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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Main Author: HANIFAH (NIM: 27116058), MUTIA
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/29422
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:29422
spelling 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
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description 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.
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
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