Usability Evaluation of English Learning Application Base on Augmented Reality Using ISO 9241

Authors

  • Imam Fahrur Rozi State Polytechnic of Malang, Malang
  • Eka Larasati State Polytechnic of Malang, Malang
  • Vivin Ayu Lestari State Polytechnic of Malang, Malang
  • Nurizal Dwi Priandani UIN Maulana Malik Ibrahim, Malang

DOI:

https://doi.org/10.25126/jitecs.202381414

Abstract

Augmented Reality (AR) technology is one of the educational applications that may be created. AR is a learning tool that may be used to integrate virtual things or objects into a natural environment to engage in real-time. English is a foreign language that must be learnt. For language assistance, pupils must acquire a sufficient command of vocabulary via reading and listening exercises. Two factors contribute to the ineffectiveness of oral communication: pupils who do not have enough vocabulary knowledge and students who do not know how to employ vocabulary non their spoken language. One of the learning media that has been developed is the AR-based English vocabulary learning application which was developed in early April 2020 to September 2020. This application aims to help elementary school students (6-12 years) in learning English vocabulary. Where in the current learning which is due to the pandemic thus making distance learning. The purpose of this study is to measure the usability of the application whose vocabulary has been developed from three aspects, namely effectiveness, efficiency and user satisfaction (ISO 9241). The results of the research conducted show that the usability level of this application is 89% effectiveness, 94% efficiency and 91% user satisfaction. So that this learning application can be said to have good usability and can be used as a supporting medium for learning English vocabulary for children aged 6-12 years independently.

References

A. Abidah, H. N. Hidaayatullaah, R. M. Simamora, D. Fehabutar, and L. Mutakinati. The Impact of Covid-19 to Indonesian Education and Its Relation to the Philosophy of ‘Merdeka Belajar. Stud. Philos. Sci. Educ., vol. 1, no. 1, pp. 38–49. Doi: 10.46627/sipose.v1i1.9.2020.

S. Pokhrel and R. Chhetri. A Literature Review on Impact of COVID-19 Pandemic on Teaching and Learning. High. Educ. Futur., vol. 8, no. 1, pp. 133–141, doi: 10.1177/2347631120983481. 2021.

S. Dhawan. Online Learning: A Panacea in the Time of COVID-19 Crisis. J. Educ. Technol. Syst., vol. 49, no. 1, pp. 5–22, doi: 10.1177/0047239520934018. 2020.

F. W. Ariesta, Suwarno, and R. Olifia. Effectiveness of E-Learning Media to Improve Learning Outcomes Natural Science in Primary Schools. J. Educ. Res. Eval., vol. 3, no. 2, p. 88, doi: 10.23887/jere.v3i2.17203. 2019.

I. F. Rozi, E. Larasati, and V. A. Lestari. Developing vocabulary card base on Augmented Reality (AR) for learning English. IOP Conf. Ser. Mater. Sci. Eng., vol. 1073, no. 1, p. 012061, doi: 10.1088/1757-899x/1073/1/012061. 2021.

J. Martín-Gutiérrez, M. Contero, and M. Alcañiz. Evaluating the usability of an augmented reality based educational application. Lect. Notes Comput. Sci. (including Subser. Lect. Notes Artif. Intell. Lect. Notes Bioinformatics), vol. 6094 LNCS, no. PART 1, pp. 296–306, doi: 10.1007/978-3-642-13388-6_34. 2010.

M. Kesim and Y. Ozarslan. Augmented Reality in Education: Current Technologies and the Potential for Education. Procedia - Social and Behavioral Sciences, vol. 47. pp. 297–302, doi: 10.1016/j.sbspro.2012.06.654. 2012.

N. Tuli and A. Mantri. Evaluating Usability of Mobile-Based Augmented Reality Learning Environments for Early Childhood. Int. J. Hum. Comput. Interact., vol. 37, no. 9, pp. 815–827, doi: 10.1080/10447318.2020.1843888. 2021.

S. Nanda and S. K. Jha. Augmented Reality- an Application for Kid ’ s Education. Int. J. Eng. Res. Technol., vol. 5, no. 2017, pp. 1–5. 2017.

ISO 9241-11, Ergonomic requirements for office work with visual display terminals (VDTs) - part 11: guidance on usability, no. 2. 1998.

V. Venkatesh, H. Hoehle, and R. Aljafari. A usability evaluation of the Obamacare website. Gov. Inf. Q., vol. 31, no. 4, pp. 669–680, doi: 10.1016/j.giq.2014.07.003. 2014.

H. Yahya and R. Razali. A usability-based framework for electronic government systems development. ARPN J. Eng. Appl. Sci., vol. 10, no. 20, pp. 9414–9423. 2015.

A. Dix, J. Finlay, G. D. Abowd, and R. Beale, Human-Computer Interaction, vol. Third, no. January. 2004.

E. Chang and T. S. Dillon. A usability-evaluation metric based on a soft-computing approach. IEEE Trans. Syst. Man, Cybern. Part ASystems Humans, vol. 36, no. 2, pp. 356–372, doi: 10.1109/TSMCA.2005.851349. 2006.

A. H. Safar, A. A. Al-Jafar, and Z. H. Al-Yousefi. The effectiveness of using augmented reality apps in teaching the english alphabet to kindergarten children: A case study in the state of Kuwait. Eurasia J. Math. Sci. Technol. Educ., vol. 13, no. 2, pp. 417–440, doi: 10.12973/eurasia.2017.00624a. 2017.

J. Bacca, S. Baldiris, R. Fabregat, S. Graf, and Kinshuk. Augmented reality trends in education: A systematic review of research and applications. Educ. Technol. Soc., vol. 17, no. 4, pp. 133–149. 2014.

T. Scheller and E. Kühn. Automated measurement of API usability: The API Concepts Framework. Inf. Softw. Technol., vol. 61, pp. 145–162, doi: 10.1016/j.infsof.2015.01.009. 2015.

E. T. Hvannberg, E. L. C. Law, and M. K. Lárusdóttir. Heuristic evaluation: Comparing ways of finding and reporting usability problems. Interact. Comput., vol. 19, no. 2, pp. 225–240, doi: 10.1016/j.intcom.2006.10.001. 2007.

B. Laugwitz, T. Held, and M. Schrepp. Construction and Evaluation of a User Experience Questionnaire. HCI Usability Educ. Work, pp. 63–76, doi: 10.1007/978-3-540-89350-9_6. 2008.

L. V. Casaló and J. Cisneros. An empirical test of the multiplicative effect of usability on consumer trust and satisfaction. Proc. - Int. Work. Database Expert Syst. Appl. DEXA, pp. 439–443, doi: 10.1109/DEXA.2008.139. 2008.

K. Awang, S. N. W. Shamsuddin, I. Ismail, N. A. Rawi, and M. M. Amin. The usability analysis of using augmented reality for linus students. Indones. J. Electr. Eng. Comput. Sci., vol. 13, no. 1, pp. 58–64, doi: 10.11591/ijeecs.v13.i1.pp58-64. 2019.

F. N. Fitriyani. The Implementation of Game Based Learning for Children. aṣ-ṣibyān J. Pendidik. Anak Usia Dini, vol. 2, no. 1, pp. 1–16. 2017.[Online]. Available: http://jurnal.uinbanten.ac.id/index.php/assibyan/article/view/1332.

D. Novaliendry and S. Andriani. English Edugame Application for Childhood base on Android. Syst. Eng. Inf. Technol., vol. 4, no. 10, pp. 187–192. 2020. [Online].Available: http://jurnal.uinbanten.ac.id/index.php/assibyan/article/view/1332.

Downloads

Published

2023-04-30

How to Cite

Fahrur Rozi, I., Larasati, E., Ayu Lestari, V., & Dwi Priandani, N. (2023). Usability Evaluation of English Learning Application Base on Augmented Reality Using ISO 9241. Journal of Information Technology and Computer Science, 8(1), 1–10. https://doi.org/10.25126/jitecs.202381414

Issue

Section

Articles