Abstract

Draw learning in early childhood is an important lesson and full of stimulation of the process of growth and development of children which could help to train the fine motor skills. We have had a lot of applications that can be used to perform learning, including interactive learning applications. Referring to the observations that have been conducted showed that the experiences given by the applications that exist today are very diverse and have not been able to represent the model of learning and characteristics of early childhood (4-6 years). Based on the results, Hierarchical Task Analysis method generated a list of tasks that must be done in designing an user interface that represents the user experience in draw learning. Then by using the Heuristic Evaluation method the usability of the model has fulfilled a very good level of understanding and also it can be enhanced and produce a better model.

Highlights

  • Childhood education is an education stage that aims to increase the growth of physical and spiritual development in order to have a readiness to proceed to the higher education stage in formal or informal schools

  • We conduct the usability test of two drawing applications that are popular in Google Playstore (How to Draw and Ayo Menggambar) which produces a several data that showing the experiences gained from the both of interface have a weakness on the part of the tasks and the user's own ability to understand the interface that do not lead to optimal learning, so both of application interface is not able to represent the characteristics of early childhood learning (4-6 years)

  • Curriculums and Expert Interviews Studies in this phase is done by reading and resume early childhood curriculums from government itself, books, papers, articles and other literature and conducted interviews with a psychologist / person engaged in early childhood education and the art of drawing which will be a reference in designing an user interface

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Summary

Introduction

Childhood education is an education stage that aims to increase the growth of physical and spiritual development in order to have a readiness to proceed to the higher education stage in formal or informal schools. Childhood is a group of children who are in the process of unique growth and development; the pattern of growth and development (fine and gross motor coordination), intelligence (thinking, creativity, emotional intelligence and spiritual intelligence), social emotional (attitudes, behaviour and religion), language, and special communication [9]. Learning to draw in early childhood is an important learning and fun as well as the activity of drawing is filled by the stimulation of the process of growth and development of the children. We conduct the usability test of two drawing applications that are popular in Google Playstore (How to Draw and Ayo Menggambar) which produces a several data that showing the experiences gained from the both of interface have a weakness on the part of the tasks and the user's own ability to understand the interface that do not lead to optimal learning, so both of application interface is not able to represent the characteristics of early childhood learning (4-6 years)

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