EXPERIMENT ON USER REQUIREMENTS GATHERING USING GREM FOR IMPROVING INTERFACE DESIGN OF BINARGO

In the e-learning course completion process, many obstacles can be encountered by users so that they do not complete the learning, one of the challenges faced is loss of motivation. Learning activities must be designed to attract the attention of students and this can be done through the e-learni...

Full description

Saved in:
Bibliographic Details
Main Author: Dionne Aurelia H, Regina
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/75664
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Institut Teknologi Bandung
Language: Indonesia
Description
Summary:In the e-learning course completion process, many obstacles can be encountered by users so that they do not complete the learning, one of the challenges faced is loss of motivation. Learning activities must be designed to attract the attention of students and this can be done through the e-learning application interface because the application interface becomes a medium between the application system and its users. There are studies that discuss the GREM (Gamified Requirements Engineering Model) approach for gathering user needs and it is found that this method can improve the quality and creativity of the resulting requirements. GREM is considered to be able to overcome the problem of requirements that do not match with user needs. In this final project, an experiment will be carried out to assess whether the GREM approach can produce requirements that can increase the motivation of e-learning application users. The first stage is validating e-learning application users to find out whether motivational factors are included in the factors encountered by users in using e-learning applications. Next, an experiment was carried out by comparing two methods of gathering user requirements, user interviews and FGD using the GREM approach. From the evaluation of the INVEST metrics, it was found that the user needs group from the FGD with GREM had better results. The user requirements with high score based on the INVEST metrics will then be implemented into an interface prototype. To find out whether the interface improvements developed based on the requirements collected can increase user motivation in taking an e-learning course, A/B testing is done. Test participants try existing interface prototypes and interface prototypes that have been improved. With the Situational Motivation Scale (SIMS) questionnaire, one can calculate the Self Determination Index (SDI) or the level of one's intrinsic motivation in completing certain activities. It was found that the improved prototype resulted in a higher SDI score.