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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Bibliographic Details
Main Author: Felicya, Lyora
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
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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.