Akbar, Asna Isyarotul
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Gamified web-based learning to improve evaluation skills in teacher professional education courses Hidayat, Wahyu Nur; Widiyanti, Widiyanti; Ichwanto, Muhammad Aris; Prasetya, Didik Dwi; Akbar, Asna Isyarotul; Prihandicha, Adiftya Bayu; Cakir, Gulsun Kurubacak
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.79270

Abstract

Education is a key pillar in the development of individuals and society. In this digital era, technology has revolutionized learning by expanding access and improving the quality of the learning process. One of the recent innovations is the use of web-based learning (WBL), which, although flexible, often lacks interaction elements, thus reducing user engagement. To address this, this research proposes a platform, “Meja Guru Academy,” that integrates gamification elements in WBL to improve the learning evaluation skills of Teacher Professional Education (PPG) students. This research utilizes the Design Thinking approach, which involves the stages of empathy, problem definition, idea development, prototyping, and evaluation—the data collection method through questionnaires produced quantitative and qualitative data for system validation. Content experts rated the platform's educational material at 85.33%, indicating exceptional alignment with learning objectives, while media experts provided a score of 89.60%, highlighting effective usability. User testing with PPG students yielded a strong System Usability Scale (SUS) score of 79, suggesting the platform is highly user-friendly. Additionally, the User Experience Questionnaire (UEQ) results indicated positive user perceptions across multiple aspects, with high ratings in pragmatic quality attributes such as perspicuity and efficiency, and hedonic qualities including stimulation and novelty. Overall, Meja Guru Academy presents an innovative and effective solution for advancing PPG students' evaluation competencies, fostering engagement and self-directed learning through gamified WBL.
The Effectiveness of Flipbook-Based Learning Media Using Problem-Based Learning on Students’ Interest in UX Design Course Hidayat, Wahyu Nur; Smaragdina, Azhar Ahmad; Kirana, Kartika Candra; Firmansyah, Muhammad Ferdian; Mas’udah, Ajeng Ramadhani Lailul; Akbar, Asna Isyarotul; Sari, Rahajeng Kartika
Edu Komputika Journal Vol. 11 No. 1 (2024): Edu Komputika Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukom.v11i1.10696

Abstract

User Experience Design at the State University of Malang encounters significant challenges in students' grasp of essential concepts such as Design Thinking, User Experience (UX), and User Interface (UI) design, primarily due to the lack of specialized learning resources. This study addresses these challenges by developing a Flipbook-based learning resource integrated with Problem-Based Learning (PBL) strategies, aiming to enhance student engagement and motivation. The research follows the Research and Development (R&D) method, utilizing the ADDIE model, which includes Analyze, Design, Development, Implement, and Evaluate phases. The resulting media, a UX Design flipbook with a .html extension, underwent rigorous validation. Material expert validation achieved a score of 81.90%, while media expert validation scored 87.82%, both categorized as very feasible. Furthermore, small and large group trials yielded very feasible ratings of 86.23% and 87.38%, respectively. The student interest test indicated a high score of 86.30%, reflecting very high student interest. These findings demonstrate that the developed media is well-suited as supplementary material in UX Design education, promoting a more interactive, engaging, and effective learning environment. This innovative approach holds promise for improving student understanding and interest in the UX Design course.