Usability and user experience evaluation of Wayground for self-regulated learning
DOI:
https://doi.org/10.17509/curricula.v5i3.845Keywords:
HEART framework, self-regulated learning, system usability scale, user experienceAbstract
The increasing use of digital learning applications in Indonesian high schools raises questions about whether these applications truly support students' independence in learning. This study aims to evaluate the usability and user experience of the Wayground application among high school students, and to examine the relationship between usability and user experience and their self-regulated learning. This evaluation is important because previous studies generally evaluate usability and user experience separately, leaving little research on their role together in supporting learning independence. This study is descriptive and evaluative, using a quantitative approach; data were collected from 55 active Wayground users at Al-Muhajirin Fullday High School via a questionnaire that combined the System Usability Scale and the HEART Framework, covering happiness, engagement, adoption, retention, and task success. The results showed a marginally low SUS score, a D grade, and 12.18 points below the industry average. The user experience score was considered good but at the lower end, with engagement and task success the lowest. This pattern indicates that usability constraints have the greatest impact on self-regulated use, potentially hindering students' independence in learning. This study recommends incremental improvements to Wayground's navigation, system feedback, gamification, and onboarding process.
Abstrak
Meningkatnya penggunaan aplikasi pembelajaran digital di sekolah menengah atas di Indonesia memunculkan pertanyaan tentang apakah aplikasi tersebut benar-benar mendukung kemandirian belajar murid. Penelitian ini bertujuan untuk mengevaluasi usability dan menganalisis user experience aplikasi Wayground pada murid SMA, serta mengkaji keterkaitan keduanya dengan self-regulated learning murid. Evaluasi ini penting dilakukan karena kajian terdahulu umumnya mengevaluasi usability dan user experience secara terpisah, sehingga peran keduanya secara bersama-sama dalam mendukung kemandirian belajar belum banyak dikaji. Penelitian ini bersifat deskriptif evaluatif dengan pendekatan kuantitatif; data dikumpulkan dari 55 murid pengguna aktif Wayground di SMA Fullday Al-Muhajirin melalui kuesioner yang menggabungkan System Usability Scale dan HEART Framework, meliputi happiness, engagement, adoption, retention, dan task success. Hasil menunjukkan skor SUS termasuk kategori marginal low dengan grade D, yang berada 12,18 poin di bawah ambang rata-rata industri. Skor user experience tergolong baik, namun berada pada batas bawah, dengan engagement dan task success sebagai capaian terendah. Pola tersebut menunjukkan bahwa kendala usability paling memengaruhi penggunaan mandiri, yang berpotensi menghambat kemandirian belajar murid. Penelitian ini merekomendasikan perbaikan bertahap pada navigasi, umpan balik sistem, gamifikasi, serta proses onboarding Wayground.
Kata Kunci: kerangka HEART; pengalaman pengguna; self-regulated learning; system usability scale
References
Abdulrahman, A. O., & Rawf, K. H. (2022). Usability methodologies and data selection: Assessing the usability techniques on educational websites. International Journal of Electronics and Communications System, 2(2), 49-56.
Agyemang, P., Kwofie, E. M., & Baum, J. I. (2022). Transitioning to sustainable healthy diets: A model-based and conceptual system thinking approach to optimized sustainable diet concepts in the United States. Frontiers in Nutrition, 9(1), 1-21.
Anuar, N. A. K., Zakaria, N., Ibrahim, N., Mokhtar, M. I., Jasman, N. H., Yunos, D. R. M., & Rahmat, N. H. (2023). The influence of learners’ motivation and self-regulated learning behaviour. International Journal of Academic Research in Business and Social Sciences, 13(6), 520-536.
Apriyanto, A., Al Haddar, G., Mardiati, M., & Sitepu, E. (2025). Pengaruh self-regulated learning terhadap kemampuan berpikir kritis siswa di Indonesia. Sanskara Pendidikan dan Pengajaran, 3(2), 70-80.
Azizah, S. N., Setiaji, A., & Susanto, D. A. (2025). The effectiveness of Wayground application in enhancing grammar mastery of students with different motivation. Media Penelitian Pendidikan: Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran, 19(2), 230-242.
Bangor, A., Kortum, P. T., & Miller, J. T. (2008). An empirical evaluation of the system usability scale. International Journal of Human–Computer Interaction, 24(6), 574-594.
Bangor, A., Kortum, P., & Miller, J. (2009). Determining what individual SUS scores mean: adding an adjective rating scale. Journal of Usability Studies, 4(3), 114-123.
Berni, A., & Borgianni, Y. (2021). Making order in user experience research to support its application in design and beyond. Applied Sciences, 11(15), 1-19.
Brooke, J. (1996). SUS: A quick and dirty’usability. Usability Evaluation in Industry, 189(3), 189-194.
Dewi, M. A., Saputra, W. J. W., Murad, D. F., Putranto, A., & Wijaya, D. I. (2025). Usability evaluation of SIFOSA using the System Usability Scale (SUS) method. Asia-Pacific Journal of Information Technology & Multimedia, 14(2), 463-471.
Errabo, D. D., Dela Rosa, A., & Gonzales, L. J. M. (2024). Optimizing differentiated podcasts to promote students’ self-regulation and engagement, self-efficacy and performance in asynchronous learning. Journal of Research in Innovative Teaching & Learning, 17(2), 368-390.
Fa'iqoh, H., & Suyatno, D. F. (2024). Evaluasi user experience aplikasi Indonesia Pustaka Nasional (IPusnas) menggunakan metode heart metrics. Journal of Emerging Information Systems and Business Intelligence, 5(2), 126-135.
Faudzi, M. A., Cob, Z. C., Sharudin, S. A., Omar, R., & Ghazali, M. (2023). The effects of user interface design for mobile learning application on learner's extraneous cognitive load: a conceptual framework. Proceedings of the Asian HCI Symposium 2023, 1(1), 51-57.
Findyartini, A., Greviana, N., Hanum, C., Wiyarta, E., Novarianto, J. K., Nugroho Supranoto, Y. T., ... & Atta, K. (2024). “How is social media used for learning?”: Relationships between social media use by medical students with their self-regulated learning skills. BMC Medical Education, 24(1), 1-12.
Gopali, S., Siami-Namini, S., Abri, F., & Namin, A. S. (2024). The performance of the LSTM-based code generated by Large Language Models (LLMs) in forecasting time series data. Natural Language Processing Journal, 27(1), 1-13.
Haerani, R., Rahman, T. K. A., Firdaus, A. A., & Kamelia, L. (2025). Evaluating information system acceptance: A comprehensive approach. 2025 11th International Conference on Wireless and Telematics (ICWT), 1(1), 1-5.
Hanum, A. L., Miranti, T. K., Fatmawati, D., Diyon, M. F., & Prawiro, C. J. (2022). Analisis user experience aplikasi mobile Peduli Lindungi menggunakan HEART metrics. Jurnal Syntax Admiration, 3(2), 362-372.
Harianto, D., Hasyim, S. H., & Azis, F. (2024). Efektivitas media dan teknologi berbasis aplikasi dalam pembelajaran: Sebuah tinjauan literatur. Jurnal Belaindika: Pembelajaran dan Inovasi Pendidikan, 6(3), 255-261.
Harmaniola, E., Ahsyar, T. K., Syaifullah, S., Anofrizen, A., & Marsal, A. (2025). Evaluating user experience of SITASI system using HEART Metrics and Importance-Performance Analysis (IPA). Edumatic: Jurnal Pendidikan Informatika, 9(2), 522-531.
Hiariej, R., & Setiyawati, N. (2022). Evaluasi user experience dan usability sistem informasi tugas akhir FTI UKSW menggunakan user experience questionnaire dan system usability scale. JOISIE (Journal of Information Systems and Informatics Engineering), 6(2), 58-63.
Hidayat, D. R., Rohaya, A., Nadine, F., & Ramadhan, H. (2020). Kemandirian belajar peserta didik dalam pembelajaran daring pada masa pandemi COVID-19. Perspektif Ilmu Pendidikan, 34(2), 147-154.
Hutajulu, I. H. N. (2025). Pengaruh self-regulated learning dan manajemen waktu terhadap motivasi belajar dengan kemandirian belajar sebagai variabel intervening. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(4), 1-15.
Issa, T., & Isaias, P. (2022). Usability and Human–Computer Interaction (HCI). Sustainable Design: HCI, Usability and Environmental Concerns, 1(1), 23-40.
Kelana, B., Riskinanto, A., Nasyiah, M., & Fiandhika, M. F. (2024). Validation of system usability scale from expert and ordinary user perspective. Proceeding of International Conference on Science, Health, and Technology, 1(1), 12-18.
Meiners, A. L., Schrepp, M., Hinderks, A., & Thomaschewski, J. (2024). A benchmark for the UEQ+ framework: Construction of a simple tool to quickly interpret UEQ+ KPIs. International Journal of Interactive Multimedia and Artificial Intelligence, 9(1), 104-111.
Nunirmala, D. P., Rachmatulah, H., & Alfia, S. (2024). Effectiveness of the application of instructional media using the Canva application in marketing subjects at SMK 45 Lembang. Curricula: Journal of Curriculum Development, 3(1), 41-56.
Nuriman, M. L., & Mayesti, N. (2020). Evaluasi ketergunaan website Perpustakaan Universitas Indonesia menggunakan system usability scale. Baca: jurnal dokumentasi dan informasi, 41(2), 253-269.
Orozco, M. T. V., & de Benito Crosetti, B. L. (2026). Evaluating a virtual learning environment for secondary English in a public school: Usability, motivation, and engagement. Education Sciences, 16(1), 1-26.
Palalas, A., & Wark, N. (2020). The relationship between mobile learning and self-regulated learning: a systematic review. Australasian Journal of Educational Technology, 36(4), 151-172.
Paul, A., Aaron, A., Victor, T., Muheise, H., Brian, M., & Joe, M. (2022). A framework for evaluating the usability of mobile learning applications in universities. Technology, 7(5), 42-59.
Perels, F., & Dörrenbächer, L. (2020). Selbstreguliertes Lernen und (technologiebasierte) Bildungsmedien. Handbuch Bildungstechnologie: Konzeption und Einsatz digitaler Lernumgebungen, 1(1), 81-92.
Rodden, K., Hutchinson, H., & Fu, X. (2010). Measuring the user experience on a large scale: User-centered metrics for web applications. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1(1), 2395-2398.
Tarigan, W. P. L., Sipahutar, H., & Harahap, F. (2023). The impact of an interactive digital learning module on students’ academic performance and memory retention. Computers and Children, 2(2), 1-6.
Utami, N. S., Suhaimi, K. S., Kasnalestari, T., Banurea, G. R., Robani, M. I., & Rahmadana, D. (2025). Pengujian usability testing menggunakan metode system usability scale untuk menilai aplikasi SIKUU. Jurnal Teknologi Informasi dan Multimedia, 7(4), 689-697.
Wijayati, P. H., Oktaputriviant, N. R., & Nasih, A. M. (2022). Heutagogy: Self efficacy, self determination, self directed, dan self regulated dalam pembelajaran online. Briliant: Jurnal Riset dan Konseptual, 7(4), 996-1011.
Wong, J., Khalil, M., Suschevskiy, V., Baars, M., De Koning, B., & Paas, F. (2026). Student engagement profiles in a mobile app: Links to self-regulated learning and performance. Educational Technology Research and Development, 74(2), 617-637.
Yadav, N. (2024). The impact of digital learning on education. International Journal of Multidisciplinary Research in Arts, Science and Technology, 2(1), 24-34.
Zainun, Z., & Arifin, M. (2024). Implementasi kebijakan Kurikulum Merdeka dan dampaknya terhadap kualitas pembelajaran di sekolah menengah atas. Itqan: Jurnal Ilmu-ilmu Kependidikan, 15(2), 234-247.
Zimmerman, B. J. (2002). Becoming a self-regulated learner: An overview. Theory into Practice, 41(2), 64-70.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Nadia Eka Oktaviani, Suprih Widodo

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.



