pendukung dalam proses pembelajaran. Hasil penelitian menunjukkan bahwa desain antarmuka VR untuk anak usia dini perlu menekankan kesederhanaan tampilan, penggunaan ikon berukuran besar, visual yang realistis, navigasi yang intuitif, serta minim penggunaan teks. Penerapan prinsip Child-Computer Interaction terbukti membantu menghasilkan rancangan antarmuka yang lebih ramah anak, mudah digunakan, dan aman. Desain antarmuka yang dihasilkan diharapkan dapat menjadi acuan awal dalam pengembangan media pembelajaran berbasis Virtual Reality yang mendukung proses pembelajaran anak usia dini secara interaktif dan efektif.
Peningkatan Efisiensi Administrasi Kepegawaian melalui Sistem Informasi Digital di Dinas Kependudukan dan Pencatatan Sipil Kabupaten Musi Banyuasin Lesi Lesmana; Ria Andryani
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 10 No 4 (2026): OCTOBER 2026
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA), Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v10i4.6611

Abstract

The Population and Civil Registration Office of Musi Banyuasin Regency serves as the executing unit of regional government affairs in the field of population and civil registration in accordance with applicable regulations. Several operational problems were identified in the employee data processing workflow, including slow data retrieval due to reliance on physical archive boxes, the absence of automatic data display requiring repeated manual input, and the inability to cross-reference data owing to the lack of a centralized database. This study aims to design and construct a structured, web-based personnel information system at the Population and Civil Registration Office of Musi Banyuasin Regency. Data were collected through observation, interviews, documentation, and literature review. System development followed the Rapid Application Development (RAD) method. The resulting system was designed to facilitate employee data recording, personnel data services, and the generation of personnel reports, and accommodates three user levels — employee, personnel administrator, and supervisor — each assigned role-specific features. The developed system provides a verified solution for personnel administration through digitalization, thereby advancing efficiency, productivity, transparency, and accountability of employee work at the Population and Civil Registration Office of Musi Banyuasin Regency
Perancangan Awal Model Interaksi Anak Dalam Teknologi Pembelajaran Virtual Reality Berbasis CCI Tiara Wulan Sari Tiara Wulan Sari; Ria Andryani
BETRIK Vol. 17 No. 01 (2026): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/yf9b9855

Abstract

This study aims to design an initial model of child interaction in Virtual Reality (VR)-based learning using the Child–Computer Interaction (CCI) approach. The research is motivated by the growing use of VR technology in education, which has strong potential to enhance children’s engagement and learning motivation, yet often lacks interaction designs that align with children’s developmental characteristics. This study employs a Design and Development Research (D&D) method, focusing on the systematic design of educational systems. The research stages include analyzing the needs and characteristics of children aged 7–10 years, designing a conceptual interaction model, developing interaction flows, learning scenarios, and interface designs based on CCI principles. The results indicate that the proposed interaction model accommodates children’s cognitive and motor characteristics through simple interaction flows, engaging visual elements, and intuitive navigation that supports learning through a learning-by-playing approach. This initial interaction model is expected to serve as a guideline for developing child-friendly and effective VR-based learning systems.