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Analyzing User Experience In The M-TIX Application Using The User Experience Questionnaire Method Rayhan Ananda Hafiz Pradipta; Hasna Nabiilah Widiani; Dimas Akbar Tama; Anka Luffi Ramdani; Kinaya Khairunnisa Komariansyah; Muhammad Ilham Nurfajri; Irma Rasita Gloria Barus; Amata Fami
International Journal of Multilingual Education and Applied Linguistics Vol. 1 No. 3 (2024): August : International Journal of Multilingual Education and Applied Linguistic
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/ijmeal.v1i3.62

Abstract

The utilization of mobile applications in the service sector has experienced significant growth, fueled by increased access to the internet and the use of smartphones. The M-TIX app, which provides online movie ticket booking services, is one example of an app that has become an important part of movie fans' routines. Despite its popularity, users have reported various issues related to usability and overall user satisfaction. In this study, we focus on the user experience of the M-TIX app by using the User Experience Questionnaire (UEQ) to identify the strengths and weaknesses of the user experience aspects. Through a structured qualitative approach, the UEQ enables an in-depth evaluation of six key dimensions of user experience, namely Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. The study involved respondents predominantly aged between 17 to 21 years old, with the largest group being 20 years old (15 respondents), and most of them (26 respondents) were students. The results of this study are expected to provide valuable recommendations for improving the design and functionality of the M-TIX application, as well as increasing the understanding of the relationship between users' characteristics and their perceptions of user experience in the context of online movie ticketing applications. This research aims to address the existing problems and enhance user satisfaction by providing actionable insights.
Analyzing User Experience In The M-Tix Application Using The User Experience Questionnaire Method Rayhan Ananda Hafiz Pradipta; Dimas Akbar Tama; Kinaya Khairunnisa Komariansyah; Hasna Nabiilah Widiani; Muhammad Ilham Nurfajri; Anka Luffi Ramdani; Irma Rasita Gloria Barus; Amata Fami
International Journal of Multilingual Education and Applied Linguistics Vol. 1 No. 3 (2024): August : International Journal of Multilingual Education and Applied Linguistic
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/ijmeal.v1i3.67

Abstract

The utilization of mobile applications in the service sector has experienced significant growth, fueled by increased access to the internet and the use of smartphones. The M-TIX app, which provides online movie ticket booking services, is one example of an app that has become an important part of movie fans' routines. Despite its popularity, users have reported various issues related to usability and overall user satisfaction. In this study, we focus on the user experience of the M-TIX app by using the User Experience Questionnaire (UEQ) to identify the strengths and weaknesses of the user experience aspects. Through a structured qualitative approach, the UEQ enables an in-depth evaluation of six key dimensions of user experience, namely Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. The study involved respondents predominantly aged between 17 to 21 years old, with the largest group being 20 years old (15 respondents), and most of them (26 respondents) were students. The results of this study are expected to provide valuable recommendations for improving the design and functionality of the M-TIX application, as well as increasing the understanding of the relationship between users' characteristics and their perceptions of user experience in the context of online movie ticketing applications. This research aims to address the existing problems and enhance user satisfaction by providing actionable insights.
The Role of Evaloexam in Fostering Technological Innovation and Entrepreneurship in Education Ekky Mulia Lasardi; Saniyyah Wafa Nurjihan; Dimas Akbar Tama; Wien Kuntari
International Journal of Information Engineering and Science Vol. 2 No. 1 (2025): February : International Journal of Information Engineering and Science
Publisher : Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijies.v2i1.132

Abstract

Innovation in the education sector has become increasingly important alongside the rapid advancement of digital technology, which has enabled the emergence of various platforms and applications designed to enhance teaching and learning quality. One area significantly impacted by this transformation is educational evaluation, where digital solutions offer more efficient, accurate, and data-driven assessment processes. This study aims to identify and analyze the role of the Evaloexam application in driving educational innovation while fostering the development of technological entrepreneurship among its users. The research employed a quantitative methodology using a survey approach involving educators and students at the senior high school (SMA) level who actively utilize the Evaloexam platform. A total of 100 respondents were selected through random sampling techniques, and data were collected over one month using structured online questionnaires. The collected data were analyzed using both descriptive and inferential statistical methods to measure user perceptions, system effectiveness, and innovation impact. The findings indicate that Evaloexam plays a significant role in facilitating educational evaluation processes by streamlining exam administration, automating grading, and providing analytical insights into student performance. These capabilities contribute to improved efficiency, reduced administrative workload, and more objective assessment practices. Furthermore, the application encourages the development of technological entrepreneurship by stimulating user interest in digital product innovation, educational technology development, and technology-based problem solving. The results are consistent with prior studies emphasizing the positive relationship between technology integration and improvements in educational effectiveness and operational efficiency. Practically, this research suggests that Evaloexam and similar digital evaluation platforms hold strong potential for broader implementation within educational systems to support innovation ecosystems and technology-driven learning environments. However, this study is limited by its relatively small sample size, focus on a single application, and short data collection timeframe. Future research is recommended to involve larger and more diverse populations, extended study durations, and comparative analyses across multiple evaluation platforms to obtain more comprehensive findings.
Analisis Efektivitas Aplikasi Drops dalam Meningkatkan Penguasaan Kosakata Bahasa Jepang pada Pemula Dimas Akbar Tama; Syifa Nursaadah; Fatih Kawakib Kartono; Ferrol Azki Mashudi; Humannisa Rubina Lestari
Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya Vol. 3 No. 2 (2025): May: Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/semantik.v3i2.1647

Abstract

This study aims to analyze the effectiveness of Drops app in improving Japanese vocabulary acquisition among beginners. Based on the theory of cognitivism, the study used a descriptive qualitative method with a sample of 21 subjects who answered 11 questions through a Google Form survey. Results showed that the use of Drops significantly increased the average vocabulary score by 43 % (from 28.5 to 40.7), which was influenced by the integration of gamification features and spaced repetition mechanism in the application. The majority of respondents (76 %) reported high satisfaction with ease of use, learning motivation, and effectiveness of visual illustrations, consistent with previous research on audiovisual and gamification-based mobile apps. However, about 24 % of respondents recorded medium to low scores on motivational aspects and interface appearance, indicating the need for UX/UI enhancements to expand adoption. Demographic statistics revealed the average age of respondents to be 18.38 years (Q1=17; median=18; Q3=20), confirming that teenagers and pre-adults are the main group of Drops users. The findings provide recommendations for both language education practitioners and app developers to optimize design and features to maximize vocabulary learning effectiveness.