Evaluasi Usabilitas dan Pengalaman Pengguna Game Puzzle Drag-and-Drop “Puzzlemetry” untuk Pembelajaran Bangun Datar Gabungan pada Siswa SMK dengan Instrumen CSUQ

Authors

  • Ahmad Fairuzabadi Universitas Widya Gama
  • Shaifany Fatriana Kadir Universitas Widya Gama

DOI:

https://doi.org/10.31004/riggs.v4i2.2829

Keywords:

Evaluasi Usability, Pengalaman Pengguna, CSUQ, Mekanisme Drag-And-Drop, Pembelajaran Geometri

Abstract

Pembelajaran geometri, khususnya pada topik bangun datar gabungan, masih menjadi tantangan bagi siswa Sekolah Menengah Kejuruan (SMK) karena menuntut keterampilan visualisasi spasial dan analitis. Untuk mengatasi keterbatasan metode konvensional, media pembelajaran digital berbasis game semakin banyak dikembangkan. Penelitian ini bertujuan mengevaluasi aspek usability dan user experience (UX) dari Puzzlemetry, sebuah game edukasi berbasis puzzle drag-and-drop yang dirancang untuk mendukung pembelajaran geometri. Desain penelitian menggunakan pendekatan Research and Development (R&D) dengan model Agile-Extreme Programming (Agile-XP). Subjek penelitian adalah 40 siswa kelas XI SMK di Malang yang dipilih secara purposif berdasarkan kesulitan dalam memahami bangun datar gabungan serta familiaritas dengan perangkat mobile. Seluruh prosedur telah memperoleh persetujuan etik dari sekolah dan orang tua siswa. Instrumen evaluasi menggunakan Computer System Usability Questionnaire (CSUQ) versi terjemahan bahasa Indonesia yang telah diuji reliabilitas internalnya (Cronbach’s α = 0,89). CSUQ terdiri dari 18 butir yang mengukur tiga dimensi: System Usefulness (7 item), Information Quality (6 item), dan Interface Quality (5 item). Setiap item dinilai dengan skala Likert 1-7, lalu dikonversi ke persentase menggunakan rumus skor aktual/skor maksimal × 100%. Kategori interpretasi ditetapkan sebagai baik (≥70%), cukup (50–69%), dan kurang (<50%). Analisis dilakukan secara deskriptif, dilengkapi interval kepercayaan 95% untuk setiap dimensi. Hasil menunjukkan skor usability agregat 78,2% (kategori baik), dengan dimensi tertinggi pada System Usefulness (80%), diikuti Interface Quality (77,5%) dan Information Quality (77%). Temuan ini mengindikasikan bahwa Puzzlemetry memiliki usability yang baik dan berpotensi mendukung pemahaman konsep geometri, meskipun aspek visual dan kualitas informasi masih memerlukan perbaikan. 

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Published

31-07-2025

How to Cite

[1]
A. Fairuzabadi and S. F. Kadir, “Evaluasi Usabilitas dan Pengalaman Pengguna Game Puzzle Drag-and-Drop ‘Puzzlemetry’ untuk Pembelajaran Bangun Datar Gabungan pada Siswa SMK dengan Instrumen CSUQ”, RIGGS, vol. 4, no. 2, pp. 7931–7939, Jul. 2025.

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