Professional Documents
Culture Documents
ISSN No:-2456-2165
2 4
Christine Nathasya Hutajulu Exalanty Hutabarat
Bachelor of Applied Science in Software Engineering Bachelor of Applied Science in Software Engineering
Technology Program Technology Program
Del Institute of Technology, Indonesia Del Institute of Technology, Indonesia
Laguboti, Indonesia Laguboti, Indonesia
Abstract:- Visual learning media is a type of technology learn comfortably and guiding students to find sources of
that can help students retain more information by looking information to expand their knowledge (Nurhamidah, 2018).
at interactive visuals. Thus, we attempted to analyze an Learning activities have evolved from face-to-face learning to
effective learning media model in this study using a case online learning as technology has advanced (Lin et al., 2017).
study of system development in a Singaporean high school. Learning activities that foster this development can help
In this study, we use prototyping to create a visual media students become more self-sufficient in their learning.
system that is quick and easy to analyze. We use the QUIS Research of Budiman (2017) also shows that the advancement
framework to evaluate the created media to ensure that of science and technology in teaching activities has an impact
usability requirements are met in the system. Thus, we on teaching and learning activities. Furthermore, the rapid
attempt to quantify usability by gauging user acceptance advancement of technology can assist teachers in improving
and validation with the goal of developing an analysis their teaching abilities (Delialiolu and Alioon, 2014).
framework that explains the level of learnability, error-
free aspect, memorability, satisfaction, and efficiency As part of a teaching team, the teacher must employ the
associated with the proposed design. Our design results appropriate media, eventually the student learning outcomes
show that some aspects of development successfully will improve. This is in line with research by Widiasih et al.
achieve the high rate for all requirements of an ideal usable (2018) which shows that using a variety of media can increase
interactive multimedia. students' enthusiasm for learning and affect their academic
performance. Learning media will be more interesting when
Keywords:- Science Learning; Media Tools; Usability combined with technology, such as a smartphone.
Testing; QUIS Method. Communication technology can also be used as an information
medium, allowing students to learn from anywhere and at any
I. INTRODUCTION time (Kularbphettong et al., 2015). Furthermore, According to
Naik et al. (2020), technology can be used as a learning tool to
The advancement of science and technology in the digital improve student learning outcomes and quality, in addition to
age has an impact on many fields, one of which is in the facilitating communication.
education field. This is consistent with Tan et al. (2020), who
state that using technology in teaching and learning activities The use of information technology in learning media is a
can help teachers explain theories and encourage students to method of delivering messages and learning information that is
learn. To keep up with technological developments in the world well designed to assist students in achieving their learning
of education, the learning process in the age of globalization is goals, facilitating the learning process, and optimizing learning
becoming a pivotal requirement (Budiman, 2017). According outcomes (Nurseto, 2012). According to De Porter's research,
to Pane and Dasopang (2017), the learning process is a two- humans can only absorb 70 percent of what they do, 50 percent
way street in which teachers and students collaborate to achieve of what they hear and see (audiovisual), 30 percent of what they
results that are in line with their objectives. see, 20 percent of what they hear, and 10 percent of what they
read. According to this study, experiential learning is always a
Educational progress can be seen in teaching and learning priority, but Teaching and Learning Activities (KBM) are
activities that are now more student-centered, with teachers no sometimes confronted with material that cannot be
longer serving as the focal point of learning. The teacher acts experimented with. For instance, a science experiment on the
as a learning facilitator in this process, allowing students to topic of electric circuits that take too long or materials that are
Yumarlin, M. Z. (2016)
This study
Furthermore, a high level of usability of a media or system This chapter presents the research design such as the
application indicates that the opportunity to consult and use the research procedures, approach of analysis, and the materials
application will be high, as the user is truly interested in required for the research. Figure 1 illustrates the research
obtaining information quickly and accurately. If a user desires methodology. The methodology of this research consists of a)
access to an application but the application does not meet the Study Literature, b) Defining three science topics to be
user's requirements, the user is likely to abandon the developed, c) development of prototype, d) analyzing media
application. Thus, in order to satisfy user needs, the application using QUIS, e) Framework Analysis, f) Result and Conclusion.
must adhere to several usability criteria proposed by (Luh et al.,
2016) such as Learnability, Efficiency, Memorability, Free of
Errors, and Satisfaction.
The literature review in this study was done by evaluating information in the range of 2017 to 2018, and thus relied on
the literature or library sources that are pertinent to the study's pre-2017 literature.
research theme. The literature can take the form of reviews
and/or books on software or applications to be developed, in Furthermore, in this study, the science-learning
this case in relation to such applications. The literature review component of this study will be evaluated using three high
for this study was conducted using Google Scholar Search, school-level science process examples. Case number one,
PROQUEST Database, and Emerald Database with the Voltage in Parallel Circuit, which can be used to make
keywords ``Interactive Application Development with measurements and infer the relationship between voltages
Prototyping Method." Additionally, the researcher created a across separate branches of parallel circuits; and Voltage in
special range for the literature search, which is between 2017 Parallel Circuit, which can be used to manipulate interactively
and 2022, in order to improve the journal's up-to-dateness. in order to make measurements and infer the relationship
However, in some literature, researchers were unable to locate between voltages across separate branches of parallel circuits.
At the stage of Analysis of Prototype using QUIS, the The results of the application evaluation, namely the
researcher developed the Questionnaire for User Interaction QUIS calculation, are shown in Table 2. The QUIS calculation
Satisfaction (QUIS) to assist users in expressing their feelings, considers five aspects of usability, namely ease of learning
impressions, and attitudes toward the upcoming interactive (Learnability), efficiency, memorability, errors and security,
application interface. In order to evaluate this prototyping, the and satisfaction.
user will be asked to provide feedback on the implemented
The purpose of the questionnaire statistical analysis is to efficiency in the questionnaire calculation is 4.31. On the basis
determine the Grand Mean value. After obtaining the Grand of the value obtained, one can conclude that the interactive
Mean, the value will be compared to the interval distance application's efficiency is quite acceptable. This indicates that
calculated using the Likert scale as described in the the user is adamant about the application's efficiency.
methodology section. The results as shown in Table 2, can be
represented as follows. Based on the results of the questionnaire, the Grand Mean
value for the memorability aspect is 4.30. It shows that the
Our framework analysis shows that the design we provide interactive application's memorability aspect is strongly agreed
is simple to master (Learnability), as The Grand Mean value upon. This indicates that the user strongly agrees that the
for the learnability aspect of the questionnaire calculated is application is easily remembered. Moreover, The Grand Mean
4.40. On the basis of the value obtained, it can be concluded value obtained from the errors aspect of the questionnaire
that the interactive application's learnability is highly regarded. calculation is 4.20, indicating that the errors aspect of the
This indicates that the user strongly agrees that the application interactive application is agreed upon. This indicates that the
is easily learned. Furthermore, the grand mean value for user is adamant about the application's low error rate.
The calculated Grand Mean value for the learnability strongly agrees that they are extremely efficient at completing
aspect of the questionnaire is 4.40. On the basis of the value application tasks. The efficiency of this interactive application
obtained, it can be concluded that the interactive application's can be seen in the consistency of the content placement and the
learnability is highly regarded. This indicates that the user language used. Additionally, users can select learning materials
strongly agrees that the application facilitates the user's task from the home page, which simplifies the process of accessing
completion when the user interacts with it. The learnability desired learning materials. Instructions used to access learning
aspect of the interactive application can be seen in the materials can assist users in taking quick and precise actions.
compatibility of the application's components and functions.
Additionally, the animations displayed are customized for each The Grand Mean value for memorability is 4.30 in the
learning material to aid users in comprehending the material questionnaire calculation. On the basis of the value obtained, it
being accessed. can be concluded that the interactive application's
memorability is highly regarded. This indicates that the user
Furthermore, the Grand Mean value for efficiency is 4.31 strongly agrees that the application is easy to use after a period
in the questionnaire's calculation. On the basis of the value of inactivity. The consistency of the menu and display in this
obtained, one can conclude that the interactive application's interactive application contributes to its memorability. The
efficiency is quite acceptable. This indicates that the user application's button components are also organized according