Measuring Usability on Mobile Education Game: the UMUX

Authors

  • Ida Hastuti Politeknik Negeri Banjarmasin
  • Joni Riadi Politeknik Negeri Banjarmasin
  • Ahmad Yusuf Politeknik Negeri Banjarmasin
  • Reza Fauzan Politeknik Negeri Banjarmasin
  • Ahmad Rizani Politeknik Negeri Banjarmasin
  • Saberan Politeknik Negeri Banjarmasin

DOI:

https://doi.org/10.52731/liir.v005.215

Keywords:

usability, UMUX, mobile game education

Abstract

Layout inconsistencies within the system, redundant functionality, or the absence of a help button. All of these are instances of elements that make mobile gaming education quite frustrating. The purpose of this study is to assess the level of usefulness and value that may be found in mobile game education. The use of UMUX as a measuring instrument is a new addition to the usual collection of usability questionnaires, to test the perceived usability of a product or service by employing a smaller number of items that are more closely aligned with the definition of usability. In our study, we used method UMUX for online questionnaire. Respondents on this study is 50 people. The usability testing is done on a total of eight different instructional mobile game layouts. Result showed that layout with the highest value and grade is number 8 (85/A+), which displays the page for the “Tes Hafalan”. The layout with the lowest value and grade is number 5 (77/B+), which presents a page view of the Tajweed Law. Based on the CGS Table, mobile game education that was researched obtained an average score of 80.5, which corresponds to a grade of A-. These findings indicate a positive user experience, which is relevant to usability. On the other hand, UMUX is capable of interpreting a system in a way that is usable, albeit subject to a number of restrictions.

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Published

2024-03-11