Syntax Literate: Jurnal Ilmiah Indonesia p�ISSN:
2541-0849 e-ISSN: 2548-1398
Vol. 7, No. 5, Mei 2022
DEVELOPMENT OF MOBILE APPLICATION M-EPIER USING MDA
FRAMEWORK
Sri Puji Utami A1, Puspa Setia Pratiwi2, Nurmaya3
Department of Information Technology, YARSI University1,
Department of Bioinformatics, Indonesia International Institute for
Life-Sciences2, Department of Information Technology, YARSI
University3
Email: [email protected], [email protected],
[email protected]
Abstract
In this study, a mobile application, named M-Epier
(Mobile Career Explorationr, which works on Android
devices. In particular, this app aims for career development and exploration
questionnaire as the measuring too, as well as for increasing knowledge and
awareness about the career environment. This application development applies
the concept of gamification with the MDA (Mechanics Dynamics Aesthetics)
Framework. With that being said, gamification makes users become more motivated
to do the questionnaires and the user experience more enjoyable. The system testing
is done using the UEQ (User Experience Questionnaire) with a sample of 30
respondents aged 17 to 20 years old. The test results are positive for each UEQ
scale with an average value of �excellent�. Meanwhile, the functional testing
uses questionnaire with 25 input and output scenarios which results in overall
value of �valid�. This shows that both in terms of appearance and function M-Epier is in accordance with the needs of users.
Keywords: Career Exploration; MDA; Epier; Android
Introduction
Career is a long-term ambition or
life goal that is pursued and believed to be a calling for life, while work
refers to activities that produce goods and services. In general, psychologists
use a personal approach to determine a person's career development, such as
counseling and giving questionnaires with theories that have been adapted to
the behavior of Indonesian people. However, to get the results, it takes quite
a long time. In 2015, a web-based Career Planning System (SICAKAR) was created
to analyze and process questionnaires(Utami et al., 2018), as shown in Figure 1. The website utilizes an information
system and several measurement methods, such as Career Orientation, Career
Decision Making Self Efficacy (CDSME), Anchor Career, Holland's Interests, PGI,
Support and Barrier, and Career Exploration(Utami et al., 2018). This research has been ongoing since January 2014 and was
conducted by the Faculty of Psychology and Information Technology, Yarsi University
Figure 1
�SICAKAR's Homepage
However, the interface which is still very simple, as
shown in Figures 1 and 2, and the large number of questionnaires tend to make
it to be boring for users, especially adolescents, resulting in negative
behavior. The behavior caused is in the form of working too quickly, haphazard answers
or responses, stopping work, and lack of attention to the questions being
worked on (Harms et al., 2015b).
To avoid a monotonous, bureaucratic and boring user
interface, interactive games are added to the non-game system in the fields of
education, health, business, surveys or online questionnaires and so on, which
is called the concept of gamification. Gamification is literally defined as the
use of game elements in a non-gaming context, a system that uses game-based mechanics,
dynamics and aesthetics to attract and engage users, motivate actions, promote
learning and solve problems (Harms et al., 2015a). However, despite using game mechanics, the
application of gamification is not always in the form of a game but how to
build the user's willingness to participate (engagement) without realizing it.
In this study, the author tries to build an M-Epier (Mobile Career Exploration) application and build an Epier game using the concept of gamification. Then, to determine
the M-Epier design that suits the user's needs, the
author applies the GDS (Google Design Sprints) Method. Meanwhile, to create a
game design the author uses the MDA (mechanics-dynamics-aesthetics) Framework
which can implement the design process into several areas of the questionnaire
such as introduction, questions, answers, navigation and submission with 5
stages(Utami
et al., 2018), which is as follows:
1.
Game Elements for Inspiration
2.
Aesthetics and the Relationship Layer
3.
Dynamics and the Conversation Layer
4.
Mechanics and the Conversation & Appearance Layers
5.
Prototyping,
Evaluation and Iteration.
Therefore, by applying gamification
to the career exploration questionnaire, it will facilitate the use of the
questionnaire, triggering users to be more active and motivated when working on
the questionnaire and can increase the user's understanding of his/her
readiness to set goals in the career planning process. This is supported by the
research of Edwin A. Locke which revealed that setting goals in life can motivate
a person to do a better job. In an agency, employees with clear goals work more
optimally than those who are not directed. This is because, determining and
planning goals effectively is a requirement that will affect one's career
success (Liu, 2017a).
The weakness of the web version of
SICAKAR is that the access is still quite slow and complicated and the display
is still not attractive. As a result, questionnaires tend to be tedious, less
attractive to users and the available information is not sufficiently
supportive. How to build M-Epier by applying the
concept of gamification to the career exploration questionnaire and identifying
its obstacles. The development of M-Epier aims to trigger
users to be more active and motivated while working on career exploration
questionnaires with easy access and attractive features. Its main benefit is to
provide information for users who want to increase their understanding of their
readiness to set goals in the career planning process.
Web and mobile-based application
technology has been used in several areas of human life such as in the health
education(Utami, 2016) and medical (Pratiwi & Lestari, 2012) fields. One of the methods at this stage used by the author
as the foundation of the design project is the Design Principles method which
will be useful in the product development process.
One method in the application design process,
especially game applications, is to use the MDA Framework(Harms et al., 2015a). This framework consists of three layers of form design
(mechanics, dynamics and aesthetics). The framework can be applied to a variety
of survey areas or questionnaire areas. The M-Epier
application uses the concept of gamification to create game designs. The author
uses the MDA Framework which can implement the design process into several areas.
The development of M-Epier aims to trigger users to be
more active and motivated while working on career exploration questionnaires
with easy access and attractive appearance. Its main benefit is to provide
information for users who want to increase their understanding of their
readiness to set goals in the career planning process.
According to (Liu, 2017b), career planning is one
aspect of modern society's self-development and has an important value for
individual career development at the career exploration stage. This exploration
consists of three sub-stages, namely at the age of 15-17 years when adolescents
begin to limit their choice of work, at the age of 18-21 years when adolescents
narrow their choices and direct their behavior according to their needs, and at
the age of 22-24 years when they begin to commit to a particular field though
still influenced by what work experience will be obtained(Izzawati & Lisnawati, 2015).Career exploration is one aspect of the development of human
attitudes and behavior towards careers. In particular, career exploration aims
to increase knowledge and awareness of oneself and career environment so that
the individual can spur career development (Purwanta, 2012).
Research Methodology
Types of
research
The method used in this research is the Research and Development (R&D) method which is useful for generating and testing the effectiveness of a product (Sugiyono, 2017).
According to (Sugiyono, 2017), the stages of R&D research consist of 10 stages as follows:
a)
Potential
and Problems
b)
Data
collection
c)
Product
Design
d)
Design
Validation
e)
Design
Revision
f)
Product
Trial
g)
Product
Revision 1
h)
Trial
Usage
i)
Product
Revision 2
j)
Mass
Production
In
this study, there are 10 stages of R&D in sub-chapter 3.1. simplified into
8 stages as shown in Figure 3.
Figure 2
Stages of Research and Development
1.
Potential
and Problems
In this study, the first step taken by the author consisted of five parts, namely identifying the problem, formulating the problem, determining the problem boundaries, determining the research objectives and determining the benefits.
2.
Data
Collection
The next step is to collect data and information with
a quick survey and User Experience Questionnaire (UEQ) system as material for
product design planning.
3.
Product
Design
The method used to build
the M-Epier application design is with the Google
Design Sprints Method. Meanwhile, to design the Epier
game to suit user needs, the author applies the MDA (Mechanics, Dynamics and
Aesthetics) Framework with the concept of gamification.
Android Studio is an Integrated Development
Environment (IDE) based on Intellij IDEA created
specifically for building applications that run on the Android platform.
GDevelop is an open-source and cross-platform software used to
design web-based games with HTML5 and native games on Windows, Linux (Ubuntu),
Android and MAC OS X.
GDS is a tool or framework
that combines Design Thinking and Learn Startup to transform existing problems
in the design into new ideas and a prototype
Figure
3
Stages
in Google Design Sprints Method
4.
Product
Trial
The product design that has been made cannot be
directly tested, but needs to be made in the form of a prototype. Then, product
trials were conducted to find out whether the new work system was more
effective and efficient than the old system using the UEQ comparison (Sugiono, 2016).
5.
Product
Revision 1
For the convenience of users, the product can be
repaired again if there are no changes that suit the user's needs between the
old and new systems.
6.
Trial
Usage
If the product can be used quite well and in
accordance with user needs, then black box testing is carried out on system functions
to test whether the output issued based on the information entered (input) is correct
(Nidhra & Dondeti,
2012).
7.
Product
Revision 2
Improvements to the product are needed if there is an
output response that does not match the condition of the command at the input
when it is executed.
8.
Preparation
of Reports
The results of the
research as a whole are then compiled into a thesis writing report along with
its documentation at each stage that is carried out
Results and Discussion
In this study, product design is
divided into two, namely the development of M-Epier
with the GDS Method and the creation of the Epier
game with the MDA Framework contained in the journal "Gamification of
Online Surveys: Design Process, Case Study and Evaluation". �The following is a description of the design
process, which consists of five main stages, namely understand, define, sketch,
decide, and prototype. M-Epier is built using Android
Studio software with a minimum of KitKat SDK version 4.4 (API level 19). It is
built with the open-source G-Develop software. The screen resolution used is
WSVGA or Wide Super VGA (1024 x 600) pixels. Object and display designs were
created using Adobe Photoshop CC 2019 software. The M-Epier
menu includes
�
Login
menu for user
�
Registration
menu for users
�
Login menu for admin
�
Forget
passwords menu for users
�
Questionnaire
menu
�
Epier Game
�
Consultation
menu via email
�
Information
menu about Epier
�
User
profile menu
�
User
data display menu for admin
Before
starting the design project, the author needs to understand the basic concepts
and ideas that will be implemented into the new SICAKAR system. In addition, it
is necessary to create a system flow using the User Journey Mapping method to map the
activities carried out by stakeholders and the ultimate goal to be achieved.
One of the methods at this stage used by the author as the foundation of the design project is the Design Principles method which will be useful in the product development process for making reviews and making decisions. The Design Principles method applied to M-Epier consists of 4 aspects, namely as follows:
�
Effortless : Users can work
on the questionnaire career exploration easily and with fun with the Epier game feature in the Questionnaire menu.
�
Insightful : There is thorough
information in About Epier menu.
�
Attentive� : The application is easy to use
and the information needed is well presented.
�
Humble��� : User can receive feedback with the help of
the Consultation feature.
There are several kinds of tools that
can be used to design the appearance of the application prototype, such as Adobe
XD, Origami, InVision, Zeplin,
and Framer. However, at this stage the author creates sketch objects
and the M-Epier design display using Adobe Photoshop
CC 2019.
At this stage, to decide the final goal or concept that will be developed into a prototype in the next stage, the author uses the Assumptions and Sprint Questions method to determine three important things that need to be ensured so that the solution provided can meet user needs.
�
Assumption 1��������� : By
adding login options for users and admins, both will understand each other's
status
�
Question 1� : Does this feature confuse
users and admins?
�
Assumption 2������ :
Changing the display feature of the career exploration questionnaire on the
SICAKAR web into an adventure game will make it easier for users to work on the
questionnaire and make them more active and excited to do it
�
Question 2���������� : Is the feature boring
and makes the user more passive?
�
Assumption 3������ : Eliminating
the diagram feature of the questionnaire results in the User Profile menu on
the SICAKAR web, then replace it in the form of images and brief explanations
will provide an easier and clearer understanding
�
Question
3���������� : Do
users prefer the presentation of the questionnaire results in the form of
diagrams?
To implement the design that has been
made and in building the M-Epier prototype, the
author uses Android Studio software. The main display and the logo of the M-Epier application can be seen in Figure 6. Option menu
between user and admin can be seen in Figure 2. This menu serves to distinguish
user status
Figure 4
Welcome
Activity with M-Epier Logo
Figure 5 Login Menu for User and Admin
In the admin and user login menus,
there are fields to fill in the data in the form of a username and password
that have been registered in the database as shown in Figure 3. If the user
forgets the password, they can enter the email used for the account that has
been registered as shown in Figure 4. Then, the user can check the email inbox
to see the password
Figure 6
�Forgot
Password Display Menu
In the registration menu, the user is asked to enter the required data, which are name, email, password, username, class or semester, department, school or institution, date of birth and gender as shown in Figure 5 below.
Figure 7
Users Registration
Menu (1)
The Epier
menu has 4 (four) features, namely the questionnaire, consultation, about Epier (information about Epier),
and the user profile menu as shown in Figure 6. The questionnaire menu contains
questions that have been gamified into a game as well as information on other
measuring tools that are still under development. The consultation menu is
useful for users to send messages to psychologists via email. More information
about the Epier application can be found in the about
Epier menu. Users can also view their data in the
user profile menu. Then, to exit the application, the user can click the shut-down
button at the bottom of the menu.
Figure 8
Menu
on Home User
Figure 9
�Displays the Game Hints
Figure
10
�Displays The Start Of
The Game
In the questionnaire menu, there is information and measuring tools for career exploration that have been gamified as shown in Figure 7. Users can conduct consultations by attaching their email and username as shown in Figure 7. This feature utilizes a database to accommodate user messages that will be sent to psychologists. The display in Figure 16 shows information about M-Epier in the About Epier menu.
Figure 11
Figure
1 �Displays The Information On How To Use
First And Second Object
MDA Application Framework
The following is an overview of the design process in
the MDA Framework which consists of three layers of form design (mechanics,
dynamics and aesthetics). MDA is a set of tools that can be used to design
games (Sugiono, 2016), which is described as follows:
1.
Mechanics
Mechanics is a component of concrete rules that exist
in the game. Available components are capable of performing actions defined by
a particular data structure or algorithm.
2.
Dynamics
Dynamics can be defined as gameplay where interactions
occur between the player and the system (machine) in the game. The dynamics
also determine what should happen to the player as the mechanics work.
3.
Aesthetics
Aesthetics is a response that occurs in players after
dynamics. The components in aesthetics are abstract and emotional so that each
player will have a different response to the game including sensation, fantasy,
narrative, challenge, fellowship, discovery, expression, and submission.
The implementation of the 5 stages of
the MDA Framework design process in the Epier game is
explained as follows
a)
Making
missions (quests) in the form of commands will increase the player's
preparation to answer the available questions more seriously so that players
feel challenged to do so. In Epier, the player is
assigned to take one sea shell according to his/her personality for each question
given.
b)
Creating
scenarios with storylines equipped with rewards (gifts) at the end of the game
will bind players to keep working on the questionnaire to completion.
c)
Adding
competitive elements in the form of objects that challenge players such as barriers
in the form of wood and bricks can raise enthusiasm in completing submissions.
d)
Creating
a questionnaire that engages players with fun and logical questions that don't
require overly tedious or complex thinking.
e)
Ensuring
that each mission (quests) is neither too difficult nor too easy so that the
player can complete it. This is very influential on the interest of players to
complete these missions or quests because a game that is too difficult will
make players feel bored and stop trying to complete it and vice versa.
f)
Increasing
the use of images instead of sentences to represent an event or object.
g)
Using
interactive object design by adding movement to objects during interaction
between players and the system so that they are not conventional.
a)
Analyzing
the targeted users to determine the aesthetics of the game guide or hint.
Because the target users of the Epier game are adolescents
aged 17 � 20 years, the guide is explained in everyday language that is easy to
understand and is equipped with pictures or symbols to add to the aesthetic
value of the design and the curiosity of players.
b)
Analyzing
the targeted users to determine the aesthetics of the questions in the game.
The career exploration questionnaire is targeted at adolescents. Therefore, it
is necessary to use concise and clear language, be it passive or instructive
sentences, and in the form of statements so that players do not think too tedious
or feel bored.
c)
Analyzing
the targeted users to determine the aesthetics of the answers to the game. In
this case, adolescents like games that tend to be easy to follow, have a
beautiful appearance and are fun to work with. Thus, to make the questionnaire to
be not confusing and takes a long time, the answers are made as simple as
possible. However, the answer selection process remains challenging with an
attractive appearance accompanied by the addition of voices at certain events
to create a sensation of beauty in the audio visual.
d)
Analyzing
the targeted users to determine the aesthetics of the game navigation. The form
of navigation that is applied with symbols or simple sentences has more visual
value for adolescents.
e)
Analyzing
targeted users to determine aesthetics of game missions or submissions. Giving
rewards in the form of detailed results regarding the player's character in the
process of understanding oneself and one�s environment after completing a
mission or submission will attract players' attention.
Munir (2001) defines dynamics as a system that is
bound, connected and mutually influencing one another. If one element of the
system changes, it will have an impact on other elements. The dynamics used in
a game can be in the form of player progress, player status, value (experience)
obtained, lives and so on while the interaction between players and the system
can be described by the use of navigation and events that occur on players and
the system(Harms et al., 2015b).
The dynamics of the Epier game are as follows:
a)
The
application of total points determines the rewards or results that will be
obtained by players.
b)
The
value (experience) obtained when choosing an answer can affect the total points
and the final result.
c)
The
final result after completing all missions or submissions has a strong enough
influence on the emotional state of the player.
d)
Navigation
used in Epier, including:
a.
�Skip�
button to skip game guide or hint
b.
�Return�
button to go to the previous page
c.
"Continue"
button to go to the next page
d.
�Start� button to start
the game
e.
Left
and right buttons to move avatar
f.
Jump
button for avatar to pick up the answer
(Harms et al., 2015b) concluded that to create an interaction with an
attractive appearance, designers can create an interactive avatar mechanic so
that the game has an aesthetic value. Another thing is to make an assessment
mechanic in the form of experience from each question in order to implement
feedback between players and the system appropriately.
In general, there are three important
stages in the design process before making a prototype (prototyping), namely
brainstorming, ideation and sketching. It is then followed with the evaluation
or repair phase by checking for errors or bugs in the system as well as errors
in activities that occur when users interact with the system. After passing
through these stages, the system iteration is carried out. Epier
game prototyping uses GDevelop software so that
developers can adjust the position of objects and displays more easily and
focus on developing game design
Data Analysis
A study requires an object to determine the product
design to be made, and so data collection stage is carried out. To get accurate
data and information, the author used a quick survey technique.
In essence, a survey is a method of collecting data or
information from groups that represent a particular population or object. The
quick survey technique used by the author is purposive sampling. (Sugiyono,
2017) argues
that, purposive sampling is a technique to determine the research sample with
certain considerations so that the data obtained is more representative. The
steps to implement it are determining whether the research objective requires
certain criteria in the sample so that there is no bias, determining the
criteria, determining the population based on the preliminary study and
determining the minimum number of samples to be research subjects and meeting the
criteria. Thus, the criteria for sampling the Epier
questionnaire were determined as follows:
1.
Inclusion
criteria:
�
Age
17 � 20
�
High
school/vocational/equivalent youth
�
Lives
in Greater Jakarta
2.
From
30 research subjects with the provisions above, 25 respondents met 2 of 3
inclusion criteria.
The results of the quick survey found that most of the adolescents aged 17 to 20, both gamers and non-gamers, preferred the application of games in working on questionnaires, quizzes, surveys, or the like. In addition, adolescents prefer to be presented the questionnaires results in the form of pictures and explanations.
Figure 2
E-PIER
Usecase
The flow of data storage and transmission can be seen in Figure 37 where users access data using the internet and send their data via json before being stored into the database server.
Figure 3
Information Architecture (AI) Flow
Testing
(Sugiyono, 2017) states that the product design that has been made cannot be directly tested, but needs to be made in the form of a prototype. Then, product trials are carried out to find out whether the new work system is more effective and efficient than the old system using a comparison of the results of the User Experience Questionnaire (UEQ) as in the "Measurement of User Experience" journal.
The UEQ system is
a questionnaire method used to quickly and precisely measure user experience
with the system. The measuring instrument is divided into six scales (aspects)
with 26 items (attributes), namely attractiveness, clarity, efficiency,
accuracy, stimulation and novelty.
In a previous study in 2017, testing was carried out on the system with UEQ. The results of data processing can be seen in Figures 38 and 39.
Figure 4
Ages
of Respondents
The calculation results shown in Tabel I below has shown that each scale minimum has a �good�
value, which means the SICAKAR that has been built is of �good� value.
�UEQ Results in Percentage
Scale |
Mean |
Perbandingan terhadap
benchmark |
Attractiveness (daya tarik) |
2.34 |
Excellent |
Perspicuity (kejelasan) |
2.19 |
Excellent |
Efficiency (efisiensi) |
2.45 |
Excellent NT |
Dependability (ketepatan) |
1.18 |
Above Average |
Stimulation (stimulasi) |
2.50 |
Excellent |
Novelty (kebaruan) |
2.22 |
Excellent |
Therefore, in this study, the method was re-applied with a sample of the object of data and information collection with 30 respondents aged 17-20 years who were taken randomly. The following are the results of the UEQ system questionnaire obtained.
Epier's mobile system is designed using several tools including use cases, ERD, activity diagrams, class diagrams, flow maps, and information architecture. This is done to find out the functional requirements of the system and get an idea of the expected functionality effect so that it makes it easier for the author to design the application.
Use Case serves to show the workflow of users
and admins as shown in Figure 36. In the Epier
application, both users and admins can login with previously registered data.
Then, the user can view the questionnaire menu and work on the Epier game and save the game results. In addition, users
can send messages to consult, view information about Epier,
and view user profiles. Meanwhile, the admin can only see user data taken from
the database
Figure
5
UEQ
Results in Bar Chart Form
Based
on the results of the two data and information retrieval techniques in Graphs 1
and 2, the authors conclude that although the clarity of the available
information is better than average, users still do not feel comfortable when
using the android version of SICAKAR both in terms of attractiveness,
efficiency, clarity, stimulation and novelty. Therefore, the author tries to
build an Epier application by improving its quality
both in terms of appearance and system functionality to suit user needs.
In the second test, the author uses
Black Box Testing to determine the readiness of the system before it is
produced or published. Black Box Testing is a test carried out to observe the
results of execution on the system or application. Observation of these results
is through data testing and functional inspection of the system. This test is
only used to evaluate the external appearance (interface) and its functionality
in the form of input and output processes
Based on the application of gamification and the
development of the M-Epier application that has been
presented in previous chapters, the following conclusions can be drawn:
1.
This
research produces an Android M-Epier mobile
application that can be used by high school/vocational/equivalent adolescents
or for those who have just finished high school to understand their readiness
and career environment in the career development process.
2.
Based on the results
of the tests that have been carried out, a positive value is obtained for each
scale with an average value of �excellent� (very good), which means that the
appearance and functionality of M-Epier are in accordance with user needs.
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Copyright holder: Sri Puji Utami A, Puspa Setia Pratiwi, Nurmaya (2022) |
First publication right: Syntax Literate: Jurnal Ilmiah
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