Artikel Ilmiah : H1D019045 a.n. WISNU HENDRA KUSUMA
| NIM | H1D019045 |
|---|---|
| Namamhs | WISNU HENDRA KUSUMA |
| Judul Artikel | ANALISIS USABILITY DAN LEARNABILITY PADA GAME SAILOR PIECE (ROBLOX) MENGGUNAKAN METODE SYSTEM USABILITY SCALE (SUS) |
| Abstrak (Bhs. Indonesia) | Pesatnya pertumbuhan platform Roblox menciptakan ekosistem User-Generated Virtual Worlds (UGVW) yang masif, di mana retensi pemain sangat dipengaruhi oleh kemudahan memahami mekanisme permainan (learnability). Sailor Piece merupakan salah satu game bergenre role-playing game (RPG) populer dengan mekanik kompleks yang berisiko menimbulkan hambatan kognitif bagi pemain baru apabila tidak didukung oleh antarmuka yang intuitif. Penelitian ini bertujuan untuk mengukur dan menganalisis tingkat usability serta learnability pada game Sailor Piece menggunakan metode System Usability Scale (SUS) guna merumuskan rekomendasi perbaikan desain antarmuka bagi pengembang, Shadowrise Devs. Penelitian menggunakan pendekatan kuantitatif deskriptif dengan data dikumpulkan melalui kuesioner SUS berbasis skala Likert terhadap 32 responden pemain aktif, yang selanjutnya diolah menjadi skor terstandardisasi (0–100) dan diinterpretasikan menggunakan Adjective Rating. Hasil penelitian menunjukkan bahwa Sailor Piece memperoleh skor rata-rata SUS sebesar 56,17 yang tergolong kategori Awful dan berada di bawah standar kelayakan usabilitas umum (≥ 68–70). Masalah utama terletak pada dimensi learnability dan tingginya ketergantungan pemain baru terhadap panduan eksternal seperti Wiki/YouTube (butir Q4, Q7, Q10), sementara navigasi menu dasar dan kepercayaan diri pemain dalam menjalankan misi dinilai cukup baik setelah melewati fase awal (butir Q8, Q9). Berdasarkan temuan tersebut, direkomendasikan pengembangan guided tutorial interaktif di Sea 1 serta integrasi fitur In-Game Guidebook/Codex untuk meningkatkan retensi dan kenyamanan pemain. |
| Abtrak (Bhs. Inggris) | The rapid growth of the Roblox platform has produced a massive User-Generated Virtual Worlds (UGVW) ecosystem, in which player retention is strongly influenced by how easily players understand the game mechanics (learnability). Sailor Piece is a popular role-playing game (RPG) with complex mechanics that risk creating cognitive barriers for new players when not supported by an intuitive interface. This study aims to measure and analyze the usability and learnability of Sailor Piece using the System Usability Scale (SUS) method to formulate interface-design recommendations for the developer, Shadowrise Devs. A descriptive quantitative approach was used, with data collected through a Likert-scale SUS questionnaire distributed to 32 active player respondents, processed into standardized scores (0–100), and interpreted using Adjective Ratings. The results show that Sailor Piece obtained an average SUS score of 56.17, categorized as “Awful” and below the acceptable usability benchmark. The main issue lies in the learnability dimension and heavy reliance on external guides such as Wiki/YouTube (items Q4, Q7, Q10), while basic menu navigation and player confidence in performing missions were rated favorably after the initial phase (items Q8, Q9). Based on these findings, an interactive guided tutorial in Sea 1 and an in-game Guidebook/Codex feature are recommended to improve player retention and satisfaction. Keywords: Learnability, Roblox, Sailor Piece, System Usability Scale (SUS), Usability. |
| Kata kunci | Learnability, Roblox, Sailor Piece, System Usability Scale (SUS), Usability. |
| Pembimbing 1 | Ir. Swahesti Puspita Rahayu,S.Kom.,M.T. |
| Pembimbing 2 | Ir. Nofiyati, S.Kom., M.Kom. |
| Pembimbing 3 | |
| Tahun | 2026 |
| Jumlah Halaman | 8 |
| Tgl. Entri | 2026-08-13 07:27:47.377568 |