Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
Vol 3 No 11 (2019): November 2019

Evaluasi User Experience pada Kahoot dan Socrative menggunakan Metode User Experience Questionnaire (UEQ) (Studi pada SMKN 3 Malang)

Fauzan Fitranda (Fakultas Ilmu Komputer, Universitas Brawijaya)
Hanifah Muslimah Az-Zahra (Fakultas Ilmu Komputer, Universitas Brawijaya)
Admaja Dwi Herlambang (Fakultas Ilmu Komputer, Universitas Brawijaya)



Article Info

Publish Date
03 Feb 2020

Abstract

One of the problem experienced by teachers of SMKN 3 Malang in class X-TKJ 1 Digital Simulation and Basic Programming lessons is on student engagement, students sometimes feel bored with repetitive activities temporarily as we know in learning sometimes teachers only provide material on the board or then the projector then makes questions and does it on paper and then collects it. Student engagement has 3 dimensions, namely behavioral engagement (student participation), emotional engagement (student interest in doing something) and cognitive engagement (students' efforts in completing their tasks when learning) (Fredricks et al, 2004). The lack of enthusiasm of students towards learning also affects the willingness of students to pay attention to the material. So that students want to participate in learning and not feel bored, Kahoot and Socrative are educational games that can be a solution. Based on this, recommendations are needed regarding User Experience Kahoot and Socrative by using the User Experience Questionnaire (UEQ) method. There are 6 items assessed in UEQ, namely attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty.

Copyrights © 2019






Journal Info

Abbrev

j-ptiik

Publisher

Subject

Computer Science & IT Control & Systems Engineering Education Electrical & Electronics Engineering Engineering

Description

Jurnal Pengembangan Teknlogi Informasi dan Ilmu Komputer (J-PTIIK) Universitas Brawijaya merupakan jurnal keilmuan dibidang komputer yang memuat tulisan ilmiah hasil dari penelitian mahasiswa-mahasiswa Fakultas Ilmu Komputer Universitas Brawijaya. Jurnal ini diharapkan dapat mengembangkan penelitian ...