INTERACTION DESIGN OF INDONESIAN LOCAL LANGUAGE LEARNING APPLICATION USING USER CENTERED DESIGN
The revitalization of local languages in Indonesia has become an issue requiring serious attention. One of the efforts by the Ministry of Education, Culture, Research, and Technology (Kemendikbudristek) to address this crisis is through the implementation of local language curricula in schools. H...
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Format: | Final Project |
Language: | Indonesia |
Subjects: | |
Online Access: | https://digilib.itb.ac.id/gdl/view/82492 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | The revitalization of local languages in Indonesia has become an issue requiring
serious attention. One of the efforts by the Ministry of Education, Culture,
Research, and Technology (Kemendikbudristek) to address this crisis is through the
implementation of local language curricula in schools. However, there are still
several challenges and obstacles faced by students in understanding local language
lessons at school, one of which is the lack of motivation among students to learn.
Therefore, a more enjoyable method of delivering the curriculum is needed.
This final project aims to design an interaction design that can provide a fun
learning experience in local language education, using Javanese as an
implementation example. The methodology employed in this research is usercentered
design, focusing on meeting user needs. The interaction design also
utilizes the MDA (Mechanics, Dynamics, Aesthetic) Framework for gamification,
a framework that defines the interaction between game elements, design, and user
emotions. The application will be developed as a high-fidelity prototype using
React Native on mobile platform. This high-fidelity prototype will then be tested
using two usability testing methods, the System Usability Scale (SUS) and Single
Ease Question (SEQ), along with a questionnaire to assess the impact of
gamification elements on user learning.
The average SEQ score obtained was 6.93 out of a maximum score of 7, and the
average SUS score was 95 out of 100. These results indicate that the designed
prototype meets the usability goal of being easy to learn. The survey results also
demonstrate that gamification elements successfully motivate students in learning
local languages by providing a enjoyable learning experience. This confirms that
the designed prototype achieves the user experience goals of being fun, motivating,
and cognitively stimulating. |
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