The Evaluation of AR Mobile App as a Learning Media for Children

A. E. Permanasari, Indriana Hidayah, Faizal M. Priyowibowo, M. Hidayat, Fachrul Budi Prayoga, Intan Sulistyaningrum Sakkinah
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Abstract

A user evaluation stage is an integral part of designing an application. A practical evaluation can provide an overview of the problems that arise in the application and improve the user experience. The Kupuku application is an augmented reality (AR)-based game application for learning about butterflies. The Kupuku application is specifically intended for children aged 6-13 years. The user sample was selected using a purposive sampling method with the criteria for users of elementary school-age children for the child user segment and their companions as the adult user segment. This study aims to evaluate the usability of the Kupuku game application to users. User evaluation was carried out to measure the application’s usability. The evaluation process was conducted on two user segments, namely 20 child users and 16 adult users. Assessment of children employed the Fun Toolkit and usability factor-based question - Nielsen method. The obtained results showed positive feedbacks. In contrast, the assessment for adult users utilized the system usability scale (SUS) and the user experience questionnaire (UEQ). The SUS score of 76 was included in the good category, and the UEQ score produced an excellent average. The test results indicate that this application can be accepted by users, both children, and adults.
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AR手机App作为儿童学习媒体的评价
用户评估阶段是设计应用程序不可或缺的一部分。实际的评估可以提供应用程序中出现的问题的概述,并改善用户体验。Kupuku应用程序是一款基于增强现实(AR)的游戏应用程序,用于了解蝴蝶。Kupuku应用程序是专门为6-13岁的儿童设计的。用户样本的选取采用目的性抽样的方法,以小学学龄儿童用户为儿童用户段,其同伴用户为成人用户段。本研究旨在评估Kupuku游戏应用程序对用户的可用性。通过用户评价来衡量应用程序的可用性。评价过程针对两个用户群体进行,即20名儿童用户和16名成人用户。儿童的评估采用了有趣的工具包和可用性因素为基础的问题尼尔森方法。所得结果显示出正反馈。成人用户的评估采用系统可用性量表(SUS)和用户体验问卷(UEQ)。SUS得分76分被列入良好类别,UEQ得分产生了优秀的平均水平。测试结果表明,该应用程序可以被用户接受,无论是儿童还是成人。
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