THE EVALUATION OF A STUDENT SUPPORT LEARNING APPLICATION BASED ON PERSUASIVE DESIGN

Learning in this century faces significant challenges, especially during the pandemic. Online learning is one of the factors contributing to the decline in student performance due to loss of focus, lack of motivation, stress, and psychological disturbances. This situation has led to a decrease in students' motivation and attitudes towards learning. This problem can be addressed with learning technologies that can strengthen students' attitudes towards decision-making and enhance learning experiences, performance, and motivation. Communication media such as audio and video are still insufficient to meet the needs of improving students' learning experiences. Persuasive-based learning technology needs to be developed specifically to target changes in student attitudes for effective learning. This study was conducted to test the decision-support application, 'TemanKajianKu' (TKK), as a self-learning tool based on persuasive design. Among the persuasive principles to be studied are the principles of reduction, adaptation, conditioning, and self-monitoring. The target user scope is university students. The results of the study show positive responses from users of the TKK application prototype, with suggestions for improvements. Additionally, respondents stated that the TKK application can provide a positive learning experience and has the potential to strengthen effective learning experiences. The importance of this study is also in line with UKM's core objective, which drives Education 4.0 towards implementing effective learning experiences.

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Publication Details

Journal
Journal of Information System and Technology Management
Published
2024-12-11
DOI
https://doi.org/10.35631/jistm.937001
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

THE EVALUATION OF A STUDENT SUPPORT LEARNING APPLICATION BASED ON PERSUASIVE DESIGN

Nazlena Mohamad Ali, Mohamad Hidir Mhd Salim, Muhammad ‘Aqil Abd Rahman
Journal of Information System and Technology Management
Educational Games and Gamification
article

THE EVALUATION OF A STUDENT SUPPORT LEARNING APPLICATION BASED ON PERSUASIVE DESIGN

Nazlena Mohamad Ali, Mohamad Hidir Mhd Salim, Muhammad ‘Aqil Abd Rahman
article en

Abstract

Learning in this century faces significant challenges, especially during the pandemic. Online learning is one of the factors contributing to the decline in student performance due to loss of focus, lack of motivation, stress, and psychological disturbances. This situation has led to a decrease in students' motivation and attitudes towards learning. This problem can be addressed with learning technologies that can strengthen students' attitudes towards decision-making and enhance learning experiences, performance, and motivation. Communication media such as audio and video are still insufficient to meet the needs of improving students' learning experiences. Persuasive-based learning technology needs to be developed specifically to target changes in student attitudes for effective learning. This study was conducted to test the decision-support application, 'TemanKajianKu' (TKK), as a self-learning tool based on persuasive design. Among the persuasive principles to be studied are the principles of reduction, adaptation, conditioning, and self-monitoring. The target user scope is university students. The results of the study show positive responses from users of the TKK application prototype, with suggestions for improvements. Additionally, respondents stated that the TKK application can provide a positive learning experience and has the potential to strengthen effective learning experiences. The importance of this study is also in line with UKM's core objective, which drives Education 4.0 towards implementing effective learning experiences.

Journal of Information System and Technology ManagementVol. 9(37)
National University of Malaysia (MY)
Openalex Percentile: Top 68%
Educational Games and Gamification
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