GAMIFICATION AND INTERACTION DESIGN FOR TOEFL ITP LEARNING APPLICATION
ABSTRACT GAMIFICATION AND INTERACTION DESIGN FOR TOEFL ITP LEARNING APPLICATION By ALMYRA RAMADHINA NIM: 18217009 In this digital transformation era, people tend to use mobile phone to learn foreign language. Mobile learning could be done everywhere and everytime. Some existing TOEFL learning...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/63755 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | ABSTRACT
GAMIFICATION AND INTERACTION DESIGN
FOR TOEFL ITP LEARNING APPLICATION
By
ALMYRA RAMADHINA
NIM: 18217009
In this digital transformation era, people tend to use mobile phone to learn foreign language.
Mobile learning could be done everywhere and everytime. Some existing TOEFL learning
applications are less helpful to learn all the learning components and less motivating to be used by
user continuously. This final project is for designing a TOEFL learning application that based on
TOEFL ITP learning components and provides some features for vocabulary, structure, and
podcast to reach the usability and user experience (UX) goals. The usability goals are effective to
use and learnability, the UX goals are helpful and motivating. TOEFL learning application applies
gamification to increase user’s motivation and to help user continuously study with the application.
The interaction design uses player-centered design (PCD) that focuses on user’s needs. The final
product is a high-fidelity prototype for TOEFL ITP learning application. Usability testing aims to
measure the usability and UX goals. The metrics are completion rate, Single Ease Question (SEQ),
System Usability Scale (SUS), and Intrinsic Motivation Inventory (IMI) subscale
interest/enjoyment and value/usefulness. Based on the usability testing, the completion rate is
100% out of 100% to measure the usability effective to use, SEQ score is 6.8 out of 7 to measure
the usability learnability, SUS score is 94.64 out of 100 to measure the overall usability, IMI score
with interest/enjoyment subscale is 6.7 out of 7 to measure UX goal motivating, and IMI score
with value/usefulness subscale is 6.73 out of 7 to measure UX goal helpful. So it is concluded that
TOEFL ITP learning application has good usability which is effective to use and learnability. The
features of the application are all considered helpful and motivating.
Keywords: TOEFL ITP learning, interaction design, gamification, player-centered design,
usability goals, user experience goals |
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