INTERACTION DESIGN OF KNOWLEDGE EXPLORATION EDUCATIONAL APPLICATION USING GAMIFICATION FOR CHILDREN
There is a decline in children's interest in reading around the world. This is due to the rise of digital media that distracts children. However, digital media can be used for educational purposes, especially by adding elements of gamification. One educational app that uses gamification to h...
Saved in:
Main Author: | |
---|---|
Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/69192 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
id |
id-itb.:69192 |
---|---|
spelling |
id-itb.:691922022-09-20T21:09:29ZINTERACTION DESIGN OF KNOWLEDGE EXPLORATION EDUCATIONAL APPLICATION USING GAMIFICATION FOR CHILDREN Cisco Zulfikar, Muhammad Indonesia Final Project children, educational application, gamification, prototype, usability testing, user- centered design INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/69192 There is a decline in children's interest in reading around the world. This is due to the rise of digital media that distracts children. However, digital media can be used for educational purposes, especially by adding elements of gamification. One educational app that uses gamification to help children learn is Ruangguru. Although it is good, the application still has shortcomings and the application only focuses on formal education and not for seeking knowledge in other forms. Apart from that, there is a need for informal educational applications that use gamification to help children explore and seek insight. For this reason, an interaction design is needed for a knowledge application for children using gamification that can help children explore. The interaction design is made using user-centered design (UCD). The application is designed for mobile devices. The design was made in two stages, low fidelity and high fidelity prototyping. Usability testing was conducted to test usability goals in the form of effective to use and learnability, and user experience goals in the form of fun and engaging. The test results showed the achievement of all goals with a completion rate of 100%, a Single Ease Question (SEQ) score of 6.672 out of 7, a System Usability Score (SUS) score of 89 out of 100, and an Intrinsic Motivation Inventory (IMI) for the interest/enjoyment subscale of 6.69 out of 7. This shows that the desired usability and user experience goals have been met. text |
institution |
Institut Teknologi Bandung |
building |
Institut Teknologi Bandung Library |
continent |
Asia |
country |
Indonesia Indonesia |
content_provider |
Institut Teknologi Bandung |
collection |
Digital ITB |
language |
Indonesia |
description |
There is a decline in children's interest in reading around the world. This is due to the rise of
digital media that distracts children. However, digital media can be used for educational
purposes, especially by adding elements of gamification. One educational app that uses
gamification to help children learn is Ruangguru. Although it is good, the application still has
shortcomings and the application only focuses on formal education and not for seeking
knowledge in other forms. Apart from that, there is a need for informal educational
applications that use gamification to help children explore and seek insight. For this reason,
an interaction design is needed for a knowledge application for children using gamification
that can help children explore. The interaction design is made using user-centered design
(UCD). The application is designed for mobile devices. The design was made in two stages,
low fidelity and high fidelity prototyping. Usability testing was conducted to test usability goals
in the form of effective to use and learnability, and user experience goals in the form of fun and
engaging. The test results showed the achievement of all goals with a completion rate of 100%,
a Single Ease Question (SEQ) score of 6.672 out of 7, a System Usability Score (SUS) score of
89 out of 100, and an Intrinsic Motivation Inventory (IMI) for the interest/enjoyment subscale
of 6.69 out of 7. This shows that the desired usability and user experience goals have been met. |
format |
Final Project |
author |
Cisco Zulfikar, Muhammad |
spellingShingle |
Cisco Zulfikar, Muhammad INTERACTION DESIGN OF KNOWLEDGE EXPLORATION EDUCATIONAL APPLICATION USING GAMIFICATION FOR CHILDREN |
author_facet |
Cisco Zulfikar, Muhammad |
author_sort |
Cisco Zulfikar, Muhammad |
title |
INTERACTION DESIGN OF KNOWLEDGE EXPLORATION EDUCATIONAL APPLICATION USING GAMIFICATION FOR CHILDREN |
title_short |
INTERACTION DESIGN OF KNOWLEDGE EXPLORATION EDUCATIONAL APPLICATION USING GAMIFICATION FOR CHILDREN |
title_full |
INTERACTION DESIGN OF KNOWLEDGE EXPLORATION EDUCATIONAL APPLICATION USING GAMIFICATION FOR CHILDREN |
title_fullStr |
INTERACTION DESIGN OF KNOWLEDGE EXPLORATION EDUCATIONAL APPLICATION USING GAMIFICATION FOR CHILDREN |
title_full_unstemmed |
INTERACTION DESIGN OF KNOWLEDGE EXPLORATION EDUCATIONAL APPLICATION USING GAMIFICATION FOR CHILDREN |
title_sort |
interaction design of knowledge exploration educational application using gamification for children |
url |
https://digilib.itb.ac.id/gdl/view/69192 |
_version_ |
1822005972512538624 |