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....

Full description

Saved in:
Bibliographic Details
Main Authors: Rakhman, M., Permanasari, A.E., Wibirama, S., Sakkinah, I.S.
Format: Conference or Workshop Item PeerReviewed
Published: Institute of Electrical and Electronics Engineers Inc. 2021
Subjects:
Online Access: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
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Universitas Gadjah Mada
id id-ugm-repo.281560
record_format dspace
spelling 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
institution Universitas Gadjah Mada
building UGM Library
continent Asia
country Indonesia
Indonesia
content_provider UGM Library
collection Repository Civitas UGM
topic Engineering Instrumentation
Electronic and Instrumentation System
Engineering
spellingShingle 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
description 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
_version_ 1783956219864547328