Usability Analysis Aplikasi Mobile Augmented Reality (MAR) untuk Multimedia Pembelajaran Motherboard (Aplikasi AR-Mobo)

Yoiceta Vanda, Dwiyanto Dwiyanto
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引用次数: 1

Abstract

Currently, Augmented Reality (AR) technology has developed into an easy-to-use, efficient and effective technology for providing innovative educational media. Mobile Augmented Reality (MAR) is an Augmented Reality technology that utilizes mobile devices, for example, smartphones. The MAR application for multimedia learning on the motherboard is seldom used in classroom learning so the effectiveness of learning is less than optimal. The research objective was to determine the level of usability of the MAR application system using the USE questionnaire. According to Arnold M. Lund, Usability analysis has 4 aspects: usefulness, ease of use, ease of learning, and satisfaction. The method used is usability testing with 90 engineering students participating as research subjects. This study uses a questionnaire as a data collection tool and uses descriptive statistical analysis. The results of this study, that the average usability analysis score is 86.22 is included in the very feasible category, based on the system feasibility category table. The developed MAR application shows that it has provided better user interaction. This research has the benefit of knowing the use of MAR applications on students, for specific purposes, namely effectiveness, efficiency, and satisfaction. Lack of user motivation, and lack of features, will cause stress. This occurs when the system cannot meet the goals of its users.
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可用性分析用于多媒体学习主板的移动增强现实应用程序(MAR)(AR Mobo应用程序)
目前,增强现实技术已发展成为一种易于使用、高效有效的技术,用于提供创新的教育媒体。移动增强现实(MAR)是一种利用移动设备(例如智能手机)的增强现实技术。MAR在主板上用于多媒体学习的应用很少用于课堂学习,因此学习的有效性不是最优的。研究目的是使用USE问卷确定MAR应用系统的可用性水平。根据ArnoldM.Lund的观点,可用性分析有四个方面:有用性、易用性、易学性和满意度。使用的方法是以90名工程系学生为研究对象进行可用性测试。本研究使用问卷作为数据收集工具,并使用描述性统计分析。本研究的结果是,基于系统可行性类别表,可用性分析的平均得分为86.22,属于非常可行类别。开发的MAR应用程序表明,它提供了更好的用户交互。这项研究的好处是了解学生使用MAR应用程序的具体目的,即有效性、效率和满意度。缺乏用户动力和功能会造成压力。当系统无法达到用户的目标时,就会发生这种情况。
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审稿时长
12 weeks
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