Journal Mobile Technologies (JMS)
type: channel
description: It's a biannual refereed journal concerned with Mobile Technologies research and applications. It provides a forum for academics, practitioners, and industry representatives to explore issues and reflect on practices relating to mobile technologies and their implementation. This journal is a peer-reviewed online journal dedicated to the publication of high-quality research focused on mobile technologies and their applications across various domains. To submit your article to Journal Mobile Technologies (JMS), you can access the manuscript format from the author guidelines. → Download Template (English)
publisher: Divisi Riset, Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)
language: en
publication name: Journal Mobile Technologies (JMS)
issn: 2986-1535
items: Freemium Monetization and User Psychology in Short-Form Drama Mobile Applications: A Study of Payment Behavior and Satisfaction
items: Dark Mode vs Light Mode: Impact on User Experience and Visual Comfort in Mobile Applications
items: Comprehensive Analysis of the Role of Mobile Application Gamification in Science Education for Motivation and Knowledge Retention
items: Monetization Models in Mobile Gaming: Analyzing User Preferences and Willingness to Pay Among Indonesian Players
items: UI/UX Design of GoHealth Mobile Application Using Design Thinking Approach
items: Implementation of No-Code App Builders in Developing Mobile Applications for Micro, Small, and Medium Enterprises (MSMEs)
items: Design and Development of a Mobile Application Using Android Studio and Flutter
items: Cloud Storage Ethics in Industrial Engineering: A Comparative Analysis of Microsoft OneDrive and SharePoint
items: Development of an Android-Based Geographic Information System for Maneungteung Tourism Area in Cirebon Regency Using Location-Based Service (LBS) Method with Android Studio Version 2024.1.2
items: https://journal.msti-indonesia.com/index.php/jms/article/view/545
items: The Impact of 5G Technology on Interactive Mobile Applications A Case Study of Smart Cities
items: Gamification in Mobile Learning Enhancing Engagement and Retention through Interactive Design
items: Interactive Mobile Applications in Healthcare A Comprehensive Analysis of User Experiences and Effectiveness
items: The Role of Augmented Reality in Interactive Mobile Learning Current Trends and Future Directions
items: Leveraging Interactive Mobile Technologies for Enhanced Learning Outcomes A Systematic Review
items: Mobile-Based Library Catalog Web Service Development
items: Design of Student Attendance User Interface using Figma at SMA Negeri 1 Sukamakmur Aceh Besar
items: The Influence of Mobile Applications on Online Shopping Habits in Indonesia
items: The Impact of Mobile Applications on the Economic Growth of Indonesian MSMEs
items: The Role of Augmented Reality in Interactive Mobile Learning: Current Trends and Future Directions
items: The Use of Interactive Mobile Technology to Improve Learning Outcomes: A Systematic Review
items: Development of an Android-Based Camera Rental System Application for Kedai Kamera Depok Using Android Studio Dolphin 2021.3.1 with the Rapid Application Development Method
items: Design and Development of a Simple Korean Letters and Vocabulary Learning Application for the “INDOMY” Group Based on Android Using the Rapid Application Development (RAD) Method
items: Development of an Android-Based Expert System for Diagnosing Cat Skin Diseases at Cat’s Petshop Depok Using the Certainty Factor Method with Android Studio and MySQL
items: Analysis of the Use of Mobile-Based Aceh Culinary Menu Applications to Improve Customer Experience in the Culinary Industry
items: Comparative Study on the Effectiveness of Interactive Virtual Reality Simulations Integrating Acehnese Local Wisdom for Mobile-Based Problem-Based Learning
items: Android-based Industrial Internship Management System: Waterfall Development with Dart and Flutter at SMK Negeri 1 West Cikarang
items: Designing a Mobile-Based Digital Financial Application to Enhance Financial Access for Indonesian Communities
items: Mobile-based Data Mining and Digital Technology Approaches to Improve Sustainable Tourist Experiences
items: Assessment of Practical Experience in the Development and Testing of Interactive Mobile Technology Elements

Freemium Monetization and User Psychology in Short-Form Drama Mobile Applications: A Study of Payment Behavior and Satisfaction
type: item
description: 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.
subject: Articles
  topic: section
subject: Short Drama Apps
  topic: keywords
subject: Freemium Monetization
  topic: keywords
subject: Impulse Buying
  topic: keywords
subject: Willingness to Pay
  topic: keywords
subject: Consumer Psychology
  topic: keywords
creator: Rizaldi Akbar
creator: Fauzan Putraga Al Bahri
creator: Bahruni Bahruni
creator: Yonoriadi Yonoriadi
rights: Copyright (c) 2026 Rizaldi Akbar, Fauzan Putraga Al Bahri, Bahruni Bahruni, Yonoriadi Yonoriadi https://creativecommons.org/licenses/by/4.0
date: 2026-02-10
publication date: 2026-02-10
starting page: 52
ending page: 84
doi: 10.59431/jms.v4i1.713

Dark Mode vs Light Mode: Impact on User Experience and Visual Comfort in Mobile Applications
type: item
description: 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.
subject: Articles
  topic: section
subject: Dark Mode
  topic: keywords
subject: Light Mode
  topic: keywords
subject: User Experience
  topic: keywords
subject: Visual Comfort
  topic: keywords
subject: Mobile Applications
  topic: keywords
subject: Interface Design
  topic: keywords
subject: Usability
  topic: keywords
creator: Nguyen Minh Tuan
creator: Tran Thi Lan
creator: Pham Duc Hieu
rights: Copyright (c) 2026 Nguyen Minh Tuan, Tran Thi Lan, Pham Duc Hieu https://creativecommons.org/licenses/by/4.0
date: 2026-02-10
publication date: 2026-02-10
starting page: 34
ending page: 51
doi: 10.59431/jms.v4i1.711

Comprehensive Analysis of the Role of Mobile Application Gamification in Science Education for Motivation and Knowledge Retention
type: item
description: 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.
subject: Articles
  topic: section
subject: Mobile Gamification
  topic: keywords
subject: Science Education
  topic: keywords
subject: Learning Motivation
  topic: keywords
subject: Knowledge Retention
  topic: keywords
subject: Systematic Literature Review
  topic: keywords
creator: Muhammad Gibran Alif Prasetya
creator: Ahmad Alfian Risydan Yasin
rights: Copyright (c) 2026 Muhammad Gibran Alif Prasetya, Ahmad Alfian Risydan Yasin, S.Pd. https://creativecommons.org/licenses/by/4.0
date: 2026-02-10
publication date: 2026-02-10
starting page: 25
ending page: 33
doi: 10.59431/jms.v4i1.709

Monetization Models in Mobile Gaming: Analyzing User Preferences and Willingness to Pay Among Indonesian Players
type: item
description: 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.
subject: Articles
  topic: section
subject: Mobile Gaming
  topic: keywords
subject: Monetization
  topic: keywords
subject: Willingness to Pay
  topic: keywords
subject: Perceived Value
  topic: keywords
subject: Perceived Aggressive Monetization
  topic: keywords
creator: Mahardika Agung Madepo
rights: Copyright (c) 2026 Mahardika Agung Madepo https://creativecommons.org/licenses/by/4.0
date: 2026-02-10
publication date: 2026-02-10
starting page: 10
ending page: 24
doi: 10.59431/jms.v4i1.708

UI/UX Design of GoHealth Mobile Application Using Design Thinking Approach
type: item
description: 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.
subject: Articles
  topic: section
subject: UI/UX Design
  topic: keywords
subject: Mobile Health
  topic: keywords
subject: Design Thinking
  topic: keywords
subject: User Experience
  topic: keywords
subject: Healthcare Accessibility
  topic: keywords
creator: Umar Al Fata
creator: Teguh Ade Mauladi
creator: Muhamad Fikri
creator: Miftahul Huda
rights: Copyright (c) 2026 Umar Al Fata, Teguh Ade Mauladi, Muhamad Fikri, Miftahul Huda https://creativecommons.org/licenses/by/4.0
date: 2026-02-10
publication date: 2026-02-10
starting page: 1
ending page: 9
doi: 10.59431/jms.v4i1.707

Implementation of No-Code App Builders in Developing Mobile Applications for Micro, Small, and Medium Enterprises (MSMEs)
type: item
description: This study examines the implementation of No-Code App Builders as a digital solution for empowering Micro, Small, and Medium Enterprises (MSMEs) in Aceh. The research applied a qualitative descriptive approach combined with prototype testing to evaluate the usability and practicality of No-Code platforms, particularly Kodular and Airtable, in supporting small business operations. The prototype was developed to manage key functions such as product cataloging, order processing, and sales monitoring. Ten MSME owners participated in the testing phase, representing various sectors including food production, handicrafts, and retail. The results showed that participants could operate the system independently after a brief introduction, with an average task efficiency improvement of 40 percent compared to manual methods. Users reported high satisfaction with the interface design, while minor issues in data input were resolved through iterative refinement. The findings confirm that No-Code App Builders effectively reduce dependency on professional developers and lower the technical and financial barriers that often limit digital participation among small enterprises. Beyond the technical outcomes, the approach fostered digital confidence, operational autonomy, and innovation among MSME owners. Strategically, the adoption of No-Code development models supports inclusive digital transformation and strengthens local economic resilience. The study recommends greater collaboration between universities, government institutions, and business networks to provide training, policy incentives, and sustainable support systems that encourage the widespread use of No-Code tools across regional MSMEs.
subject: Articles
  topic: section
subject: No-Code App Builder
  topic: keywords
subject: MSMEs
  topic: keywords
subject: Digital Transformation
  topic: keywords
subject: Kodular
  topic: keywords
subject: Airtable
  topic: keywords
creator: Sarini Sarini
rights: Copyright (c) 2025 Sarini Sarini https://creativecommons.org/licenses/by/4.0
date: 2025-09-10
publication date: 2025-09-10
starting page: 77
ending page: 82
doi: 10.59431/jms.v3i2.647

Design and Development of a Mobile Application Using Android Studio and Flutter
type: item
description: This study provides a comparative analysis of Android Studio and Flutter frameworks in mobile application development, focusing on development efficiency, system performance, and user experience. Employing a mixed-method design, the research integrates experimental development, performance benchmarking, and usability evaluation using the System Usability Scale (SUS). Two prototype applications with identical functionalities were developed on each platform to ensure equivalent comparison. The results show that Flutter improved development efficiency by reducing development time by 27.8% and code volume by 32.7% compared to Android Studio. Its hot reload capability further accelerated iterative testing and interface refinement. However, Flutter applications consumed 18.1% more memory and 27.6% more CPU resources, though they achieved 28% faster frame rendering and smoother animations. Usability testing yielded excellent outcomes for both platforms, with Flutter achieving a slightly higher SUS score (82.4) than Android Studio (78.9). The Indonesian SUS adaptation demonstrated strong reliability (Cronbach’s α = 0.87). These findings indicate that Flutter is particularly effective for projects requiring rapid deployment and multi-platform compatibility, while Android Studio remains optimal for resource-constrained environments and applications requiring native optimization. Overall, framework selection should be determined by project-specific objectives balancing efficiency, performance, and usability.
subject: Articles
  topic: section
subject: Flutter
  topic: keywords
subject: Android Studio
  topic: keywords
subject: Usability
  topic: keywords
subject: Mobile Development
  topic: keywords
subject: Performance
  topic: keywords
creator: Hanis Diansyah
creator: Syafrinal Syafrinal
rights: Copyright (c) 2025 Hanis Diansyah, Safrinal Safrinal https://creativecommons.org/licenses/by/4.0
date: 2025-09-10
publication date: 2025-09-10
starting page: 69
ending page: 76
doi: 10.59431/jms.v3i2.646

Cloud Storage Ethics in Industrial Engineering: A Comparative Analysis of Microsoft OneDrive and SharePoint
type: item
description: This study investigates the technical, ethical, and organizational implications of adopting Microsoft OneDrive and SharePoint within industrial engineering. Both platforms operate under Microsoft’s enterprise cloud infrastructure but differ significantly in governance design and ethical alignment. SharePoint’s hierarchical structure enables effective compliance, accountability, and workflow automation, making it suitable for regulated industrial environments. In contrast, OneDrive prioritizes user flexibility and mobility, which, while enhancing convenience, increases risks related to data misuse, shadow IT, and inconsistent policy adherence. Through a qualitative descriptive approach involving practitioners and academic users, the study identifies that organizational ethics, privacy management, and governance transparency are decisive factors in maintaining digital integrity. The findings indicate that technical safeguards such as encryption and access control must be reinforced by ethical responsibility and user education. Furthermore, sustainable cloud governance requires continuous monitoring, multi-factor authentication, and transparent data policies that respect user privacy and organizational accountability. The study concludes that OneDrive and SharePoint should function as complementary systems—balancing autonomy with oversight—to promote ethical, secure, and efficient collaboration in industrial digital ecosystems.
subject: Articles
  topic: section
subject: Cloud Governance
  topic: keywords
subject: Ethics
  topic: keywords
subject: Industrial Engineering
  topic: keywords
subject: Data Privacy
  topic: keywords
subject: OneDrive–SharePoint
  topic: keywords
creator: Riki Afrianto
creator: Sari Nusivera
creator: Hikam Haikal
rights: Copyright (c) 2025 Riki Afrianto, Sari Nusivera, Hikam Haikal https://creativecommons.org/licenses/by/4.0
date: 2025-09-10
publication date: 2025-09-10
starting page: 49
ending page: 55
doi: 10.59431/jms.v3i2.633

Development of an Android-Based Geographic Information System for Maneungteung Tourism Area in Cirebon Regency Using Location-Based Service (LBS) Method with Android Studio Version 2024.1.2
type: item
description: The Maneungteung Tourism Area in Cirebon Regency holds strong potential as a local attraction, yet the absence of an integrated information system limits visitor access to reliable tourism data. This study aims to develop an Android-based Geographic Information System (GIS) integrated with Location-Based Service (LBS) technology to enhance information accessibility, spatial accuracy, and management efficiency. The research employs the Agile Software Development approach using the Extreme Programming (XP) model, which emphasizes flexibility, iterative improvement, and continuous collaboration between developers and users. The system was built using Android Studio with Java as the main language, integrating Google Maps API for real-time spatial visualization and Firebase for database management and authentication. Functional and user acceptance testing demonstrated that the application runs reliably, displaying accurate destination information, navigation routes, and booking features. Administrators can manage data dynamically through a synchronized backend system. The integration of GIS and LBS technologies successfully improves tourism service delivery, promotes user engagement, and supports the digital transformation of tourism management in Cirebon Regency, particularly in the Maneungteung area.
subject: Articles
  topic: section
subject: Geographic Information System
  topic: keywords
subject: Location-Based Service
  topic: keywords
subject: Android
  topic: keywords
subject: Tourism Application
  topic: keywords
subject: Cirebon
  topic: keywords
creator: Afifudin Nur Cahyawan
creator: NM Faizah
creator: Widyat Nurcahyo
rights: Copyright (c) 2025 Afifudin Nur Cahyawan, NM Faizah, Widyat Nurcahyo https://creativecommons.org/licenses/by/4.0
date: 2025-02-10
publication date: 2025-02-10
starting page: 39
ending page: 48
doi: 10.59431/jms.v3i1.558

https://journal.msti-indonesia.com/index.php/jms/article/view/545
type: item
title: Development of an Android-Based Online Attendance System for Individual Service Providers of the Jagakarsa Fire Department Using the AppSheet Platform(Case Study: South Jakarta Jagakarsa Fire Department Sector)
description: The study develops an Android-based Online Attendance System for the Penyedia Jasa Lainnya Perorangan (PJLP) members of the Jagakarsa Fire Department using the AppSheet platform. The project responds to long-standing issues in manual attendance management, such as time delays, data inaccuracy, and administrative inefficiency. Employing an applied research design that integrates experimental and qualitative methods, the system was developed through stages of analysis, design, implementation, and testing using the System Development Life Cycle (SDLC) framework. AppSheet and Google Sheets were utilized to create a lightweight, real-time synchronization platform without extensive programming requirements. Testing results showed a 100% success rate across functional scenarios and revealed significant improvements in reporting speed, accuracy, and user satisfaction. The system reduced report generation time by 95% and increased data accuracy to 99%. Beyond technical performance, the research also highlights the system’s influence on promoting transparency and discipline among personnel. The findings indicate that no-code platforms such as AppSheet can effectively support digital transformation in public service institutions by offering accessible, scalable, and cost-efficient technological solutions. The study concludes that integrating low-code and cloud-based tools can enhance accountability and operational effectiveness in government organizations, while future research is encouraged to expand the system’s integration, security, and behavioral impact assessment.
subject: Articles
  topic: section
subject: AppSheet
  topic: keywords
subject: Attendance System
  topic: keywords
subject: Mobile Application
  topic: keywords
subject: Digital Transformation
  topic: keywords
subject: Public Service
  topic: keywords
creator: Octaviansyah Primadani Anwar
creator: Ryan Rakryan
creator: NM Faizah
rights: Copyright (c) 2025 Octaviansyah Primadani Anwar, Ryan Rakryan, NM Faizah https://creativecommons.org/licenses/by/4.0
date: 2025-02-10
publication date: 2025-02-10
starting page: 9
ending page: 17
doi: 10.59431/jms.v3i1.545

The Impact of 5G Technology on Interactive Mobile Applications A Case Study of Smart Cities
type: item
description: The study examines the implementation of fifth-generation (5G) communication networks as a transformative enabler of interactive mobile applications in Fiji’s developing smart city ecosystem. Integrating theoretical and empirical perspectives, the research formulates a hybrid analytical framework that combines technical, organizational, and socio-technical dimensions to assess system efficiency, cultural usability, and sustainability. Using a constructive case study design, supported by the modified FITT model and triangulated validation, the findings demonstrate that 5G deployment in Fiji achieved notable performance outcomes, including a 12.8-minute small-cell configuration time, 98.2% beamforming accuracy, and an 87/100 Melanesian System Usability Scale (SUS-M) score. These results confirm that localized technological adaptation, when aligned with cultural usability and responsive governance, enhances both reliability and community acceptance. However, challenges persist in energy optimization (5.2 W per cell) and cybersecurity, where a vulnerability index of 0.42 indicates the need for post-quantum encryption measures. The proposed Techno-Cultural Symbiosis Model emphasizes that sustainable 5G implementation in island contexts depends on balancing technological precision, socio-cultural relevance, and ecological responsibility. The resulting roadmap outlines a phased national strategy (2026–2030) integrating AI-driven spectrum management, cultural usability certification, and post-quantum cryptography to advance secure, inclusive, and sustainable digital transformation across the Pacific region.
subject: Articles
  topic: section
subject: 5G Technology
  topic: keywords
subject: Smart Cities
  topic: keywords
subject: Cultural Usability
  topic: keywords
subject: Sustainability
  topic: keywords
subject: Network Security
  topic: keywords
creator: Samuela Tavui
creator: Laisa Vakalalabure
rights: Copyright (c) 2025 Samuela Tavui, Laisa Vakalalabure https://creativecommons.org/licenses/by/4.0
date: 2025-09-10
publication date: 2025-09-10
starting page: 62
ending page: 68
doi: 10.59431/jms.v3i2.544

Gamification in Mobile Learning Enhancing Engagement and Retention through Interactive Design
type: item
description: This study investigates the effectiveness of gamification in mobile learning environments in enhancing student engagement and knowledge retention within higher education institutions in Nepal. A mixed-methods design was adopted, combining quantitative and qualitative analyses among 120 undergraduate students from Tribhuvan University and its affiliated colleges. The experimental group used gamified mobile applications incorporating points, badges, leaderboards, and collaborative challenges, while the control group relied on standard mobile learning tools. Statistical results revealed substantial gains in engagement (from 3.2 to 4.3 on a five-point scale) and retention (from 62.4% to 78.6%) among students exposed to gamified platforms, with differences confirmed as significant (p < 0.001). Thematic analysis indicated that gamification fostered motivation, reduced learning stress, and encouraged teamwork through interactive experiences. These findings suggest that gamified mobile learning not only improves academic outcomes but also promotes social interaction and sustained participation, particularly in Nepal’s multilingual and culturally diverse classrooms. The study concludes that incorporating gamification into mobile learning can create a more active, inclusive, and enjoyable educational environment, supporting long-term learner engagement and cognitive development.
subject: Articles
  topic: section
subject: Gamification
  topic: keywords
subject: Mobile Learning
  topic: keywords
subject: Engagement
  topic: keywords
subject: Retention
  topic: keywords
subject: Nepal
  topic: keywords
creator: Bishal Paudel
creator: Sushma Shrestha
rights: Copyright (c) 2025 Bishal Paudel, Sushma Shrestha https://creativecommons.org/licenses/by/4.0
date: 2025-09-10
publication date: 2025-09-10
starting page: 56
ending page: 61
doi: 10.59431/jms.v3i2.543

Interactive Mobile Applications in Healthcare A Comprehensive Analysis of User Experiences and Effectiveness
type: item
description: mHealth applications are increasingly relevant in South Africa for addressing chronic diseases, unequal access, and resource constraints. This sequential mixed-methods study evaluated user experience and mHealth effectiveness through qualitative exploration, iterative co-design, a 12–16-week quasi-experimental trial, and an implementation evaluation guided by the CFIR and RE-AIM frameworks. Qualitative findings highlighted the need for local language support, offline-first functionality, low data consumption, granular permissions, and light integration into clinical workflows. In the trial, the intervention achieved 72.4% adoption and 90-day retention of 51.8% (versus 41.2% and 29.7% in the comparator), alongside higher usability (SUS 78.6 vs. 65.9) and perceived usefulness (TAM) scores, and greater weekly engagement. Trust and privacy mediated the effect of privacy-by-design features on retention, while digital literacy and device ownership moderated adoption. Secondary clinical indicators showed improved HIV therapy adherence and better blood pressure control. Implementation fidelity reached 84%, and 79% of healthcare providers rated workflow compatibility as good or very good. These results support the view that mHealth success depends on fit-for-purpose, low-data, offline-first, and privacy-by-default design, supported by adaptive onboarding and workflow integration. Key recommendations include continuous engagement monitoring aligned with the IDHEM framework, transparent data governance, and low-bandwidth-friendly interoperability to enable scalability and sustainability.
subject: Articles
  topic: section
subject: mHealth
  topic: keywords
subject: Human-Centered Design
  topic: keywords
subject: Offline-First
  topic: keywords
subject: Privacy-By-Design
  topic: keywords
subject: User Retention
  topic: keywords
subject: South Africa
  topic: keywords
creator: Thabo Molefe
creator: Nolwazi Dlamini
rights: Copyright (c) 2025 Thabo Molefe, Nolwazi Dlamini https://creativecommons.org/licenses/by/4.0
date: 2025-02-10
publication date: 2025-02-10
starting page: 31
ending page: 38
doi: 10.59431/jms.v3i1.542

The Role of Augmented Reality in Interactive Mobile Learning Current Trends and Future Directions
type: item
description: This study systematically reviews 93 empirical studies published between 2015 and 2024 to examine the role of Augmented Reality (AR) in interactive mobile learning, with particular attention to its applicability in Bangladesh’s educational context. The findings reveal that mobile AR significantly improves student engagement, learning achievement, and motivation across various disciplines and educational levels. AR proves especially effective in fields requiring spatial reasoning such as science, mathematics, and language learning. It also supports inclusive education by helping learners with autism and dyslexia through adaptive visual learning environments. However, challenges remain, including inadequate teacher readiness, limited professional development, and infrastructure constraints, particularly in rural regions. The study concludes that AR offers strong potential to advance interactive learning and educational equity in developing countries, but its success depends on contextually grounded strategies, teacher training, technical support, and institutional commitment to long-term integration.
subject: Articles
  topic: section
subject: Augmented Reality
  topic: keywords
subject: Mobile Learning
  topic: keywords
subject: Educational Technology
  topic: keywords
subject: Student Engagement
  topic: keywords
subject: Bangladesh
  topic: keywords
creator: Ayesha Rahman
creator: Md Rezwanul Haque
rights: Copyright (c) 2025 Ayesha Rahman, Md Rezwanul Haque https://creativecommons.org/licenses/by/4.0
date: 2025-02-10
publication date: 2025-02-10
starting page: 18
ending page: 30
doi: 10.59431/jms.v3i1.541

Leveraging Interactive Mobile Technologies for Enhanced Learning Outcomes A Systematic Review
type: item
description: The growing integration of mobile technologies has reshaped how learning is designed, experienced, and evaluated in modern education. This systematic review synthesizes findings from 78 empirical studies published between 2015 and 2024 to examine how interactive mobile tools—such as adaptive systems, simulations, gamification, and augmented reality—affect measurable learning outcomes. The analysis followed the PRISMA framework and focused on peer-reviewed research that employed experimental or quasi-experimental designs. Results indicate that mobile learning yields moderate yet consistent improvements in knowledge acquisition, motivation, and skill development, with stronger effects observed in STEM and health-related subjects. Adaptive systems and simulation-based applications were found to be the most effective, while gamification and augmented reality produced mixed outcomes depending on instructional design quality. The review also reveals that pedagogical alignment, teacher readiness, and institutional support play a decisive role in determining success. Technology by itself does not ensure learning gains; rather, meaningful results arise when digital tools are purposefully embedded into curriculum design and supported through professional training. Despite methodological and contextual limitations in existing studies—such as short intervention durations and limited geographic diversity—the evidence supports a cautiously optimistic view: mobile learning can complement traditional instruction when guided by sound pedagogy, coherent assessment strategies, and equitable access.
subject: Articles
  topic: section
subject: Mobile Learning
  topic: keywords
subject: Interactivity
  topic: keywords
subject: Educational Technology
  topic: keywords
subject: Learning Outcomes
  topic: keywords
subject: Pedagogy
  topic: keywords
creator: Ravi Kumar
creator: Priya Sharma
rights: Copyright (c) 2025 Ravi Kumar, Priya Sharma https://creativecommons.org/licenses/by-nc-nd/4.0/
date: 2025-02-10
publication date: 2025-02-10
starting page: 1
ending page: 8
doi: 10.59431/jms.v3i1.540

Mobile-Based Library Catalog Web Service Development
type: item
description: This research centers on the design and development of The Library Catalog mobile application prototype, a novel solution aimed at revolutionizing library catalog systems by adopting a user-centric design framework. The application incorporates critical functionalities, including dynamic search tools, real-time notification systems, and an intuitive navigation structure, to facilitate efficient access to library resources. Key features such as real-time book availability updates, reservation capabilities, and a well-organized menu system encompassing catalog, favorites, search, and profile sections are tailored to meet the fundamental requirements of library users in a digital landscape. The aesthetically pleasing interface, enriched with interactive components like animated notification indicators and distinctive iconography, significantly enhances user engagement and satisfaction. Results from this study indicate that The Library Catalog holds substantial promise in transforming library service delivery by harnessing mobile technology to address the changing needs and expectations of users. The prototype demonstrates a strong potential to streamline access to information and improve the overall library experience. Looking ahead, future development efforts will focus on the full implementation of placeholder features such as advanced search filters, personalized user profiles, and favorite lists, alongside the integration of accessibility options like multilingual support and screen reader compatibility to ensure inclusivity. Additionally, plans include incorporating push notifications for timely updates, conducting extensive user testing for iterative refinement, and exploring seamless integration with existing library management systems to boost scalability and operational efficiency. These enhancements aim to position The Library Catalog as a comprehensive and innovative tool for modern library services in the digital era.
subject: Articles
  topic: section
subject: Mobile Library Application
  topic: keywords
subject: User-Centric Design
  topic: keywords
subject: Library Catalog System
  topic: keywords
subject: Digital Library Services
  topic: keywords
subject: Mobile Technology
  topic: keywords
creator: Nasya Fawwaz
rights: Copyright (c) 2024 https://creativecommons.org/licenses/by-nc-nd/4.0/
date: 2024-02-10
publication date: 2024-02-10
starting page: 50
ending page: 58
doi: 10.59431/jms.v2i1.533

Design of Student Attendance User Interface using Figma at SMA Negeri 1 Sukamakmur Aceh Besar
type: item
description: This research focuses on developing an attractive, valid, practical, and effective information system based on Android applications. The primary target users are eleventh and twelfth-grade students at SMA Negeri 1 Sukamakmur who will participate in industrial work practice programs. The application features facilitate communication between industrial work practice students, teachers, and industry supervisors. These features enhance the quality and effectiveness of industrial work practice programs while creating consistent synergy between schools and industry partners. The study employs Research and Development (R&D) methodology with a waterfall development model or linear sequential model. Data collection was supported through field observations and interviews with school stakeholders, including teachers, students, and industry department heads. This methodology provided valid data for application development by identifying strengths, weaknesses, opportunities, and threats in creating the Prakerin.com application. Student questionnaires were used as research instruments, and Flutter was utilized as the development platform. The research aims to create an Android-based industrial work practice information system that is attractive, valid, practical, and effective. Additionally, it seeks to facilitate teacher-student communication during industrial work practice implementation to support optimal assessment results and enhance student competency development.
subject: Articles
  topic: section
subject: Information System
  topic: keywords
subject: Android
  topic: keywords
subject: Industrial Work Practice
  topic: keywords
subject: Waterfall Model
  topic: keywords
subject: User Interface Design
  topic: keywords
creator: Ikhsan Nul Zikri
creator: Imilda
rights: Copyright (c) 2024 Journal Mobile Technologies (JMS) https://creativecommons.org/licenses/by-nc-nd/4.0/
date: 2024-02-10
publication date: 2024-02-10
starting page: 10
ending page: 23
doi: 10.59431/jms.v2i1.532

The Influence of Mobile Applications on Online Shopping Habits in Indonesia
type: item
description: This study examines how mobile applications influence online shopping behavior among Indonesian consumers within an increasingly digitalized economy. Drawing on the Technology Acceptance Model (TAM), the Unified Theory of Acceptance and Use of Technology (UTAUT2), and consumer behavior perspectives, the research investigates how perceived usefulness, ease of use, hedonic motivation, social influence, and habitual engagement shape purchasing behavior. Using a quantitative approach, data were collected from 350 active users of mobile commerce platforms such as Shopee, Tokopedia, and Lazada. Regression analysis revealed that hedonic motivation exerts the strongest influence on purchase frequency, followed by perceived usefulness and habitual usage, while ease of use and social influence also contribute significantly. The findings suggest that mobile shopping in Indonesia has evolved from a transactional activity into a leisure-oriented experience, shaped by emotional gratification, convenience, and social engagement. The study concludes that mobile commerce represents not only technological progress but also a behavioral and cultural transformation, redefining consumption as a blend of pleasure, efficiency, and identity expression. Future research is recommended to explore emotional, ethical, and generational aspects of digital consumption through qualitative and longitudinal approaches.
subject: Articles
  topic: section
subject: Mobile Applications
  topic: keywords
subject: Online Shopping Behavior
  topic: keywords
subject: Hedonic Motivation
  topic: keywords
subject: Consumer Psychology
  topic: keywords
subject: Indonesia
  topic: keywords
creator: Nailil Autar
rights: Copyright (c) 2024 Nailil Autar https://creativecommons.org/licenses/by/4.0
date: 2024-09-10
publication date: 2024-09-10
starting page: 94
ending page: 100
doi: 10.59431/jms.v2i2.539

The Impact of Mobile Applications on the Economic Growth of Indonesian MSMEs
type: item
description: The study investigates how mobile application adoption influences the economic growth of micro, small, and medium enterprises (MSMEs) in Indonesia. Using a mixed-method design that integrates quantitative and qualitative approaches, data were collected from 150 MSME respondents and 20 in-depth interviews across several major provinces. The regression results show that the intensity of mobile application use, digital marketing, and mobile payment integration together explain 67% of business performance variance. MSMEs that actively use mobile tools record an average annual sales growth of 27%, mainly due to increased efficiency, broader market access, and improved financial management. Qualitative findings reinforce these results, showing that digital literacy and adaptive behavior significantly shape the benefits of technological adoption. However, unequal infrastructure and limited digital literacy continue to constrain rural MSMEs. The study concludes that mobile applications serve as key catalysts of innovation and inclusion within Indonesia’s digital economy. Strengthening digital infrastructure, expanding literacy programs, and promoting inclusive financial technology are crucial steps toward sustainable MSME growth.
subject: Articles
  topic: section
subject: Mobile Applications
  topic: keywords
subject: Msme Growth
  topic: keywords
subject: Digitalization
  topic: keywords
subject: Financial Inclusion
  topic: keywords
subject: Indonesia
  topic: keywords
creator: Mufizal Mufizal
rights: Copyright (c) 2024 Mufizal Mufizal https://creativecommons.org/licenses/by/4.0
date: 2024-09-10
publication date: 2024-09-10
starting page: 87
ending page: 93
doi: 10.59431/jms.v2i2.538

The Role of Augmented Reality in Interactive Mobile Learning: Current Trends and Future Directions
type: item
description: The rapid growth of digital technology has redefined education by transforming how knowledge is accessed, constructed, and experienced. This study investigates the role of augmented reality (AR) in mobile learning as a catalyst for interactive, experiential, and learner-centered education. Using a qualitative descriptive approach, it synthesizes findings from recent peer-reviewed studies published between 2021 and 2024 to identify trends, challenges, and pedagogical implications of AR integration in mobile environments. The results reveal four dominant dimensions shaping current AR-based learning: technological development, pedagogical adaptation, learner engagement, and institutional readiness. AR enhances motivation, spatial reasoning, and conceptual understanding by merging real-world contexts with virtual content. However, the study also highlights persistent barriers, including uneven infrastructure, insufficient teacher preparation, and the absence of cohesive instructional frameworks. Meaningful AR adoption requires alignment between technology, pedagogy, and learner psychology—an equilibrium consistent with the Technological Pedagogical Content Knowledge (TPACK) model. The research concludes that AR’s transformative potential lies not in its novelty but in its capacity to foster inquiry, reflection, and collaboration. Future work should emphasize longitudinal studies, cross-disciplinary collaboration, and equitable policy development to ensure that AR evolves into a sustainable and inclusive component of digital education.
subject: Articles
  topic: section
subject: Augmented Reality
  topic: keywords
subject: Mobile Learning
  topic: keywords
subject: Pedagogy
  topic: keywords
subject: Digital Inclusion
  topic: keywords
subject: Educational Innovation
  topic: keywords
creator: T Ardiansyah
rights: Copyright (c) 2024 T Ardiansyah https://creativecommons.org/licenses/by/4.0
date: 2024-09-10
publication date: 2024-09-10
starting page: 79
ending page: 86
doi: 10.59431/jms.v2i2.537

The Use of Interactive Mobile Technology to Improve Learning Outcomes: A Systematic Review
type: item
description: This study systematically reviews the impact of interactive mobile technologies on students’ learning outcomes in Indonesia. By analyzing 24 studies published between 2019 and 2024, the research highlights the effectiveness of mobile applications, augmented reality (AR), and gamified learning platforms in enhancing conceptual understanding, motivation, and engagement. Mobile applications were most commonly implemented due to accessibility and adaptability, while AR and gamification contributed to improved focus and comprehension through immersive visualization and challenge-based activities. Despite these benefits, successful integration depends on instructional design quality, teacher digital literacy, and institutional support. Short-term interventions dominate the current literature, leaving gaps in understanding long-term sustainability. The study recommends expanding research to non-STEM subjects, integrating adaptive and AI-based systems, and employing mixed-method approaches to provide comprehensive insights into effective technology-enhanced learning.
subject: Articles
  topic: section
subject: Interactive Mobile Learning
  topic: keywords
subject: Augmented Reality
  topic: keywords
subject: Gamification
  topic: keywords
subject: Student Engagement
  topic: keywords
subject: Digital Literacy
  topic: keywords
creator: Mudasir Mudasir
rights: Copyright (c) 2024 Mudasir Mudasir https://creativecommons.org/licenses/by/4.0
date: 2024-09-10
publication date: 2024-09-10
starting page: 71
ending page: 78
doi: 10.59431/jms.v2i2.536

Development of an Android-Based Camera Rental System Application for Kedai Kamera Depok Using Android Studio Dolphin 2021.3.1 with the Rapid Application Development Method
type: item
description: In the contemporary digital landscape, the rental of goods has become a vital service model, driven by demands for accessibility. Kedai Kamera Depok, located in Depok City, Indonesia, is a key provider of camera rental services. However, customers often face significant challenges in accessing reliable information about item availability and specifications. As the business grows, it struggles to market its offerings effectively. This study employs the Rapid Application Development (RAD) methodology, encompassing phases like Requirements Gathering, Design Workshop, and Implementation. Data was collected via structured questionnaires from Kedai Kamera Depok’s customers, ensuring user needs are integrated. The research aims to develop an Android-based reservation system for camera rentals, enabling seamless booking through mobile devices. Designed to enhance customer satisfaction and operational efficiency, this system seeks to address informational gaps and improve service delivery. The findings are expected to contribute to digital transformation in service-oriented businesses, offering a replicable model for similar enterprises facing comparable challenges in localized.
subject: Articles
  topic: section
subject: Rental Services
  topic: keywords
subject: Android Application
  topic: keywords
subject: Rapid Application Development
  topic: keywords
subject: Digital Solutions
  topic: keywords
creator: Sephvinna Yanurisa Fitrah
creator: Lucky Koryanto
creator: NM Faizah
rights: Copyright (c) 2024 Journal Mobile Technologies (JMS) https://creativecommons.org/licenses/by-nc-nd/4.0/
date: 2024-09-10
publication date: 2024-09-10
starting page: 59
ending page: 70
doi: 10.59431/jms.v2i2.394

Design and Development of a Simple Korean Letters and Vocabulary Learning Application for the “INDOMY” Group Based on Android Using the Rapid Application Development (RAD) Method
type: item
description: Korean language serves as the primary means of communication among the people of Korea. Learning Korean can be pursued through formal courses; however, such methods often face challenges, including limited meeting schedules and the necessity for face-to-face interaction. An alternative approach to studying Korean is through mobile learning platforms. The present study focuses on designing an Android-based application for learning Korean. The development methodology adopted is Rapid Application Development (RAD), which comprises three phases: Requirements Planning, Design Workshop, and Implementation. Data for the study were collected through questionnaires distributed to members of the “INDOMY” group. The outcome of the research is an educational application aimed at facilitating the pronunciation of Korean vocabulary by utilizing text derived from Korean song lyrics.
subject: Articles
  topic: section
subject: Korean Language
  topic: keywords
subject: Learning
  topic: keywords
subject: Android
  topic: keywords
creator: Tarisya
creator: Winton Ginting
creator: NM Faizah
rights: Copyright (c) 2024 Journal Mobile Technologies (JMS) https://creativecommons.org/licenses/by-nc-nd/4.0/
date: 2024-02-10
publication date: 2024-02-10
starting page: 38
ending page: 49
doi: 10.59431/jms.v2i1.312

Development of an Android-Based Expert System for Diagnosing Cat Skin Diseases at Cat’s Petshop Depok Using the Certainty Factor Method with Android Studio and MySQL
type: item
description: Limited understanding among cat owners regarding skin diseases in cats can have significant implications for the well-being of both cats and humans in the future. Certain skin conditions in cats are not confined to the animals themselves but can be transmitted to humans and other animals. To address such challenges, the development of an expert system for diagnosing skin diseases in cats is proposed. The study was conducted at Cat’s Petshop and Animal Clinic in Grand Depok City. Data were gathered through interviews with Drh. Atiek and Drh. Zeta, veterinarians at the location. The interviews identified six prevalent types of skin diseases in cats. Key issues include the manual recording system at the clinic, lengthy examination queues due to veterinarians’ packed schedules, and the limited knowledge of pet owners regarding symptoms of skin diseases in cats, which delays the diagnostic process. A solution was implemented by designing an expert system for diagnosing skin diseases in cats using the certainty factor method, which quantifies the confidence level of experts in their diagnoses. The application assists cat owners in identifying the type of skin condition affecting their pets. The certainty factor method enhances accuracy by accounting for uncertainty in calculations. The expert system yields positive outcomes. Primarily, it accelerates the examination of skin diseases in cats at Cat’s Petshop Depok. Additionally, it improves the precision of preliminary diagnoses. The deployment of the application saves time for pet owners and reduces waiting times at the clinic. The diagnostic accuracy aligns with the certainty factor calculation approach, addressing uncertainties in results. Overall, the expert system employing the certainty factor method offers an effective solution to overcome the lack of understanding among cat owners about skin diseases. The application facilitates early symptom recognition, enhances time efficiency, and improves diagnostic precision.
subject: Articles
  topic: section
subject: Expert System
  topic: keywords
subject: Cat Skin Diseases
  topic: keywords
subject: Certainty Factor
  topic: keywords
subject: Android Studio
  topic: keywords
subject: MySQL
  topic: keywords
creator: Prastika Putriningsih
creator: NM Faizah
creator: Widyat Nurcahyo
rights: Copyright (c) 2024 Journal Mobile Technologies (JMS) https://creativecommons.org/licenses/by-nc-nd/4.0/
date: 2024-02-10
publication date: 2024-02-10
starting page: 24
ending page: 37
doi: 10.59431/jms.v2i1.311

Analysis of the Use of Mobile-Based Aceh Culinary Menu Applications to Improve Customer Experience in the Culinary Industry
type: item
description: This research analyzes the implementation of mobile-based menu applications for Acehnese cuisine and their impact on enhancing customer experience in the culinary industry. The study examines information technology applications, particularly mobile applications, as tools for improving accessibility and convenience in ordering and obtaining information about Acehnese culinary dishes. The research methodology includes surveys of active users of mobile-based menu applications in the Acehnese culinary industry, focusing on their perceptions of user experience, application effectiveness in presenting information, and impact on customer satisfaction. Case studies were conducted to examine successful implementations of mobile-based menu applications in Acehnese culinary settings. Data analysis provides understanding about the potential of mobile-based menu applications as tools for improving service quality and customer experience in the Acehnese culinary industry. Research findings benefit culinary industry stakeholders and information technology developers in optimizing mobile application utilization to enhance service quality and customer satisfaction
subject: Articles
  topic: section
subject: Mobile Menu Applications
  topic: keywords
subject: Acehnese Cuisine
  topic: keywords
subject: Customer Experience
  topic: keywords
subject: Culinary Industry
  topic: keywords
creator: Putri latiffa Azzahra
creator: Yusmaneli
creator: Fathurrahmad
rights: Copyright (c) 2023 Journal Mobile Technologies (JMS) https://creativecommons.org/licenses/by-nc-nd/4.0/
date: 2023-09-10
publication date: 2023-09-10
starting page: 97
ending page: 110
doi: 10.59431/jms.v1i2.295

Comparative Study on the Effectiveness of Interactive Virtual Reality Simulations Integrating Acehnese Local Wisdom for Mobile-Based Problem-Based Learning
type: item
description: Technological advancements have transformed educational practices worldwide. Interactive virtual reality simulations incorporating Acehnese local wisdom represent an emerging educational approach with significant potential. The research examines learning effectiveness enhancement through engaging technology integration, application of Acehnese cultural elements in educational settings, development of interactive problem-based learning environments, and evaluation of effectiveness differences between virtual reality implementations and traditional teaching methods. Virtual reality technology creates immersive environments where users experience simulated settings with realistic interaction capabilities. Acehnese wisdom elements integrated into these environments facilitate deeper cultural understanding among students. The problem-based learning framework encourages collaborative problem-solving through peer engagement and discussion. Research outcomes aim to establish more engaging instructional methodologies while promoting appreciation of Acehnese heritage. The comparative analysis between virtual reality implementations and conventional approaches reveals essential information regarding technological applications in educational contexts. Results demonstrate that virtual reality simulations incorporating Acehnese cultural elements offer innovative solutions for problem-based learning environments, substantially improving student engagement metrics and learning outcome measurements.
subject: Articles
  topic: section
subject: Interactive Virtual Reality Simulation
  topic: keywords
subject: Acehnese Local Wisdom
  topic: keywords
subject: Problem-Based Learning
  topic: keywords
subject: Learning Effectiveness
  topic: keywords
subject: Comparative Study
  topic: keywords
creator: Fauzan Putraga Al-Bahri
creator: Ismail
rights: Copyright (c) 2023 Journal Mobile Technologies (JMS) https://creativecommons.org/licenses/by-nc-nd/4.0/
date: 2023-09-10
publication date: 2023-09-10
starting page: 87
ending page: 96
doi: 10.59431/jms.v1i2.294

Android-based Industrial Internship Management System: Waterfall Development with Dart and Flutter at SMK Negeri 1 West Cikarang
type: item
description: This research presents the development of an Android-based Industrial Internship Management System for the Industrial Electronics Department at SMK Negeri 1 West Cikarang. The study addresses the inefficiencies in manual internship administration by implementing a digital solution using the Waterfall methodology. The application was developed using Dart programming language and Flutter framework to ensure cross-platform compatibility and responsive user interface. The system features include student registration, internship placement tracking, supervisor assignment, performance evaluation, and reporting functionalities. Testing results demonstrate significant improvements in information accessibility, communication efficiency, and administrative workflow. This application effectively bridges the communication gap between students, teachers, and industry partners while streamlining the documentation process. The implementation shows potential for adaptation in similar vocational education settings requiring structured internship management solutions.
subject: Articles
  topic: section
subject: Android Application
  topic: keywords
subject: Industrial Internship
  topic: keywords
subject: Information System
  topic: keywords
subject: Waterfall Methodology
  topic: keywords
subject: Flutter Framework
  topic: keywords
subject: Vocational Education
  topic: keywords
creator: Solahuddin Wibawan
creator: NM Faizah
creator: Widyat Nurcahyo
rights: Copyright (c) 2024 Journal Mobile Technologies (JMS) https://creativecommons.org/licenses/by-nc-nd/4.0/
date: 2024-02-10
publication date: 2024-02-10
starting page: 1
ending page: 9
doi: 10.59431/jms.v2i1.292

Designing a Mobile-Based Digital Financial Application to Enhance Financial Access for Indonesian Communities
type: item
description: The issue of financial access remains a significant challenge in Indonesia, particularly in remote and underdeveloped regions. Digital financial services offer a promising solution to accelerate and simplify financial access; however, many individuals are still unable to fully utilize these services. This research aims to design a mobile-based digital financial application that can enhance financial access for Indonesians in a simple, fast, and efficient manner. The study employs both qualitative and quantitative approaches, including literature reviews, interviews, surveys, and application design modeling. These methodologies will provide a comprehensive understanding of the barriers and facilitators to digital financial access. The results of this research will inform the design and development of a digital financial application tailored to the needs and preferences of users. The anticipated outcome is a digital financial application that not only facilitates financial transactions but also improves financial literacy and broadens access to digital financial services. This application is expected to simplify everyday financial activities such as bill payments, money transfers, and the purchase of financial products. In the long term, the application aims to assist Indonesians in accelerating economic development by easing access to digital financial services, reducing reliance on conventional financial services that are often difficult to access, and providing a modern, user-friendly alternative. Moreover, the application seeks to address the low level of financial literacy by incorporating educational features that empower users to make informed financial decisions. By doing so, it contributes to sustainable economic growth and financial inclusion across diverse Indonesian communities.
subject: Articles
  topic: section
subject: Digital Financial Application
  topic: keywords
subject: Digital Economy
  topic: keywords
subject: Financial Access
  topic: keywords
subject: Indonesian Communities
  topic: keywords
subject: Financial Literacy
  topic: keywords
creator: Muhammad Agha Afkar
rights: Copyright (c) 2023 Journal Mobile Technologies (JMS) https://creativecommons.org/licenses/by-nc-nd/4.0/
date: 2023-09-10
publication date: 2023-09-10
starting page: 62
ending page: 68
doi: 10.59431/jms.v1i2.291

Mobile-based Data Mining and Digital Technology Approaches to Improve Sustainable Tourist Experiences
type: item
description: The tourism industry requires technological innovation to improve competitiveness and growth in the digital era. This study analyzes the use of data mining and digital technology as a tool to optimize tourist experience and increase customer satisfaction in the tourism sector. The development of applications based on data mining and digital technology is the main focus to explore tourist preferences and improve the efficiency of sustainable tourism management. Search features, bookings, and review systems are integrated into the application to facilitate tourist travel planning. The research methodology involves comprehensive data analysis to identify market trends and refine sustainable tourism management strategies. The results of the study provide benefits to the community, business entities, and government institutions in the tourism sector by improving the quality of tourist experience, customer satisfaction, and operational efficiency of sustainable tourism management. The urgency of the research lies in the potential for significant contributions to the development of the tourism sector and strengthening the national economy.
subject: Articles
  topic: section
subject: Tourism Revolution
  topic: keywords
subject: Data Mining
  topic: keywords
subject: Digital Technology
  topic: keywords
subject: Traveler Preferences
  topic: keywords
subject: Mobile Apps
  topic: keywords
creator: Bahruni
creator: Muhammad Agha Afkar
rights: Copyright (c) 2023 Journal Mobile Technologies (JMS) https://creativecommons.org/licenses/by-nc-nd/4.0/
date: 2023-09-10
publication date: 2023-09-10
starting page: 69
ending page: 86
doi: 10.59431/jms.v1i2.293

Assessment of Practical Experience in the Development and Testing of Interactive Mobile Technology Elements
type: item
description: The study aims to conduct a comprehensive assessment of practical experiences that emerge during the development and testing processes of interactive mobile technology elements. The primary focus examines challenges, successes, and learning outcomes that occur when applying interactive mobile technology in real-world scenarios. The research methodology includes detailed surveys of participants involved in developing and testing interactive mobile technology, along with thorough analysis of their experiences across multiple implementation phases. The research examines various aspects, including technology element effectiveness, alignment with development objectives, user interaction patterns, technical limitations, adaptation requirements, and potential positive or negative impacts during implementation. Research findings are expected to benefit developers, practitioners, and academics in designing and implementing interactive mobile technology through evidence-based recommendations. Additionally, the study helps guide further advancement in understanding interactive mobile technology potential across various fields, including education, teaching, professional training, healthcare applications, and industrial implementations. The assessment methodology provides a structured framework for evaluating practical experiences that can be applied to future technology development cycles.
subject: Articles
  topic: section
subject: Practical Experience Assessment
  topic: keywords
subject: Development and Testing
  topic: keywords
subject: Interactive Mobile Technology Elements
  topic: keywords
creator: Muhammad Takhsin
creator: Muhammad Agha Afkar
rights: Copyright (c) 2023 Journal Mobile Technologies (JMS) https://creativecommons.org/licenses/by-nc-nd/4.0/
date: 2023-09-10
publication date: 2023-09-10
starting page: 53
ending page: 61
doi: 10.59431/jms.v1i2.290