ELISITASI KEBUTUHAN MENGGUNAKAN METODE UX JOURNEY SEBAGAI MEDIA PEMBELAJARAN ANAK USIA DINI

Pranata, Tri Putra Ari (2023) ELISITASI KEBUTUHAN MENGGUNAKAN METODE UX JOURNEY SEBAGAI MEDIA PEMBELAJARAN ANAK USIA DINI. Undergraduate thesis, Universitas Muhammadiyah Malang.

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Abstract

Children's learning in the current era can be easily accessed anywhere and anytime, but this is what makes children aged 2 to 5 years often use gadgets. Therefore, it is necessary to implement a time limit on the use of gadgets or commonly called screen time, but more focused on children's learning applications. The research used is UX Journey where by finding out the user experience in using the application. After the data is collected, the researcher will make it a reference that can be used as evaluation material. The method of data collection is by interview and documentation, where this technique is carried out by collecting data directly accompanied by notes on the object under study. The data analysis used is descriptive qualitative. This study shows that of the five stakeholders interviewed, it is necessary to modify the application. This modification needs to be done to improve the features and appearance of the application. Conclusion and development: It is expected that the attractive appearance and the number of games contained in the children's learning application can help in utilizing screen time.

Item Type: Thesis (Undergraduate)
Student ID: 201910370311191
Keywords: Screentime, Kids, Learning apps, UX Journey, Games
Subjects: L Education > L Education (General)
T Technology > T Technology (General)
Divisions: Faculty of Engineering > Department of Informatics (55201)
Depositing User: 201910370311191 aripranata
Date Deposited: 06 Feb 2024 06:54
Last Modified: 06 Feb 2024 06:54
URI: https://eprints.umm.ac.id/id/eprint/3453

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