dc.contributor.author | Salehudin, Mohammad | |
dc.contributor.author | Hamid, Abdulloh | |
dc.contributor.author | Zakaria, Zuhkhriyan | |
dc.contributor.author | Rorimpandey, Widdy H. F. | |
dc.contributor.author | Yunus, Muhammad | |
dc.date.accessioned | 2021-11-06T02:29:05Z | |
dc.date.available | 2021-11-06T02:29:05Z | |
dc.date.issued | 2020 | |
dc.identifier.issn | 1865-7923 | |
dc.identifier.uri | https://www.online-journals.org/index.php/i-jim/article/view/13453 | |
dc.identifier.uri | http://repository.unisma.ac.id/handle/123456789/2354 | |
dc.description | [ARCHIVES] Copyright Article from : International Journal of Interactive Mobile Technologies (iJIM) | en_US |
dc.description.abstract | Mobile phone technology offers new opportunities to integrate
face-to-face learning also other models of learning. Instagram is mostly only used
for business and public figure exposure. But we see a tendency to use Instagram
that students use in learning graphic design as a way to access content, publish
work and learning outcomes using mobile phone. The purpose of this study is to
find out the comparison of the average value of In-diagram assisted creative
learning and measure the user experience (UX) of Instagram in learning graphic
design. This study uses a quantitative approach with a pseudo experiment of non
equivalent control group de-sign to find a comparison of the average value of
student learning outcomes in the Statistical Test with MANOVA and to find out
the average value of UX with UEQ Instagram benchmarks for learning graphic
design. The results of the study there are significant differences (real) the average
value between the experimental class group and the control class group. UX test
results are on four scales that are categorized as ex-excellent, namely the scale of
Attractiveness, efficiency, dependability, stimulation. One perspicuity scale is
above average, and the novelty scale is good, the mean range is 1.33-2.00 accord ing to the UEQ benchmark interval. The implication of this research is that Insta gram through mobile phone technology is effectively used for the creative learn ing of graphic design lessons and needs to be developed as a medium for the
development of teaching materials on all subject matter. | en_US |
dc.language.iso | en | en_US |
dc.publisher | International Journal of Interactive Mobile Technologies (iJIM) | en_US |
dc.relation.ispartofseries | International Journal of Interactive Mobile Technologies (iJIM);Vol. 14, No. 11, p. 183-199 | |
dc.subject | User Experience | en_US |
dc.subject | Instagram Social Media | en_US |
dc.subject | Graphic Design | en_US |
dc.title | Instagram User Experience in Learning Graphic Design | en_US |
dc.type | Article | en_US |