Assessing Usability in Immersive Javanese Script Learning: A System Usability Scale (SUS) Evaluation of Virtual Reality Applications

This study assesses the usability of a Virtual Reality (VR) application designed for Javanese Script learning, an intricate and historically significant writing system. Employing the System Usability Scale (SUS), we evaluated the application’s effectiveness in terms of user experience, ease of use, and satisfaction among 43 participants. The application achieved a SUS score of 77.27, reflecting a favorable user reception, though it also highlighted areas for improvement, particularly in instructional clarity and 3D visualization. These findings underscore the potential of VR as an educational tool, offering valuable insights for refining usability in similar applications. The study further discusses the implications of these results for the future development of VR-based educational tools, particularly in culturally significant and complex subject areas.

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Published
2024-10-24
DOI
https://doi.org/10.1109/icic64337.2024.10957113
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00

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article

Assessing Usability in Immersive Javanese Script Learning: A System Usability Scale (SUS) Evaluation of Virtual Reality Applications

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Virtual Reality Applications and Impacts
article

Assessing Usability in Immersive Javanese Script Learning: A System Usability Scale (SUS) Evaluation of Virtual Reality Applications

Eko Harry Pratisto, Fendi Aji Purnomo, Yudho Yudhanto, Taufiqurrakhman Nur Hidayat, Ovide Decroly Wisnu Ardhi, Muhammad Taufiq Alfathurrahman
article en

Abstract

This study assesses the usability of a Virtual Reality (VR) application designed for Javanese Script learning, an intricate and historically significant writing system. Employing the System Usability Scale (SUS), we evaluated the application’s effectiveness in terms of user experience, ease of use, and satisfaction among 43 participants. The application achieved a SUS score of 77.27, reflecting a favorable user reception, though it also highlighted areas for improvement, particularly in instructional clarity and 3D visualization. These findings underscore the potential of VR as an educational tool, offering valuable insights for refining usability in similar applications. The study further discusses the implications of these results for the future development of VR-based educational tools, particularly in culturally significant and complex subject areas.

Sebelas Maret University (ID)
Universitas Sebelas Maret
Quality Education
Openalex Percentile: Top 71%
Virtual Reality Applications and Impacts
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