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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.
Comparing Perceived Usability Across Online Coding Learning Platforms Using the System Usability Scale Lana, Muhammad Isfa'; Majid, Nuur Wachid Abdul; Azman, Mohamed Nor Azhari
Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika Vol. 10 No. 2 (2026): July
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/e-saintika.v10i2.4432

Abstract

This study evaluated and compared the perceived usability of three widely used online coding learning platforms—W3Schools, Coursera, and Udemy—among university students in Purwakarta, Indonesia. A quantitative, non-randomized, cross-sectional between-subjects design was employed using the System Usability Scale (SUS), with each participant evaluating one platform that they had previously used. The final sample comprised 120 students, with 40 participants in each platform group. Descriptive statistics, reliability analysis, normality testing, the Kruskal–Wallis test, epsilon-squared effect size, and supplementary Dunn pairwise comparisons with Bonferroni adjustment were applied. W3Schools obtained the highest mean SUS score (85.4) and was classified as “Best Imaginable,” whereas Udemy (82.4) and Coursera (80.9) were both classified as “Excellent.” Despite these descriptive differences, the Kruskal–Wallis test showed no statistically significant overall difference in perceived usability among the three platform-user groups (H = 2.472, p = .291). The corresponding epsilon-squared effect size was small (ε² = .021), and none of the Bonferroni-adjusted pairwise comparisons reached statistical significance. These findings indicate that all three platforms were perceived as highly usable by their respective user groups, while the observed numerical differences did not establish statistically significant platform superiority. The study contributes standardized comparative evidence on coding-platform usability within an Indonesian university context. Future research should incorporate larger and more diverse samples, explicitly measure prior platform experience, and combine subjective usability ratings with objective task-based measures and qualitative evidence.