Instagram User Experience in Learning Graphic Design
<span lang="EN-US">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 de...
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International Association of Online Engineering (IAOE)
2020-07-01
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doaj-30a08217a2024447be663429f47a58c72021-09-02T15:41:55ZengInternational Association of Online Engineering (IAOE)International Journal of Interactive Mobile Technologies1865-79232020-07-01141118319910.3991/ijim.v14i11.134536117Instagram User Experience in Learning Graphic DesignMohammad Salehudin0Abdulloh Hamid1Zuhkhriyan Zakaria2Widdy H.F Rorimpandey3Muhammad Yunus4Institut Agama Islam Negeri Samarinda, IndonesiaUniversitas Isalam Negeri (UIN) Sunan Ampel Surabaya, IndonesiaUniversitas Islam Malang, (UNISMA), IndonesiaUniversitas Negeri Manado (UNIMA) Manado, IndonesiaUniversitas Syiah Kuala Aceh, Indonesia<span lang="EN-US">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 according to the UEQ benchmark interval. The implication of this research is that Instagram through mobile phone technology is effectively used for the creative learning of graphic design lessons and needs to be developed as a medium for the development of teaching materials on all subject matter.</span>https://online-journals.org/index.php/i-jim/article/view/13453user experience, instagram, graphic design |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Mohammad Salehudin Abdulloh Hamid Zuhkhriyan Zakaria Widdy H.F Rorimpandey Muhammad Yunus |
spellingShingle |
Mohammad Salehudin Abdulloh Hamid Zuhkhriyan Zakaria Widdy H.F Rorimpandey Muhammad Yunus Instagram User Experience in Learning Graphic Design International Journal of Interactive Mobile Technologies user experience, instagram, graphic design |
author_facet |
Mohammad Salehudin Abdulloh Hamid Zuhkhriyan Zakaria Widdy H.F Rorimpandey Muhammad Yunus |
author_sort |
Mohammad Salehudin |
title |
Instagram User Experience in Learning Graphic Design |
title_short |
Instagram User Experience in Learning Graphic Design |
title_full |
Instagram User Experience in Learning Graphic Design |
title_fullStr |
Instagram User Experience in Learning Graphic Design |
title_full_unstemmed |
Instagram User Experience in Learning Graphic Design |
title_sort |
instagram user experience in learning graphic design |
publisher |
International Association of Online Engineering (IAOE) |
series |
International Journal of Interactive Mobile Technologies |
issn |
1865-7923 |
publishDate |
2020-07-01 |
description |
<span lang="EN-US">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 according to the UEQ benchmark interval. The implication of this research is that Instagram through mobile phone technology is effectively used for the creative learning of graphic design lessons and needs to be developed as a medium for the development of teaching materials on all subject matter.</span> |
topic |
user experience, instagram, graphic design |
url |
https://online-journals.org/index.php/i-jim/article/view/13453 |
work_keys_str_mv |
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