Application of Context-Aware and Collaborative Mobile Learning System Design Model in Interactive E-Book Reader Using Design Thinking Methods

E-books as a learning medium have been widely used and utilized to support learning processes. The presence of e-books as digital books can be accepted by users because of the interactive content and display. However, the current format of e-book has not provided a mechanism/platform that accommodat...

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Autori principali: Nalendro, Putu Aji, Wardani, Ratna
Natura: UMS Journal (OJS)
Lingua:eng
Pubblicazione: Department of Informatics, Universitas Muhammadiyah Surakarta, Indonesia 2020
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Accesso online:https://journals.ums.ac.id/index.php/khif/article/view/10022
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author Nalendro, Putu Aji
Wardani, Ratna
author_facet Nalendro, Putu Aji
Wardani, Ratna
author_sort Nalendro, Putu Aji
collection OJS
description E-books as a learning medium have been widely used and utilized to support learning processes. The presence of e-books as digital books can be accepted by users because of the interactive content and display. However, the current format of e-book has not provided a mechanism/platform that accommodates contemporary learning styles on a two-way networked learning basis. E-books are more static in the sense that it has minimal interaction context. E-books have not been able to integrate learners with their learning environment in an interaction construct to support a learning activity. To address this problem, this study recommends a new approach called context-aware and collaborative mobile learning system design model. The method used in implementing the design model is design thinking. Usability testing using the guerrilla usability testing method is carried out to determine the quality of the e-books produced. The results obtained at the stages of empathize and define produced list and learning problems experienced by students when using e-books. The ideate and prototype stages produced e-book prototypes developed based on context-aware and collaborative mobile learning system design model. In the test stage, usability testing of 30 students showed good results. It is said to be good because there are no assignments with a score of one in the rubric usability testing table. So it can be concluded that the design model applied to the prototype e-book is feasible and can be understood by users.
format UMS Journal (OJS)
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institution Universitas Muhammadiyah Surakarta
language eng
publishDate 2020
publisher Department of Informatics, Universitas Muhammadiyah Surakarta, Indonesia
record_format ojs
spelling oai:ojs2.journals.ums.ac.id:article-10022 Application of Context-Aware and Collaborative Mobile Learning System Design Model in Interactive E-Book Reader Using Design Thinking Methods Nalendro, Putu Aji Wardani, Ratna context-aware; e-book; design thinking E-books as a learning medium have been widely used and utilized to support learning processes. The presence of e-books as digital books can be accepted by users because of the interactive content and display. However, the current format of e-book has not provided a mechanism/platform that accommodates contemporary learning styles on a two-way networked learning basis. E-books are more static in the sense that it has minimal interaction context. E-books have not been able to integrate learners with their learning environment in an interaction construct to support a learning activity. To address this problem, this study recommends a new approach called context-aware and collaborative mobile learning system design model. The method used in implementing the design model is design thinking. Usability testing using the guerrilla usability testing method is carried out to determine the quality of the e-books produced. The results obtained at the stages of empathize and define produced list and learning problems experienced by students when using e-books. The ideate and prototype stages produced e-book prototypes developed based on context-aware and collaborative mobile learning system design model. In the test stage, usability testing of 30 students showed good results. It is said to be good because there are no assignments with a score of one in the rubric usability testing table. So it can be concluded that the design model applied to the prototype e-book is feasible and can be understood by users. Department of Informatics, Universitas Muhammadiyah Surakarta, Indonesia Universitas Negeri Yogyakarta, Pascasarjana, Pendidikan Teknik Elektronika dan Informatika 2020-09-30 info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion application/pdf https://journals.ums.ac.id/index.php/khif/article/view/10022 10.23917/khif.v6i2.10022 Khazanah Informatika : Jurnal Ilmu Komputer dan Informatika; Vol. 6 No. 2 October 2020 Khazanah Informatika; Vol. 6 No. 2 October 2020 2477-698X 2621-038X eng https://journals.ums.ac.id/index.php/khif/article/view/10022/6049 Copyright (c) 2020 Khazanah Informatika: Jurnal Ilmu Komputer dan Informatika http://creativecommons.org/licenses/by/4.0
spellingShingle context-aware; e-book; design thinking
Nalendro, Putu Aji
Wardani, Ratna
Application of Context-Aware and Collaborative Mobile Learning System Design Model in Interactive E-Book Reader Using Design Thinking Methods
title Application of Context-Aware and Collaborative Mobile Learning System Design Model in Interactive E-Book Reader Using Design Thinking Methods
title_full Application of Context-Aware and Collaborative Mobile Learning System Design Model in Interactive E-Book Reader Using Design Thinking Methods
title_fullStr Application of Context-Aware and Collaborative Mobile Learning System Design Model in Interactive E-Book Reader Using Design Thinking Methods
title_full_unstemmed Application of Context-Aware and Collaborative Mobile Learning System Design Model in Interactive E-Book Reader Using Design Thinking Methods
title_short Application of Context-Aware and Collaborative Mobile Learning System Design Model in Interactive E-Book Reader Using Design Thinking Methods
title_sort application of context aware and collaborative mobile learning system design model in interactive e book reader using design thinking methods
topic context-aware; e-book; design thinking
topic_facet context-aware; e-book; design thinking
url https://journals.ums.ac.id/index.php/khif/article/view/10022
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