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The Effect of Video Games Towards the Students' Academic Performance Lala, Yohanes Brian Caesaryano; Oetama, Raymond Sunardi; Lvina, Kimberly
IJNMT (International Journal of New Media Technology) Vol 11 No 2 (2024): Vol 11 No 2 (2024): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v11i2.3638

Abstract

Video games have remained popular ever since the video game industry boom in the 1980s. It has remained popular, especially for children, teenagers, and adults. However, video games have also sparked controversies among the population. Concerns have been raised regarding the harmful effects of video games, particularly regarding addictions. Video games have been accused by many of being the cause of lowering academic performance. Therefore, this study aims to explore the relationship between video games and the overall academic performance of university students in depth. We applied several statistical methods using a questionnaire, which 100 university students filled out. The insights uncovered from this study may help determine if and how much video games affect the academic performance of university students.
The Effect of Video Games Towards the Students' Academic Performance Lala, Yohanes Brian Caesaryano; Oetama, Raymond Sunardi; Lvina, Kimberly
IJNMT (International Journal of New Media Technology) Vol 11 No 2 (2024): Vol 11 No 2 (2024): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v11i2.3638

Abstract

Video games have remained popular ever since the video game industry boom in the 1980s. It has remained popular, especially for children, teenagers, and adults. However, video games have also sparked controversies among the population. Concerns have been raised regarding the harmful effects of video games, particularly regarding addictions. Video games have been accused by many of being the cause of lowering academic performance. Therefore, this study aims to explore the relationship between video games and the overall academic performance of university students in depth. We applied several statistical methods using a questionnaire, which 100 university students filled out. The insights uncovered from this study may help determine if and how much video games affect the academic performance of university students.
Exploring User Experience of an Interactive LMS for Green Entrepreneurship: An Empirical Study of the GEJUR Platform Kurniasari, Florentina; Wiratama, Jansen; Lestari, Elissa Dwi; Andoko, Andrey; Sony E N, Antonius; Fadhlan, Muhammad; Lala, Yohanes Brian Caesaryano; Hakim, Fayed Abdul; Mubarak, Akhmad Zainal
Journal of Applied Data Sciences Vol 6, No 4: December 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i4.1041

Abstract

This article aims to assess the design, development, and User Experience (UX) of GEJUR, a web-based interactive Learning Management System (LMS) designed to foster green entrepreneurship among youth in Nusa Tenggara Timur (NTT), Indonesia. This study defines green entrepreneurship as entrepreneurial activities that combine economic value creation with environmentally responsible practices that promote sustainability in business. This research enhances the domains of Human–Computer Interaction (HCI) and entrepreneurship education by illustrating how user-centered digital platforms may cultivate youth business competencies while promoting the Sustainable Development Goals (SDGs). GEJUR incorporates interactive learning modules, e-mentoring, and specific cultural features like weaved motifs (pola tenun), providing contextual relevance alongside essential LMS functions. A mixed-methods approach was employed, integrating surveys, Focus Group Discussions (FGDs), semi-structured interviews, and usability testing. Quantitative data were gathered via the System Usability Scale (SUS), whilst qualitative data documented user impressions of obstacles and anticipations. The usability evaluation, conducted with 33 individuals, resulted in a mean SUS score of 48.9, which corresponds to approximately 71.9% of the benchmark score of 68. This positions GEJUR beneath the established threshold, classified as having “poor” usability, although it remains functionally workable. Participants effectively accomplished critical tasks including authentication, course access, and quizzes, and offered favorable feedback regarding the system’s cultural integration. The results highlighted critical areas for enhancement, such as interface uniformity, minimization of response times, and more explicit user feedback. The study finds that GEJUR offers a viable yet improvable foundation for digital entrepreneurship training platforms in underprivileged areas. Subsequent study ought to broaden testing to encompass bigger and more heterogeneous user populations and implement sophisticated UX evaluation criteria beyond the SUS. Through iterative refinement, GEJUR can develop into a scalable platform that facilitates youth empowerment, sustainable business practices, and extensive socio-economic advancement.