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PENGARUH GAME ONLINE TERHADAP PRESTASI BELAJAR REMAJA KOMPLEK KORPRI KABUPATEN KUBURAYA (STUDI KASUS: MOBILE LEGENDS) Witriana Endah Pangesti; Rizky Ade Safitri; Qudziah Nur Azizah
Jurnal Akrab Juara Vol 4 No 4 (2019)
Publisher : Yayasan Akrab Pekanbaru

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Abstract

Current technological developments especially those related to smart computer technology are growing rapidly. Until the cellphone was originally used to meet communication needs only, now mobile phones can be used to do many things, such as used to find any information that is in the world very easily, playing online games anywhere and so on. Mobile Legend game is very popular not only by teenage boys, but there are also many teenage girls who like to play online games. According to Fendy, now the "Mobile Legends application: I have downloaded 35 million times and there are 8 million daily active users in Indonesia". The Korpri complex of Kubu Raya West Kalimantan is an object chosen by the writer to be an object of research that focuses on young men and women aged 12 to 24 years. This research was conducted using simple linear regression method and the data was processed using SPSS version 24 software. The results of this study note that a significant value of 0.686 is greater than> 0.05 probability, so it can be concluded that there is no influence of playing mobile legends (X ) towards youth learning achievement (Y).
User Experience Sebagai Media Manajemen Validasi Atas Kebutuhan User Bobby Suryo Prakoso; Johan Hendri Prasetyo; Luky Fabrianto; Gani Wiharso; Rizky Ade Safitri
Jurnal Pariwisata Bisnis Digital dan Manajemen Vol 1 No 1 (2022): JASDIM Periode Mei 2022
Publisher : LPPM Universitas Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (950.443 KB) | DOI: 10.33480/jasdim.v1i1.3394

Abstract

Based on the results of the current use of e-commerce, it cannot be separated from how the perceptions of product designer actors in mapping the story of the user experience that will become the target. Where it is also used as a validation medium for digital products that will be accepted by the target user. The results of research on journals about the role of User experience (UX) and User Interface (UI) will be closely related to concepts, research to designs that will be accepted by customers, and will have a major impact on customer satisfaction, which cannot be separated from structured observations. also. How to determine user experience that allows documenting user experience results can be divided in several ways, including Internalization of Design Basics Understand Design Process, Principles, and How to Communicate. User testing is carried out in various ways, both qualitative and quantitative. Some things you need to understand: the application of testing carried out by product management-based companies to determine user needs, including Prototyping FutureCourse By providing a FutureCourse case study app with guidance through links, explaining about empathy / empathy for users, define / definition, Ideate, Prototype, and test process with assistance.. Note.me prototyping is intended from this prototyping is how to integrate user stories, user flow and information architecture that will be implemented. various kinds of testing, either by publishing tests, or private tests / assistance in usability tests, to achieve results that are close to the basic implementation.