Show simple item record

dc.contributor.authorSalehudin, Mohammad
dc.contributor.authorHamid, Abdulloh
dc.contributor.authorZakaria, Zuhkhriyan
dc.contributor.authorRorimpandey, Widdy H. F.
dc.contributor.authorYunus, Muhammad
dc.date.accessioned2021-11-06T02:29:05Z
dc.date.available2021-11-06T02:29:05Z
dc.date.issued2020
dc.identifier.issn1865-7923
dc.identifier.urihttps://www.online-journals.org/index.php/i-jim/article/view/13453
dc.identifier.urihttp://repository.unisma.ac.id/handle/123456789/2354
dc.description[ARCHIVES] Copyright Article from : International Journal of Interactive Mobile Technologies (iJIM)en_US
dc.description.abstractMobile 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.isoenen_US
dc.publisherInternational Journal of Interactive Mobile Technologies (iJIM)en_US
dc.relation.ispartofseriesInternational Journal of Interactive Mobile Technologies (iJIM);Vol. 14, No. 11, p. 183-199
dc.subjectUser Experienceen_US
dc.subjectInstagram Social Mediaen_US
dc.subjectGraphic Designen_US
dc.titleInstagram User Experience in Learning Graphic Designen_US
dc.typeArticleen_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record