TY - JOUR
T1 - Usability evaluation of a Gamification-based programming learning platform
T2 - 5th International Conference on Computing and Applied Informatics, ICCAI 2020
AU - Nuravianty, R.
AU - Santoso, H. B.
AU - Junus, K.
N1 - Funding Information:
This research was supported by Hibah Publikasi Terindeks Internasional (PUTI) Prosiding 2020 at Universitas Indonesia (Number: NKB-846/UN2.RST/HKP.05.00/2020)
Publisher Copyright:
© Published under licence by IOP Publishing Ltd.
PY - 2021/6/23
Y1 - 2021/6/23
N2 - Online learning allows the learning process to be carried out anywhere and anytime. However, empirical studies report several obstacles that occur in the online learning process; one of which is the lack of student involvement. The learning materials of programming lessons generally have a low level of participation. Therefore, it requires a learning approach that is more attractive, easily understood by students, and promote engagement. Gamification-based programming learning platforms are widely available today. Research on determining the effectiveness of their use, investigating the system usability scale (SUS), perceived benefits, level of satisfaction, and user experience when using it is still limited. This study aims to evaluate a Grasshopper as one of the gamification-based programming learning platforms. Thirty-one respondents who had studied various programming languages at both the high school and university levels were involved in usability testingsessions. The results of the usability evaluation using SUS showed that the score was above average. The assessment of benefits and satisfaction also showed an average value of 8.6 which indicates that most respondents were satisfied with this application.
AB - Online learning allows the learning process to be carried out anywhere and anytime. However, empirical studies report several obstacles that occur in the online learning process; one of which is the lack of student involvement. The learning materials of programming lessons generally have a low level of participation. Therefore, it requires a learning approach that is more attractive, easily understood by students, and promote engagement. Gamification-based programming learning platforms are widely available today. Research on determining the effectiveness of their use, investigating the system usability scale (SUS), perceived benefits, level of satisfaction, and user experience when using it is still limited. This study aims to evaluate a Grasshopper as one of the gamification-based programming learning platforms. Thirty-one respondents who had studied various programming languages at both the high school and university levels were involved in usability testingsessions. The results of the usability evaluation using SUS showed that the score was above average. The assessment of benefits and satisfaction also showed an average value of 8.6 which indicates that most respondents were satisfied with this application.
UR - http://www.scopus.com/inward/record.url?scp=85108995965&partnerID=8YFLogxK
U2 - 10.1088/1742-6596/1898/1/012020
DO - 10.1088/1742-6596/1898/1/012020
M3 - Conference article
AN - SCOPUS:85108995965
SN - 1742-6588
VL - 1898
JO - Journal of Physics: Conference Series
JF - Journal of Physics: Conference Series
IS - 1
M1 - 012020
Y2 - 1 December 2020 through 2 December 2020
ER -