USER EXPERIENCE STUDY OF RUANGGURU MOBILE LEARNING APPLICATION IN XII GRADE STUDENTS OF SMA ALFA CENTAUR
Mobile learning (m-learning) technology has become a new paradigm for Indonesian education sector. Educational institutions start to use smartphone technology to support learning activities in schools. M-learning applications developed by educational technology startup companies such as Ruangguru, o...
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id-itb.:294222018-10-04T08:15:17ZUSER EXPERIENCE STUDY OF RUANGGURU MOBILE LEARNING APPLICATION IN XII GRADE STUDENTS OF SMA ALFA CENTAUR HANIFAH (NIM: 27116058), MUTIA Indonesia Theses INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/29422 Mobile learning (m-learning) technology has become a new paradigm for Indonesian education sector. Educational institutions start to use smartphone technology to support learning activities in schools. M-learning applications developed by educational technology startup companies such as Ruangguru, offer online tutoring without special supervision from the teacher during the learning process. The problem of a distance learning system that does not stick to an academic program is the consistency of the user to actively learn with the application and quality of service of the m-learning application that has not been able to meet the users’ expectations. Thus, this study tries to examine the user experience of Alfa Centauri High School XII grade students when interacting with Ruanguru m-learning app, and how to optimize Ruangguru services. <br /> <br /> Using the user experience subjective evaluation method, this study found that from a pragmatic perspective, Ruangguru is practical, fast enough, organized, quite easy to understand, easy to learn, enough to support learning styles, sufficiently able to control learning activities, and enough to meet expectations. In terms of hedonics, the application is considered to be very creative, fun, leading, quite creative, innovative, valuable, quite challenging, and quite motivating. As for attractiveness, the application is considered quite comfortable, quite attractive, good, and satisfying. After identifying the challenges faced by the user while interacting with the application, the way to optimize Ruangguru services is to consider the limitations of the user, motivate users to learn independently, involve parents and community, build endurance in the minds of users, and help users to manage learning activities. text |
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Mobile learning (m-learning) technology has become a new paradigm for Indonesian education sector. Educational institutions start to use smartphone technology to support learning activities in schools. M-learning applications developed by educational technology startup companies such as Ruangguru, offer online tutoring without special supervision from the teacher during the learning process. The problem of a distance learning system that does not stick to an academic program is the consistency of the user to actively learn with the application and quality of service of the m-learning application that has not been able to meet the users’ expectations. Thus, this study tries to examine the user experience of Alfa Centauri High School XII grade students when interacting with Ruanguru m-learning app, and how to optimize Ruangguru services. <br />
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Using the user experience subjective evaluation method, this study found that from a pragmatic perspective, Ruangguru is practical, fast enough, organized, quite easy to understand, easy to learn, enough to support learning styles, sufficiently able to control learning activities, and enough to meet expectations. In terms of hedonics, the application is considered to be very creative, fun, leading, quite creative, innovative, valuable, quite challenging, and quite motivating. As for attractiveness, the application is considered quite comfortable, quite attractive, good, and satisfying. After identifying the challenges faced by the user while interacting with the application, the way to optimize Ruangguru services is to consider the limitations of the user, motivate users to learn independently, involve parents and community, build endurance in the minds of users, and help users to manage learning activities. |
format |
Theses |
author |
HANIFAH (NIM: 27116058), MUTIA |
spellingShingle |
HANIFAH (NIM: 27116058), MUTIA USER EXPERIENCE STUDY OF RUANGGURU MOBILE LEARNING APPLICATION IN XII GRADE STUDENTS OF SMA ALFA CENTAUR |
author_facet |
HANIFAH (NIM: 27116058), MUTIA |
author_sort |
HANIFAH (NIM: 27116058), MUTIA |
title |
USER EXPERIENCE STUDY OF RUANGGURU MOBILE LEARNING APPLICATION IN XII GRADE STUDENTS OF SMA ALFA CENTAUR |
title_short |
USER EXPERIENCE STUDY OF RUANGGURU MOBILE LEARNING APPLICATION IN XII GRADE STUDENTS OF SMA ALFA CENTAUR |
title_full |
USER EXPERIENCE STUDY OF RUANGGURU MOBILE LEARNING APPLICATION IN XII GRADE STUDENTS OF SMA ALFA CENTAUR |
title_fullStr |
USER EXPERIENCE STUDY OF RUANGGURU MOBILE LEARNING APPLICATION IN XII GRADE STUDENTS OF SMA ALFA CENTAUR |
title_full_unstemmed |
USER EXPERIENCE STUDY OF RUANGGURU MOBILE LEARNING APPLICATION IN XII GRADE STUDENTS OF SMA ALFA CENTAUR |
title_sort |
user experience study of ruangguru mobile learning application in xii grade students of sma alfa centaur |
url |
https://digilib.itb.ac.id/gdl/view/29422 |
_version_ |
1822922914822881280 |