PERANCANGAN WEBSITE LESCATUR BERBASIS VIRTUAL STUDENT-CENTERED LEARNING

  • I Gede Wahyu Dipta Pariandika Universitas Bina Nusantara
  • Daniel Wijaya Universitas Bina Nusantara
  • Jason Nicholas Winata Universitas Bina Nusantara
  • Angelina Salim Universitas Bina Nusantara
  • Muhammad Arsyah Albasam Universitas Bina Nusantara
Keywords: Chess Education, Website, Student-centered Learning, Virtual Learning, Design Thinking

Abstract

In an era of rapid technological development, chess education remains rigid and often fails to adapt to the diverse abilities of individual learners. To address this gap, Lescatur was developed as a student-centered chess learning platform that offers comprehensive features, including personal coaching. This study adopts a design-thinking approach, utilizing surveys to identify user needs and expert validation through CVR and CVI to assess the essentiality and relevance of the prototype features. A total of 73 respondents participated in the user-needs survey, focusing on expectations for digital chess learning. Expert validation involved five specialists who evaluated key features such as personal coaching, AI training modules, interactive e- books, and instructional videos. Survey findings indicate a strong demand for personalized and adaptive chess learning, positioning Lescatur as a potential solution for comprehensive and flexible digital chess education. The purposes of this study include (1) identifying user needs (empathize), (2) defining core learning problems (define), (3) generating interactive and adaptive learning concepts (ideate), (4) developing the prototype (prototype), and (5) evaluating its user experience (test). The CVR and CVI results demonstrate strong content validity, with nearly all CVR items meeting the minimum threshold of 0.99 and the S-CVI average exceeding 0.9, indicating high expert agreement regarding essentiality and relevance. These findings support the feasibility of further developing the Lescatur platform as a valid and user-centered virtual chess learning solution.

Downloads

Download data is not yet available.

References

Alghamdi, S., Soh, B., & Li, A. (2025). A Comprehensive Review of Dropout Prediction Methods Based on Multivariate Analysed Features of MOOC Platforms. Multimodal Technologies and Interaction, 9(1), 3.

Andrew E. Soltis. (2025, November 7). Chess . Https://Www.Britannica.Com/Topic/Chess#ref80413.

Bloom, B. S. (1984). The 2 sigma problem: The search for methods of group instruction as effective as one-to-one tutoring. Educational Researcher, 13(6), 4–16.

Burke, A. J. (1980). STUDENTS’POTENTIAL FOR LEARNING CONTRASTED UNDER TUTORIAL AND GROUP APPROACHES TO INSTRUCTION. The University of Chicago.

Deep Blue. (n.d.). Https://Www.Ibm.Com/History/Deep-Blue.

Dillenbourg, P., Schneider, D., & Synteta, P. (2002). Virtual learning environments. 3rd Hellenic Conference" Information & Communication Technologies in Education", 3–18.

Dung, D. T. H. (2020). The advantages and disadvantages of virtual learning. IOSR Journal of Research & Method in Education, 10(3), 45–48.

Feng, W., Tang, J., & Liu, T. X. (2019). Understanding dropouts in MOOCs. Proceedings of the AAAI Conference on Artificial Intelligence, 33(01), 517–524.

Hannafin, M. J., & Land, S. M. (1997). The foundations and assumptions of technology-enhanced student-centered learning environments. Instructional Science, 25(3), 167–202.

Kaput, K. (2018). Evidence for Student-Centered Learning. Education Evolving.

Mathis Delestre. (2023, November 14). 1500 years and still going: Chess embraces the online world to become more popular than ever. Https://Www.Uscannenbergmedia.Com/2023/11/14/1500-Years-and-Still-Going-Chess-Embraces-the-Online-World-to-Become-More-Popular-than-Ever/.

Muir-Herzig, R. G. (2004). Technology and its impact in the classroom. Computers & Education, 42(2), 111–131.

Panggabean, S. (2021). Konsep Student Center Learning Dan Teacher Center Learning. Sistem Student Center Learning Dan Teacher Center Learning, 1.

Rachael Dottle. (2020, December 16). ‘The Queen’s Gambit’ Chess Boom Moves Online. Https://Www.Bloomberg.Com/Graphics/2020-Chess-Boom/.

Rahman, M. M., & Watanobe, Y. (2023). ChatGPT for education and research: Opportunities, threats, and strategies. Applied Sciences, 13(9), 5783.

Roy Lahood. (2021, April 5). The Queen’s Gambit, the Chess Boom, and the Future of Chess. Https://Sites.Lsa.Umich.Edu/Mje/2021/04/05/the-Queens-Gambit-the-Chess-Boom-and-the-Future-of-Chess/.

What Is Artificial Intelligence. (n.d.). Https://Aws.Amazon.Com/What-Is/Artificial-Intelligence/.

What is Deep Learning? (n.d.-a). Https://Cloud.Google.Com/Discover/What-Is-Deep-Learning.

What Is Deep Learning? (n.d.-b). Https://Aws.Amazon.Com/What-Is/Deep-Learning/.

Wright, G. B. (2011). Student-centered learning in higher education. International Journal of Teaching and Learning in Higher Education, 23(1), 92–97.

Zhang, C., & Lu, Y. (2021). Study on artificial intelligence: The state of the art and future prospects. Journal of Industrial Information Integration, 23, 100224.

Published
2026-04-02
How to Cite
Pariandika, I. G., Wijaya, D., Winata, J., Salim, A., & Albasam, M. (2026). PERANCANGAN WEBSITE LESCATUR BERBASIS VIRTUAL STUDENT-CENTERED LEARNING. EDUSAINTEK: Jurnal Pendidikan, Sains Dan Teknologi, 13(1), 1 - 15. https://doi.org/10.47668/edusaintek.v13i1.2091
Section
Articles