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Designing a Digital Technology-Based Interactive Museum Prototype as an Effort to Enhance Education and Cultural Preservation in Indonesia Chairul Rizal; Erni Marlina Saari
Jurnal Komputer Teknologi Informasi Sistem Informasi (JUKTISI) Vol. 4 No. 2 (2025): September 2025
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i2.640

Abstract

Museums play an important role in the preservation of cultural heritage and public education. However, the changing behavior of the younger generation, who are more interested in digital media, is leading to a further decline in visits to conventional museums. This research aims to design a digital technology-based interactive museum prototype as an effort to enhance education and cultural preservation in Indonesia. The research method uses a Research and Development (R&D) approach with the stages of needs analysis, system design, prototype development, and user testing. The research instruments include the System Usability Scale (SUS) and semi-structured interviews with 30 respondents. The research results show that the interactive museum prototype has an average SUS score of 75.6, which falls into the very good category, and received positive feedback regarding increased visitor engagement in understanding cultural collections. This research contributes to the development of a digital museum model that meets the needs of Indonesian society.
Interactive Museum Innovation with Digital Technology to Enhance Education and Preserve Cultural Heritage in Indonesia Rizal, Chairul; Erni Marlina Saari
Proceedings of The International Conference on Computer Science, Engineering, Social Science, and Multi-Disciplinary Studies Vol. 1 (2025)
Publisher : CV Raskha Media Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64803/cessmuds.v1.17

Abstract

Museums play an important role in preserving cultural heritage and educating the public. However, the changing behavior of the younger generation, who are more interested in digital media, has led to a further decline in visits to traditional museums. This research aims to design a digital technology-based interactive museum prototype as an effort to enhance education and cultural preservation in Indonesia. This research method uses a Research and Development (R&D) approach, which includes the stages of needs analysis, system design, prototype development, and user testing. The research instruments include the System Usability Scale (SUS) and semi-structured interviews with 30 respondents. The research findings indicate that the interactive museum prototype achieved an average SUS score of 75.6, placing it in the excellent category, and received positive feedback regarding increased visitor engagement in understanding cultural collections. This research contributes to the development of a digital museum model that meets the needs of Indonesian society.