Salkama, Yovi Putri (2024) PENGGUNAAN METODE UX JOURNEY DALAM MENGIDENTIFIKASI KEBUTUHAN PENGGUNA PADA APLIKASI PEMBELAJARAN MATEMATIKA. Undergraduate thesis, Universitas Muhammadiyah Malang.
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Abstract
This research aims to overcome problems in early childhood reading education with a lack of effective adaptive design solutions and the potential for gamification that has not been maximized. This research uses the UX Journey method to integrate user experience and considers the results of previous research highlighting the effectiveness of gamification in children's reading education. Various features, such as letter recognition, picture guessing games, syllable recognition, and voice interactions, were tested and developed to create adaptive design solutions. Test results using A/B Testing and fulfilling the Acceptance Criteria show that the application has succeeded in meeting user needs. The new features received positive response, indicating the effectiveness of the adaptive design solution. This research shows that the UX Journey method and gamification strategy can increase the effectiveness of children's reading learning in applications. So, this research produces a design solution for the Mathematics Learning Application, namely an answer assistance feature to help children if they cannot answer questions, as well as learning options to make it easier for children to choose learning according to their needs.
Item Type: | Thesis (Undergraduate) |
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Student ID: | 202010370311085 |
Keywords: | UX Journey, Mathematics, Mathematics Learning Applications, User Needs |
Subjects: | T Technology > T Technology (General) |
Divisions: | Faculty of Engineering > Department of Informatics (55201) |
Depositing User: | 202010370311085 yovi_salkama22 |
Date Deposited: | 26 Apr 2024 01:32 |
Last Modified: | 26 Apr 2024 01:32 |
URI: | https://eprints.umm.ac.id/id/eprint/5847 |