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Pengembangan Game Android Pada Anak Menggunakan Pendekatan User Centered Design Dan Evaluasi Usability Think Aloud Alvico, Alvico; Kurniawan, Dedy; Meiriza, Allsela; Syahbani, Muhammad Husni; Firnando, Ricy
The Indonesian Journal of Computer Science Vol. 14 No. 3 (2025): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i3.4396

Abstract

Technology, especially handheld devices, has become an integral part of modern life. The use of handheld devices among children aged 12-15 years reaches 99.61%. Despite the potential to cause dependency, these devices can be utilized positively, for example through learning with educational games. One of them is a titungan game that aims to increase user motivation and skills. However, the development of this game must also consider user needs. This research applies the User Centered Design method to improve the experience and comfort of playing, and the Think Aloud method as an evaluation. This study involved 8 participants consisting of children with an age range of 10-14 years. The results showed that the developed application has met the needs of users, with only two problems identified from 64 total evaluation scenarios with a percentage of 96.87% using the Think Aloud method.
GAMIFICATION AND SOLO TAXONOMY: A STRATEGY TO PROMOTE ACTIVE ENGAGEMENT AND DISCIPLINE IN ENGLISH LANGUAGE LEARNING Suryani, Nyayu Yayu; Syahbani, Muhammad Husni
English Review: Journal of English Education Vol. 11 No. 3 (2023)
Publisher : University of Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/erjee.v11i3.8544

Abstract

The motivation for this study arises from the potential of gamification, particularly the integration of game-based platforms like Kahoot!, to enhance active communicative language use within the classroom. The research aims to investigate the impact of implementing gamification based on SOLO taxonomy's relational level on the Kahoot! application on active participation, discipline, and learning outcomes in the context of English language learning. This study employs a descriptive research methodology, involving observations, interviews, and assessments, with a participant group comprising 35 nursing program students. Descriptive analysis reveals that gamification within the SOLO taxonomy framework positively influences students' active engagement and discipline, although there are fluctuations in their learning outcomes. Students express enthusiasm for utilizing the Kahoot! application for English learning, but they encounter occasional connectivity issues that hinder problem-solving activities. Consequently, the integration of technology is a promising approach for enhancing English language skills, with a reliable internet connection being a critical factor for success when using the Kahoot! platform.