UI/UX Designing of an Indonesian Language Writing Educational Game for Elementary School Students Using a Human Centred Design Method
Abstract
Based on previous research conducted on elementary school students, it was found that there are still many errors in the use of EYD or KBBI rules, such as errors in the use of capital letters and the use of words. The lack of learning media outside of school triggers students' lack of understanding. Using technology-based learning media in games is exciting and can help improve students' understanding outside school. Using educational games as out-of-school learning media has several advantages, namely ease of access and higher student interest in playing. In developing games, an attractive appearance is needed and is the need of elementary school students. This is adequate and can increase students' interest in using the game as an out-of-school learning media. Therefore, an appropriate design method is needed to design the appearance to be attractive and in accordance with the needs of students, one of which is Human-Centered Design (HCD). This method involves users directly during the design process. By applying the HCD method, this research aims to design the interface of the "CerdasEYD" educational game that suits the needs and answers the problems that students have. Testing is carried out using the System Usability Scale to measure the success of the interface that has been designed. Through this test, the results obtained in the form of an average score of 95 indicate that the design designed has met the needs and answered the problems that students problems.
Downloads
References
Damayanti, C., Triayudi, A., & Sholihati, I. D. (2022). Analisis UI/UX Untuk Perancangan Website Apotek dengan Metode Human Centered Design dan System Usability Scale. Jurnal Media Informatika Budidarma, 6(1), 551. https://doi.org/10.30865/mib.v6i1.3526
Firantoko, Y., Tolle, H., & Muslimah Az-Zahra, H. (2019). Perancangan User Experience Dengan Menggunakan Metode Human Centered Design Untuk Aplikasi Info Calon Anggota Legislatif 2019. Jurnal Pengembangan Teknologi Informasi Dan Ilmu Komputer, 3(3), 2798–2806. http://j-ptiik.ub.ac.id
Sigit, F. P., Isdianto, B., & Ihsan. Muhammad. (2014). Eksperimen Teori Human Centered Design Pada Elemen Fisik Taman Kresna Kota Bandung. Jurnal Sosioteknologi, 13(3). https://doi.org/https://doi.org/10.5614/sostek.itbj.2014.13.3.5
Khair, U. (2018). Pembelajaran Bahasa Indonesia dan Sastra (BASASTRA) di SD dan MI. AR-RIAYAH : Jurnal Pendidikan Dasar, 2(1), 2. https://doi.org/10.29240/jpd.v2i1.261
Miftah, Z., & Sari, I. P. (2020). Analisis Sistem Pembelajaran Daring Menggunakan Metode SUS. Research and Development Journal of Education, 1(1), 40. https://doi.org/10.30998/rdje.v1i1.7076
Qhadafi, M. R. (2018). Analisis Kesalahan Penulisan Ejaan yang Disempurnakan dalam Teks Negosiasi Siswa SMA Negeri 3 Palu. Jurnal Bahasa Dan Sastra, 3(4). https://core.ac.uk/display/289713947?utm_source=pdf&utm_medium=banner&utm_campaign=pdf-decoration-v1
Muflihah, I., & Sutrisna, D. (2021). Analisis Kesalahan Penggunaan Ejaan Yang Disempurnakan Pada Karangan Narasi Siswa Kelas VII SMP IT Attadzkir Maja. Seminar Nasional Pendidikan, 3(3). https://prosiding.unma.ac.id/index.php/semnasfkip/article/view/653
Novita, L., & Sundari, F. S. (2020). Peningkatan Hasil Belajar Siswa Menggunakan Media Game Ular Tangga Digital. Jurnal Basicedu, 4(3), 716–724. https://doi.org/10.31004/basicedu.v4i3.428
Purwandari, R. (2015). Buku Pintar Bahasa Indonesia (Cet. 1). Istana Media. http://opac.balikpapan.go.id:8123/inlislite3/opac/detail-opac?id=31581
Rahmaningsih, P. (2016). Mengajarkan Ejaan Pada Siswa Sekolah Dasar. Jurnal Ilmiah Guru “COPE,” 20(1). https://doi.org/http://dx.doi.org/10.21831/jig%20cope.v20i1.10794
Rendiansah, M., Muslimah Az-Zahra, H., & Saputra, M. C. (2017). Pengembangan User Interface Aplikasi Guide Me! Berbasis Web dengan Pendekatan Human-Centered Design. 1(11), 1302–1311. http://j-ptiik.ub.ac.id
Sembiring, F. M. B. (2022). Analisis Kesulitan Siswa Dalam Menggunakan EYD Huruf Kapital, Huruf Miring, dan Huruf Tebal Pada Mata Pelajaran Bahasa Indonesia Kelas V di SD Negeri 044843 Pertumbungen Tahun Ajaran 2021/2022. Prosiding Seminar Nasional, 1. https://jurnal.semnaspssh.com/index.php/pssh/article/view/114
Setiadi, A. R., & Setiaji, H. (2020). Perancangan UI/UX menggunakan pendekatan HCD (Human-Centered design) pada website Thriftdoor. Automata Diseminasi Tugas Akhir Mahasiswa, 1(2). https://journal.uii.ac.id/AUTOMATA/article/view/15445
Suparlan. (2020). Pembelajaran Bahasa Indonesia di Sekolah Dasar. In Jurnal Pendidikan Dasar (Vol. 4, Issue 2). https://ejournal.stitpn.ac.id/index.php/fondatia
Tasril, V., Zen, M., Fitriani, E. S., & Putra, A. D. (2023). Desain UI/UX Prototipe Pembelajaran Berbasis Game Kosakata Bahasa Inggris Dengan Metode HCD. Journal of Information Technology and Computer Science (INTECOMS), 6(1). https://journal.ipm2kpe.or.id/index.php/INTECOM/article/view/5527
Wijaya, R. P. H., Tolle, H., & Az-Zahra, H. M. (2019). Perancangan User Experience Aplikasi Pemesanan Katering Sekolah Dengan Menggunakan Metode Human-Centered Design. Jurnal Pengembanan Teknologi Informasi Dan Ilmu Komputer, 3(3), 3086–3093. http://j-ptiik.ub.ac.id


Copyright (c) 2023 Luthfi Syukriansyah Fitra, Chanifah Indah Ratnasari

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
An author who publishes in the Jurnal Riset Informatika agrees to the following terms:
- The author retains the copyright and grants the journal the right of first publication of the work simultaneously licensed under the Creative Commons Attribution-NonCommercial 4.0 License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal
- The author is permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) before and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of the published work (See The Effect of Open Access).
Read more about the Creative Commons Attribution-NonCommercial 4.0 Licence here: https://creativecommons.org/licenses/by-nc/4.0/.