Evaluation of User Experience on Using the "MoLearn" Application in Learning Activities of High School Students

Tri Sagirani (1), Bambang Hariadi (2), M.J. Dewiyani Sunarto (3), Tan Amelia (4), Julianto Lemantara (5)
(1) Department of Information System, Universitas Dinamika, Surabaya, 60298, Indonesia
(2) Department of Film & Television Production, Universitas Dinamika, Surabaya, 60298, Indonesia
(3) Department of Information System, Universitas Dinamika, Surabaya, 60298, Indonesia
(4) Department of Information System, Universitas Dinamika, Surabaya, 60298, Indonesia
(5) Department of Information System, Universitas Dinamika, Surabaya, 60298, Indonesia
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How to cite (IJASEIT) :
Sagirani, Tri, et al. “Evaluation of User Experience on Using the ‘MoLearn’ Application in Learning Activities of High School Students”. International Journal on Advanced Science, Engineering and Information Technology, vol. 11, no. 6, Dec. 2021, pp. 2422-7, doi:10.18517/ijaseit.11.6.12454.
The shift of paradigm in learning certainly impacts the demands of changing the ability of educators. Educators need to hone their material/scientific fields' abilities, and the methods and media used, especially those using information technology such as Hybrid Learning Model. Hybrid Learning Model is learning to provide content for learning models in various media. In order to support the Hybrid Learning Model, a mobile-based learning application was designed. It is a mobile-based software application to support high school students' learning known as the MoLearn application. The development of the MoLearn application continues to be done by also taking into account the User Experience. Some applications for education were developed with no appropriate design. For this reason, it was necessary to evaluate the MoLearn application with an Evaluation of User Experience from the use of MoLearn application. This study measured using tools such as the User Experience Questionnaire.  The results of the User Experience Questionnaire for evaluation showed that 200 respondents (high school students) from 6 different schools of East Java Province, Indonesia. Students gave good marks on attributes of attractiveness, clarity, efficiency, and accuracy scales, while the attributes of stimulation and novelty are excellent. Students' perceptions of websites and Android-based application design are considered to meet the creative, innovative, interesting, easy, and informative attributes.

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