Evaluasi Usabilitas Aplikasi “SIGERAK” Sebagai Media Pembelajaran Interaktif Menggunakan System Usability Scale (SUS)


  • Rara Weinita Naiya Politeknik Negeri Sriwijaya, Palembang, Indonesia
  • Azwardi Azwardi Politeknik Negeri Sriwijaya, Palembang, Indonesia
  • Ariansyah Saputra * Mail Politeknik Negeri Sriwijaya, Palembang, Indonesia https://orcid.org/0000-0002-6032-1725
  • (*) Corresponding Author
Keywords: Learning Media; Educational Game; Usability; System Usability Scale; Elementary Students

Abstract

Digital learning media has become one of the alternative solutions to address the challenges of 21st-century education, especially in delivering abstract material such as the human movement system at the elementary school level. This study was conducted to design and assess the feasibility of the SIGERAK application as an interactive digital learning medium. The application is equipped with instructional content, quizzes, and educational mini games designed to enhance students understanding of the human movement concept. The trial was carried out at SD Negeri 85 Palembang using a descriptive quantitative approach. A total of 30 students and 2 sixth-grade teachers participated in the learning sessions using the application. The evaluation process employed the System Usability Scale (SUS) instrument, which consists of 10 Likert scale statements to assess aspects of user comfort and ease of use. The collected data were analyzed through score conversion and interpreted based on three dimensions Acceptability Ranges, Grade Scale, and Adjective Ratings. The evaluation results showed that SIGERAK obtained an average score of 80.63. This score falls into the Acceptable category, corresponds to Grade B, and is classified as Good. This study indicates that SIGERAK has a high level of usability and is considered suitable as a game-based thematic learning medium at the elementary school level.

Downloads

Download data is not yet available.

References

Abdillah, M. I., Luqna Hunaida, W., & Muqit, A. (2024). Implementasi Game Edukasi Untuk Meningkatkan Pemahaman Siswa Dalam Pembelajaran PAI Di Era Digital. In Jurnal Al-Mau’izhoh E-ISSN, 6(2), Desember.

Ahmad, A., Dwiprabowo, R., R, I. N., Batu, C. L., & Qibtia, M. (2025). View of Analisis Kesulitan Belajar IPA pada materi Konsep Gaya dan Gerak di kelas IV SDN Kayuringin Jaya III, Bekasi.

Aisah, A., & Widodo, S. (2024). Perancangan User Interface Game Edukasi Android pada Mata Pelajaran Operasi Hitung Matematika dengan Metode Design Thinking. Sudo Jurnal Teknik Informatika, 3(1), 9–18. https://doi.org/10.56211/sudo.v3i1.462

Budianti, C., Nurmalia, L., & Kusumawardani, S. (2024). Peningkatan Pemahaman Konsep IPA melalui Media Visual dalam Mata Pelajaran IPAS di MIS Al-Hidayah.

Cecilia, J., Effendy, P., Chandra Saputra, M., & Muslimah Az-Zahra, H. (2025). Evaluasi Usability Aplikasi Berbasis Android LolosASN dengan Metode Usability Testing dan System Usability Scale (SUS), 9(6)

Hasanah, F. U., Satrio, R. W., Hanafri, M. I., & Maisaroh, S. (2025). Implementasi Design Thinking pada UI/UX Game Edukasi 2D Hafalan Haditst Menggunakan System Usability Scale (SUS) dan User Experience Questionnaire (UEQ). MALCOM: Indonesian Journal of Machine Learning and Computer Science, 5(2), 711–721. https://doi.org/10.57152/malcom.v5i2.1969

Hasmiati, Fawzani, N., & Muhlis, W. (2023). Implementasi Kurikulum Merdeka Untuk Mengembangkan Kreativitas Peserta Didik Di Sekolah Dasar, Hasmiati Wachida Muhlis, https://doi.org/10.21009/JPD.14.02

Hussain Mir, A. (2025). Learner-Centered Pedagogies: Transforming Education For The 21st Century. Utility Finance and Digital Assets (JARUDA), 3(4), 2962–2973. https://doi.org/10.54443/jaruda.v3i4.217

Iskandar, S., Sholihah Rosmana, P., Fazriyah, A., Febriyano, A., Rosyada, A. A., & Febriana, N. (2023). Pengembangan Media Pembelajaran Quiz Whizzer dan Kinemaster untuk Meningkatkan Motivasi Belajar Siswa di Sekolah Dasar. Journal on Education, 05(02), 3239–3245.

Maghfirah, Nur Hayati, L., & Darwis, H. (2024). Evaluasi Kebergunaan Platform Pembelajaran Digital Sekolah Al-Fityan Menggunakan Metode System Usability ScalE. In Idealis: Indonesia Journal Information System, 7(2)

Mahmudi, M. R., Salshabila, & Friska, Y. S. (2023). Pengembangan Media Game Edukasi Berbasis Web Wordwall Pada Materi Balok Dan Kubus Kelas Iv Sd Dalam Kurikulum Merdeka, Didaktik, 9(4)

Manurung, M. N. U., Agung, A. A. G., & Suartama, I. K. (2024). Strategi Kreatif Multimedia Pembelajaran Interaktif Berbasis Game Based Learning pada Muatan IPS. Jurnal Media Dan Teknologi Pendidikan, 4(1), 51–60. https://doi.org/10.23887/jmt.v4i1.65296

Nugroho, K. T., Julianto, B., & Nur MS, D. F. (2022). Usability Testing pada Sistem Informasi Manajemen AKN Pacitan Menggunakan Metode System Usability Scale. Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI), 11(1), 74. https://doi.org/10.23887/janapati.v11i1.43209

Prafitasari, F. (2021). Integration of Critical Thinking Skills in Science Learning Using Blended Learning System. International Journal of Elementary Education, 5(3), 434–445

Rulyansah, A., Pratiwi, E. Y. R., Sriwijayanti, R. P., & Anjarwati, A. (2022). The Use of Games for Learning in Primary Schools: A Bibliometrics Analysis of The Scopus Database. Jurnal Basicedu, 6(5), 8475–8492. https://doi.org/10.31004/basicedu.v6i5.3881

Safitri, R. A., & Wulandari, F. (2023). Pengaruh Model Project Based Learning terhadap Kemampuan Berpikir Kreatif Siswa Sekolah Dasar. Emergent: Journal of Educational Discoveries and Lifelong Learning, 2(1), 1–11. https://doi.org/10.47134/emergent.v2i1

Sanjaya, R., Saputra, A., Putra, B. W., Sari, N., Destriani, R., Raihan, M., & Rahmany, U. (2021). Designing a Web-Based Online Tutoring Application in Palembang City Using the SUS (System Usability Scale) Method. Proceedings of the 4th Forum in Research, Science, and Technology, February, doi: 10.2991/ahe.k.210205.088

Suwirmayanti, N. L. G. P., Pratiwi, L. P. S., Diaz, R. A. N., Suniantara, I. K. P., & Adnyana, K. A. S. P. (2024). Evaluasi Usability pada Aplikasi E-Booking Salon Menggunakan Metode System Usability Scale (SUS). Jurnal Nasional Komputasi Dan Teknologi Informasi (JNKTI), 7(5).

Yulisetiani, S., Hatta, P., & Aristyagama, Y. H. (2025). Peningkatan Keterampilan Guru SD di Kabupaten Karanganyar dalam Mengembangkan Game Edukasi sebagai Media Pembelajaran Digital Menggunakan Platform Construct2 dan Articulate Storyline. Jurnal Inovasi Pengabdian Dan Pemberdayaan Masyarakat, 4(2), 397–406. https://doi.org/10.54082/jippm.707

Zahra, L., Saputra, A., Bahri, A., Malyan, J., Negara, J. S., Satu, B., & Selatan, S. (2025). Penerapan Metode System Usability Scale Aplikasi Gesiwan sebagai Media Pembelajaran. Jurnal Jupiter, 17(1)


Bila bermanfaat silahkan share artikel ini

Berikan Komentar Anda terhadap artikel Evaluasi Usabilitas Aplikasi “SIGERAK” Sebagai Media Pembelajaran Interaktif Menggunakan System Usability Scale (SUS)

Dimensions Badge
Article History
Published: 2025-08-31
Abstract View: 682 times
PDF Download: 514 times
Section
Articles