cover
Contact Name
Muhammad Wali
Contact Email
muhammadwali487@gmail.com
Phone
081377790601
Journal Mail Official
jms@msti-indonesia.com
Editorial Address
Divisi Riset Lembaga Mitra Solusi Teknologi Informasi (L-MSTI), Jl. T Nyak Arief no 68 Lr. PBB Kopelma Banda Aceh
Location
Kota banda aceh,
Aceh
INDONESIA
Journal Mobile Technologies (JMS)
ISSN : 29861535     EISSN : 2986478X     DOI : https://doi.org/10.59431/jms
Core Subject : Science,
The JMS journal aims to focus on the exchange of relevant trends and research results as well as the presentation of practical experiences gained while developing and testing elements of interactive mobile technologies. The objective of the journal is to publish and discuss fundamentals, applications and experiences in the field of interactive mobile technologies in learning and teaching as well as in industrial and other applications.
Articles 5 Documents
Search results for , issue "Vol. 4 No. 1 (2026): February" : 5 Documents clear
UI/UX Design of GoHealth Mobile Application Using Design Thinking Approach Al Fata, Umar; Mauladi, Teguh Ade; Fikri, Muhamad; Huda, Miftahul
Journal Mobile Technologies (JMS) Vol. 4 No. 1 (2026): February
Publisher : Divisi Riset, Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59431/jms.v4i1.707

Abstract

The swift pace of digital change in healthcare has opened new doors for mobile health services (m-health), but users in developing areas still face major hurdles, like high consultation costs, no real-time updates on health facility activities, and poor usability of current platforms. This study wants to create a user-focused mobile health app, "GoHealth," using the Design Thinking approach to solve these exact problems. The research framework combines the five steps of Design Thinking—Empathize, Define, Ideate, Prototype, and Test—with a specific focus on improving user interaction and accessibility. Quantitative results showed an overall Task Success Rate (TSR) of 92%, though specific tasks like 'Input Form' and 'Payment' initially had a lower success rate of 80% before iteration. The high-fidelity prototype has a simplified consultation flow, real-time location tracking for health facilities, and a curated health literacy module. Usability testing with representative users (n=5) using the Unmoderated Usability Study method showed a high task completion rate but identified areas for improvement in micro-interactions. This study concludes that a human-centered approach significantly enhances perceived utility and efficiency in mobile health applications by bridging the gap between technological capability and user needs.
Monetization Models in Mobile Gaming: Analyzing User Preferences and Willingness to Pay Among Indonesian Players Madepo, Mahardika Agung
Journal Mobile Technologies (JMS) Vol. 4 No. 1 (2026): February
Publisher : Divisi Riset, Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59431/jms.v4i1.708

Abstract

The mobile gaming industry has experienced rapid growth and is dominated by freemium/free-to-play models, making understanding of monetization preferences and willingness to pay (WTP) increasingly relevant. The study maps player preferences toward monetization models (free-with-ads, freemium with in-app purchase/IAP, and premium no-ads) and analyzes psychological factors influencing purchase intention (PI) and WTP. A quantitative cross-sectional survey was conducted with 210 active mobile game players (convenience and snowball sampling). WTP was measured in two stages: willingness to pay decision (WTP_bin) and maximum amount (WTP_Rp), with linear regression analysis for PI, logistic regression for WTP_bin, and linear regression on ln(WTP_Rp) for respondents willing to pay. Results show dominant preferences for free models: free-with-ads 54.3% and freemium IAP 30.5%, while premium no-ads 15.2%; payer proportion was 35.2%. Instruments demonstrated reliability (Cronbach's alpha 0.921–0.935). The PI model was significant (R²=0.640), where Perceived Value (PV) and Perceived Enjoyment (ENJ) had the strongest positive effects, followed by Quality, Fairness, and Social Norms, whereas Reference Price & Price Sensitivity (RPPS) and Perceived Aggressive Monetization (PAM) had significant negative effects. For WTP_bin, odds of becoming a payer increased with PV (OR=1.593) and decreased with RPPS (OR=0.468) and PAM (OR=0.651). Among payers (n=74), ln(WTP_Rp) increased with PV, ENJ, and Fairness, but was suppressed by PAM. Findings confirm the necessity of strengthening value, experience, and fairness while avoiding aggressive monetization to enhance conversion and payment amounts.
Comprehensive Analysis of the Role of Mobile Application Gamification in Science Education for Motivation and Knowledge Retention Prasetya, Muhammad Gibran Alif; Yasin, Ahmad Alfian Risydan
Journal Mobile Technologies (JMS) Vol. 4 No. 1 (2026): February
Publisher : Divisi Riset, Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59431/jms.v4i1.709

Abstract

Low student motivation and knowledge retention in abstract science concepts remain significant challenges in modern science education. This study aims to comprehensively analyze the role of mobile application gamification in enhancing student engagement and strengthening long-term memory. The method employed is a Systematic Literature Review (SLR) following the PRISMA 2020 protocol, involving a rigorous selection of 10 reputable international journal articles (Scopus Q1-Q4) published between 2020 and 2026. Findings indicate that competitive elements, such as leaderboards, significantly trigger intrinsic motivation, while interactive visualizations through AR and simulations effectively improve knowledge retention by simplifying complex cognitive concepts. Despite a identified research gap regarding long-term sustainability in resource-limited environments, this study concludes that a balanced integration of visual aesthetics and pedagogical depth fosters sustainable mastery of science concepts. These results provide strategic contributions for educators in designing evidence-based, inclusive, and adaptive learning media.
Dark Mode vs Light Mode: Impact on User Experience and Visual Comfort in Mobile Applications Minh Tuan, Nguyen; Thi Lan, Tran; Duc Hieu, Pham
Journal Mobile Technologies (JMS) Vol. 4 No. 1 (2026): February
Publisher : Divisi Riset, Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59431/jms.v4i1.711

Abstract

The introduction of dark mode as a default option on all major mobile platforms has sparked considerable debate regarding its impact on user experience and visual comfort. We employed a mixed-method approach through an online survey (n=215), a controlled experiment (n=45), and heuristic evaluation of 12 popular mobile apps to assess user preferences and display mode impacts on visual comfort. Survey findings indicated that 68.4% preferred dark mode, mainly due to increased visual comfort and decreased eye strain in low-light environments. The experimental part used within-subject design to show significant differences in subjective comfort ratings (p<0.05) and reading performance across different ambient lighting conditions for various display modes. Heuristic evaluation uncovered critical design issues including optimization of contrast ratio, consistency in the color palette as well as compliance with accessibility standards. Results indicate that the application of dark mode should be context-aware considering ambient light, type of content, and personal sensitivity to vision changes. Our results provide evidence-based recommendations for mobile application designers and contribute to literature regarding visual ergonomics within mobile HCI.
Freemium Monetization and User Psychology in Short-Form Drama Mobile Applications: A Study of Payment Behavior and Satisfaction Akbar, Rizaldi; Al Bahri, Fauzan Putraga; Bahruni, Bahruni; Yonoriadi, Yonoriadi; albahri, fauzan putraga albahri
Journal Mobile Technologies (JMS) Vol. 4 No. 1 (2026): February
Publisher : Divisi Riset, Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59431/jms.v4i1.713

Abstract

This study examines payment behavior and user satisfaction among Indonesian short drama app users operating under aggressive freemium models with pay-per-episode mechanisms. Using a mixed-method approach with 240 active users across 12 applications (DramaBox, ReelShort, ShortMax, MoboReels, FlexTV, and others), the research investigates psychological factors influencing willingness to pay, actual spending patterns, and post-purchase regret. Results reveal that most users are Millennials and Gen Z (76.6% aged 18-34 years) exhibiting strong binge-watching patterns (averaging 10-11 episodes per session). TikTok serves as the primary drainage platform, accounting for 63.3% of user acquisition. The conversion rate reaches 41.2% with average monthly spending of Rp 116,003, yet exposes a paradox: Indonesia leads global downloads while demonstrating disproportionately low monetization. Regression analysis identifies Perceived Content Quality (β=0.324) and Perceived Enjoyment (β=0.245) as the strongest predictors of willingness to pay, whereas Perceived Cost Fairness shows a significant negative effect (β=-0.257). Impulse Buying emerges as the sole significant differentiator between paying and non-paying users. Path analysis reveals the SOR model's inadequacy, with direct effects dominating—particularly Customer Satisfaction on Intention to Continue (β=0.564). Although 80% of respondents recognize psychological manipulation tactics, awareness does not diminish their effectiveness. The study underscores the need for regulatory frameworks balancing innovation with consumer protection against aggressive monetization tactics that potentially exploit vulnerable users.

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