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...

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Main Author: Cisco Zulfikar, Muhammad
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/69192
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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