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Development of SIBENI Interactive Learning Media Using Unity for Indonesian Cultural Arts Lana, Muhammad Isfa'; Widodo, Suprih
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 11 No. 1 (2026): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v11i1.18941

Abstract

This research aims to develop SIBENI educational applications as an interactive learning media for Nusantara arts and culture that can increase the interest and understanding of elementary school students. The development was carried out using the Multimedia Development Life Cycle (MDLC) method through the stages of concept, design, material collection, assembly, testing, and distribution, accompanied by functionality tests using black box testing, usability tests with the System Usability Scale (SUS), and content validity using the Learning Object Review Instrument (LORI) instrument by material experts. The test results show that the SIBENI application functions optimally with a 100% suitability level, obtaining a SUS score of 88.5 (category A+ / Best Imaginable), and 100% content validity, which indicates the application is easy to use, stable, and presents accurate and appropriate materials. These findings have an impact on increasing the effectiveness of arts and culture learning, while contributing to the preservation of Nusantara culture through the provision of digital media that is attractive, easily accessible, and relevant to modern learning needs.
Designing an Interactive Learning Game BUDIAN Based on Culture and Arts with a Design Thinking Approach Lana, Muhammad Isfa'; Septiadi, Jaka; Hikmawan, Rizki; Yuniar, Rani; Dadari, Nabiilah Lintang
Journal of Educational Sciences Vol. 10 No. 3 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.3.p.530-549

Abstract

The purpose of this research is to develop an interactive learning application design, BUDIAN, to expand access to arts and culture learning and address the limitations of arts facilities in schools. The research used the Research and Development (R&D) method with a Design Thinking approach through the stages of empathize, define, ideate, prototype, and test. The development results showed that the initial trial on 13 respondents resulted in an average feature access time of 234.1 seconds and several inputs related to navigation, which were then improved in the revision stage. Further testing using the System Usability Scale (SUS) on 25 respondents showed an average score of 84.3 (Excellent category), indicating the application has a high level of usability. This research has an impact on the availability of interactive, contextual, and user-centered cultural learning application designs, and fills the gap in previous research by comprehensively documenting the integration of Design Thinking in R&D. The BUDIAN application has the potential to increase cultural literacy and support the preservation of Indonesian culture through innovative digital media.