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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Main Authors: Mohammad Salehudin, Abdulloh Hamid, Zuhkhriyan Zakaria, Widdy H.F Rorimpandey, Muhammad Yunus
Format: Article
Language:English
Published: International Association of Online Engineering (IAOE) 2020-07-01
Series:International Journal of Interactive Mobile Technologies
Subjects:
Online Access:https://online-journals.org/index.php/i-jim/article/view/13453
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spelling 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
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AT zuhkhriyanzakaria instagramuserexperienceinlearninggraphicdesign
AT widdyhfrorimpandey instagramuserexperienceinlearninggraphicdesign
AT muhammadyunus instagramuserexperienceinlearninggraphicdesign
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