Analisis Model Mental Mahasiswa dalam Pengembangan E-Learning Pemrograman Berbasis Gamifikasi Menggunakan Metode Agile UX

Penulis

  • Retno Indah Rokhmawati Universitas Brawijaya, Malang
  • Fitra Abdurrachman Bachtiar Universitas Brawijaya, Malang
  • Fajar Pradana Universitas Brawijaya, Malang
  • Kharis Alfian Universitas Brawijaya, Malang

DOI:

https://doi.org/10.25126/jtiik.2022925642

Abstrak

 Tujuan penelitian ini adalah menghasilkan model mental mahasiswa tentang bagaimana perilaku mereka belajar materi pemrograman. Model mental ini kemudian diterapkan dalam perbaikan desain e-learning CodeManiac. CodeManiac sebelumnya telah dikembangkan di Fakultas Ilmu Komputer Universitas Brawijaya (FILKOM UB) untuk mendukung matakuliah pemrograman di tingkat perguruan tinggi. Penelitian ini diawali dengan mengujicobakan CodeManiac versi awal kepada 15 mahasiswa FILKOM UB yang telah diseleksi untuk merepresentasikan karakteristik lima program studi S1 di FILKOM UB. Pertimbangan yang digunakan dalam memilih 15 mahasiswa tersebut didasarkan pada penelitian sebelumnya yang membahas model mental mahasiwa dibagi menjadi 3 persona (berdasarkan model mental penelitian sebelumnya) dalam bentuk level, antara lain: level dasar (elementary), level sedang (intermediate), dan level lanjutan (advanced). Penelitian ini lebih menajamkan pada susunan menu/fitur yang diperlukan agar kebutuhan belajar ketiga level tersebut terakomodasi dalam satu platform, yaitu CodeManiac. Oleh karena penelitian ini telah didasari penelitian eksperimen sebelumnya dan berfokus pada perbaikan desain solusi, maka Agile UX sesuai diterapkan pada penelitian ini. Hasil penelitian ini adalah menerapkan model mental ke dalam desain baru CodeManiac, yang selanjutnya divalidasi kembali kepada 15 mahasiswa yang telah terlibat pada pengujian awal. Penelitian ini menemukan kebutuhan baru terkait Sign Up dan Login, Course, Achievements, Exercises, Challenge, dan permasalahan umum (navigasi dan layout). Berdasarkan pengujian desain perbaikan, 15 mahasiswa memberikan umpan balik yang menunjukkan peningkatan kualitas sebagai berikut: peningkatan sebesar 24,1% pada aspek learnability, peningkatan sebesar 20,5% pada aspek intuitive efficiency, peningkatan sebesar 42% pada aspek ease of use, dan peningkatan sebesar 56% pada aspek interactivity.

 

Abstract

The purpose of this research is to analyze students' mental models of how their behavior learns programming material. This mental model is then applied to improve the e-learning CodeManiac design. CodeManiac has previously been developed at the Faculty of Computer Science Universitas Brawijaya (FILKOM UB) to support programming courses at the university level. This research begins by testing the initial version of CodeManiac to 15 students of FILKOM UB who have been selected to represent the characteristics of five undergraduate study programs at FILKOM UB. The considerations used in selecting the 15 students were based on previous research that discussed the mental model of students divided into 3 personas (based on previous research) in the form of levels, including elementary level, intermediate level, and advanced level. This research is more focused on the arrangement of the menus/features needed so that the learning needs of the three levels are accommodated in one platform, namely CodeManiac. Because this research has been based on previous experimental research and focuses on improving solution design, Agile UX is appropriate to be applied to this research. The result of this research is to apply the mental model into the new CodeManiac design, which is then validated again to 15 students who have been involved in the initial test. This research finds new needs related to Sign Up and Log in, Courses, Achievements, Exercises, Challenges, and common problems (navigation and layout). Based on the improvement design test, 15 students gave feedback indicating the quality improvement as follows: 24.1% improvement in learnability aspect, 20.5% improvement in intuitive efficiency aspect, 42% improvement in ease-of-use aspect, and 56% improvement on the aspect of the interactivity.

 

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Referensi

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Diterbitkan

24-02-2022

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Ilmu Komputer

Cara Mengutip

Analisis Model Mental Mahasiswa dalam Pengembangan E-Learning Pemrograman Berbasis Gamifikasi Menggunakan Metode Agile UX. (2022). Jurnal Teknologi Informasi Dan Ilmu Komputer, 9(2), 401-408. https://doi.org/10.25126/jtiik.2022925642