USER EXPERIENCE ANALYSIS ON BEEM MATH X 2.0 GAMES USING USER EXPERIENCE QUESTIONNAIRE (UEQ) METHOD S Widodo, P Rahayu, T Citra Bayuni
Universitas Pendidikan Indonesia
Abstract
Beem Math X 2.0 games is an educational game that is useful to help elementary school students understand the basic facts of multiplication in learning mathematics. The purpose of this study was to determine the level of User Experience in Beem Math X 2.0 Games. The research method used is a quantitative research method by distributing questionnaires and reviewing the literature. The data collection technique consisted of a literature study and a questionnaire with a user experience questionnaire (UEQ). The UEQ includes 26 statements with 6 indicator aspects, namely Attractiveness, Efficiency, Perspicuity, Depenability, Stimulation and Novelty. The research sample was elementary school teacher grade 3 with a total of 34 people who served in all regions of Indonesia. The reliability of the questionnaire in this study used Cronbach^s Alpha which was carried out with the user experience questionnaire (UEQ) tools. The results of the analysis show that Games Beem Math on the Attractiveness, Efficiency, Perspicuity, Depenability, Stimulations and Novelty scales get results in the excellent category which means they are included in the range of 10% of products that have the highest score.
Keywords: User Experience, Games Beem Math, User Experience Questionnaire