Background of study: Indonesian adolescents face a triple burden of malnutrition (TBM), yet engaging digital media for TBM education remain limited. SEHATI is a learning management system (LMS) delivering TBM education through a flipped classroom approach using comics, games, videos, and posters. Aims and scope of paper: This study evaluated the usability, user experience (UX), specific features, and flipped classroom learning implementation of the SEHATI LMS among adolescents. Methods: A descriptive cross-sectional study involved 30 junior high school students (aged 13–14 years; 50% male) who completed a modified System Usability Scale (SUS), the User Experience Questionnaire (UEQ), a 32-item feature evaluation, a five-item flipped classroom evaluation, and five open-ended questions. Result: The mean SUS score was 73 ± 10.8 (Good), with 70% of participants rating the system Good or Excellent. All six UEQ dimensions were rated positively; Stimulation was highest (83.3% Excellent), and the overall mean scale score was 1.68. Feature evaluation averaged 3.78/5 (Good); content and material were strongest (90% Very Good) and responsiveness–performance weakest. Flipped classroom learning scored 77.6 ± 10.16 (Good). Comics (50%) and games (43.3%) were the most-liked features; all participants reported that SEHATI helped them understand TBM, while smartphone-related game and display problems were the main obstacles. Conclusion: SEHATI shows good usability, positive UX, and effective support for flipped nutrition learning; mobile optimization is the priority improvement.
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