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

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@article{IJASEIT12454,
   author = {Tri Sagirani and Bambang Hariadi and M.J. Dewiyani Sunarto and Tan Amelia and Julianto Lemantara},
   title = {Evaluation of User Experience on Using the "MoLearn" Application in Learning Activities of High School Students},
   journal = {International Journal on Advanced Science, Engineering and Information Technology},
   volume = {11},
   number = {6},
   year = {2021},
   pages = {2422--2427},
   keywords = {MoLearn application; evaluation; user experience.},
   abstract = {

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.

},    issn = {2088-5334},    publisher = {INSIGHT - Indonesian Society for Knowledge and Human Development},    url = {http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=12454},    doi = {10.18517/ijaseit.11.6.12454} }

EndNote

%A Sagirani, Tri
%A Hariadi, Bambang
%A Sunarto, M.J. Dewiyani
%A Amelia, Tan
%A Lemantara, Julianto
%D 2021
%T Evaluation of User Experience on Using the "MoLearn" Application in Learning Activities of High School Students
%B 2021
%9 MoLearn application; evaluation; user experience.
%! Evaluation of User Experience on Using the "MoLearn" Application in Learning Activities of High School Students
%K MoLearn application; evaluation; user experience.
%X 

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.

%U http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=12454 %R doi:10.18517/ijaseit.11.6.12454 %J International Journal on Advanced Science, Engineering and Information Technology %V 11 %N 6 %@ 2088-5334

IEEE

Tri Sagirani,Bambang Hariadi,M.J. Dewiyani Sunarto,Tan Amelia and Julianto Lemantara,"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, pp. 2422-2427, 2021. [Online]. Available: http://dx.doi.org/10.18517/ijaseit.11.6.12454.

RefMan/ProCite (RIS)

TY  - JOUR
AU  - Sagirani, Tri
AU  - Hariadi, Bambang
AU  - Sunarto, M.J. Dewiyani
AU  - Amelia, Tan
AU  - Lemantara, Julianto
PY  - 2021
TI  - Evaluation of User Experience on Using the "MoLearn" Application in Learning Activities of High School Students
JF  - International Journal on Advanced Science, Engineering and Information Technology; Vol. 11 (2021) No. 6
Y2  - 2021
SP  - 2422
EP  - 2427
SN  - 2088-5334
PB  - INSIGHT - Indonesian Society for Knowledge and Human Development
KW  - MoLearn application; evaluation; user experience.
N2  - 

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.

UR - http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=12454 DO - 10.18517/ijaseit.11.6.12454

RefWorks

RT Journal Article
ID 12454
A1 Sagirani, Tri
A1 Hariadi, Bambang
A1 Sunarto, M.J. Dewiyani
A1 Amelia, Tan
A1 Lemantara, Julianto
T1 Evaluation of User Experience on Using the "MoLearn" Application in Learning Activities of High School Students
JF International Journal on Advanced Science, Engineering and Information Technology
VO 11
IS 6
YR 2021
SP 2422
OP 2427
SN 2088-5334
PB INSIGHT - Indonesian Society for Knowledge and Human Development
K1 MoLearn application; evaluation; user experience.
AB 

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.

LK http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=12454 DO - 10.18517/ijaseit.11.6.12454