Teacher user experience of beem math X 2.0 game using user experience questionnaire (UEQ) method in the learning of basic multiplication facts

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Suprih Widodo, Puji Rahayu, Tia Citra Bayuni

2023 AIP Conference Proceedings Vol. 2734 Issue 1 Conference paper Cited by 0 SDG 4SDG 16 Quartile

Abstract

The purpose of this study was to determine the level of teacher User Experience in the BeeM Math X 2.0 Games. BeeM MathX 2.0 game is educationa games that are useful for helping elementary school students mastering the basic facts of multiplication. 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 aluser experience questionnaire (UEQ). UEQ includes 26 statements with 6 indicator aspects, namely attractiveness, efficiency, perspicuity, dependability, stimulation and novelty. The sample of this research is elementary school teacher grade 3 with a total of 34 people who work in several parts 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. Thelresults of the analysis show that Beem Math X 2.0 games on the attractiveness, efficiency, perspicuity, dependability, stimulations and novelty scales get results in the category excellent which means they are included in the range of 10% of products that have the highest score. The measurement results can be used as a recommendation for learning media in elementary schools. © 2023 Author(s).

Affiliations

System and Information Technology Education, Universitas Pendidikan Indonesia, Purwakarta, Indonesia; Primary School Teacher Education, Universitas Pendidikan Indonesia, Purwakarta, Indonesia

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