ANALISIS PENGARUH JUMLAH SAMPEL PADA EVALUASI USABILITAS APLIKASI EDUKASI ANAK-ANAK

Main Authors: , MELITA PUSPITASARI, , Ir. Rini Dharmastiti, M.Sc., Ph.D.
Format: Thesis NonPeerReviewed
Terbitan: [Yogyakarta] : Universitas Gadjah Mada , 2014
Subjects:
ETD
Online Access: https://repository.ugm.ac.id/130784/
http://etd.ugm.ac.id/index.php?mod=penelitian_detail&sub=PenelitianDetail&act=view&typ=html&buku_id=71214
Daftar Isi:
  • The development in technology for children is now increasing. In order for the design and appearance of a software/application is easy to operate, run, and understood by the children, an usability test is needed. There are several methods that can be used in the usability testing, including thinking aloud method that takes at least 3-5 samples so the optimal problem can be found during the test. This study aims to determine whether the needs of the number of samples in the thinking aloud method is still relevant today, especially when applied to children, and to determine the effect of sample size on usability problems found. This study involved 10 children as subjects with a mean age of 10.6 years to play educational applications that run on Apple Ipad 2 named Candy Factory, a math game application that asks user to make chocolate candy in accordance with the demand. Each sample has to work a several task with limited time for 5 minutes and was given repetition time for 3 times. Number of usability problems found on any number of samples, which previously conducted a random combination of the number of samples in each group 3 times with the composition of the different samples of each group will be measured and analyzed. Usability aspects used for this study are learnability, efficiency of use, memorability, errors, and satisfaction. In addition to measure the degree of usability of this system, has been counted the processing time and the amount of each chocolate bar candy manufactured at any time of repetition, as well as opinions about the system tested. The children were also asked to give suggestions for improvement of the system. From the analysis of this research, the number of samples in usability test on children's educational applications on gadget has the effect that the more the number of samples, the more problems are encountered but only up to 4 samples. More than 4 samples, usability problems that found is decreasing because the children keep revealing the same problem. One sample was able to uncover as much as 45,45 % usability problem, and 85% usability problem found by only 4 samples. While 100 % usability problems can be expressed by 9 samples. Moreover, the result of usability test analysis and recommendations for improvement of Candy Factory are explained.