Observing Impression of User Experience for Learning Cranium Anatomy
3D technology has widely used as a learning media in education, including benefits for students' knowledge, so it is useful to complement learning techniques in the medical field. Mobile Augmented Reality (MAR) presents a dynamic way for users to interact with computers and digital information....
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Institute of Electrical and Electronics Engineers Inc.
2021
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id-ugm-repo.2815602023-11-10T03:30:10Z https://repository.ugm.ac.id/281560/ Observing Impression of User Experience for Learning Cranium Anatomy Rakhman, M. Permanasari, A.E. Wibirama, S. Sakkinah, I.S. Engineering Instrumentation Electronic and Instrumentation System Engineering 3D technology has widely used as a learning media in education, including benefits for students' knowledge, so it is useful to complement learning techniques in the medical field. Mobile Augmented Reality (MAR) presents a dynamic way for users to interact with computers and digital information. However, the topic of mobile augmented reality for media learning anatomy is still lacking because the current study still focuses on developing and using it as a learning tool. So, there is a need to observe impressions of user experience using MAR. This study aims to observe the impression user experience to augmented reality-based learning media designed to support learning cranium anatomy. This study uses the User Experience Questionnaire (UEQ) to observe user experience. The experiment process includes 33 international program medical students first year at Gadjah Mada University. The results of this study indicate that the highest aspect in the student's impressions is perspicuity with a value of 0.974, dependability of 0.886, and novelty of 0.894 for using cranium anatomy learning media-based MAR. The value obtained for each scale is said to be positive if it is greater than 0.8. In comparison, the attractiveness value received the lowest scale average value with a value of 0.788. Users of Media Learning for cranium anatomy based on MAR welcomed the existence of such technology. © 2021 IEEE. Institute of Electrical and Electronics Engineers Inc. 2021 Conference or Workshop Item PeerReviewed Rakhman, M. and Permanasari, A.E. and Wibirama, S. and Sakkinah, I.S. (2021) Observing Impression of User Experience for Learning Cranium Anatomy. In: 2021 8th International Conference on Computer and Communication Engineering (ICCCE). https://www.scopus.com/inward/record.uri?eid=2-s2.0-85114130561&doi=10.1109%2fICCCE50029.2021.9467189&partnerID=40&md5=506642f2fee8e66cc061dc07259ff553 |
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Engineering Instrumentation Electronic and Instrumentation System Engineering Rakhman, M. Permanasari, A.E. Wibirama, S. Sakkinah, I.S. Observing Impression of User Experience for Learning Cranium Anatomy |
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3D technology has widely used as a learning media in education, including benefits for students' knowledge, so it is useful to complement learning techniques in the medical field. Mobile Augmented Reality (MAR) presents a dynamic way for users to interact with computers and digital information. However, the topic of mobile augmented reality for media learning anatomy is still lacking because the current study still focuses on developing and using it as a learning tool. So, there is a need to observe impressions of user experience using MAR. This study aims to observe the impression user experience to augmented reality-based learning media designed to support learning cranium anatomy. This study uses the User Experience Questionnaire (UEQ) to observe user experience. The experiment process includes 33 international program medical students first year at Gadjah Mada University. The results of this study indicate that the highest aspect in the student's impressions is perspicuity with a value of 0.974, dependability of 0.886, and novelty of 0.894 for using cranium anatomy learning media-based MAR. The value obtained for each scale is said to be positive if it is greater than 0.8. In comparison, the attractiveness value received the lowest scale average value with a value of 0.788. Users of Media Learning for cranium anatomy based on MAR welcomed the existence of such technology. © 2021 IEEE. |
format |
Conference or Workshop Item PeerReviewed |
author |
Rakhman, M. Permanasari, A.E. Wibirama, S. Sakkinah, I.S. |
author_facet |
Rakhman, M. Permanasari, A.E. Wibirama, S. Sakkinah, I.S. |
author_sort |
Rakhman, M. |
title |
Observing Impression of User Experience for Learning Cranium Anatomy |
title_short |
Observing Impression of User Experience for Learning Cranium Anatomy |
title_full |
Observing Impression of User Experience for Learning Cranium Anatomy |
title_fullStr |
Observing Impression of User Experience for Learning Cranium Anatomy |
title_full_unstemmed |
Observing Impression of User Experience for Learning Cranium Anatomy |
title_sort |
observing impression of user experience for learning cranium anatomy |
publisher |
Institute of Electrical and Electronics Engineers Inc. |
publishDate |
2021 |
url |
https://repository.ugm.ac.id/281560/ https://www.scopus.com/inward/record.uri?eid=2-s2.0-85114130561&doi=10.1109%2fICCCE50029.2021.9467189&partnerID=40&md5=506642f2fee8e66cc061dc07259ff553 |
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