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...

Full description

Saved in:
Bibliographic Details
Main Author: Ramadhina, Almyra
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/63755
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Institut Teknologi Bandung
Language: Indonesia
Description
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