Rhezwan Dhaifullah Romdhoni
Universitas Pendidikan Indonesia

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AI-Driven Learning Analytics for Self-Regulated and Metacognitive Learning: A Systematic Review Rhezwan Dhaifullah Romdhoni; Rafli Arrasyid; Suprih Widodo; Ulva Elviani
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1657

Abstract

Artificial intelligence (AI) and learning analytics are increasingly integrated into educational systems, yet their impact on self‑regulated learning (SRL) and metacognition remains not fully understood. This systematic review synthesizes findings from 34 empirical and review studies on AI‑driven learning analytics in formal education, focusing on their effects on SRL, metacognition, motivation, and academic performance. Following PRISMA guidelines, studies were identified through searches in Scopus, Web of Science, ERIC, and Google Scholar for articles published between 2020 and 2025, using keywords related to AI, learning analytics, SRL, and metacognition. Studies were included if they used AI‑based analytical or adaptive systems, standardized SRL or metacognitive measures, and pre–post or comparison data. Results show that AI‑based tools such as predictive models, intelligent tutoring systems, adaptive platforms, learning dashboards, and generative or conversational AI support goal setting, monitoring, strategy adjustment, and reflective evaluation through feedback, progress visualization, and personalized recommendations. Most studies report improvements in SRL strategies, metacognitive awareness, motivation, engagement, and learning outcomes, though effects vary across research design quality, educational levels, and subject areas. However, several challenges persist, including infrastructural limitations, limited teacher readiness, data privacy and ethical issues, algorithmic bias, and potential overreliance on AI that may weaken learners’ independent strategic thinking. Overall, AI‑driven learning analytics hold substantial potential to enhance SRL and metacognition when integrated within coherent pedagogical frameworks and supported by institutional policies promoting transparency, equity, and human agency. Abstrak Kecerdasan buatan (AI) dan learning analytics semakin meluas dalam sistem pendidikan, namun dampaknya terhadap self‑regulated learning (SRL) dan metakognisi masih belum sepenuhnya dipahami. Tinjauan sistematis ini mensintesis temuan dari 34 studi empiris dan tinjauan pustaka mengenai penerapan AI‑driven learning analytics di pendidikan formal, berfokus pada pengaruhnya terhadap SRL, metakognisi, motivasi, dan kinerja akademik. Dengan mengikuti pedoman PRISMA, artikel dipilih melalui pencarian di Scopus, Web of Science, ERIC, dan Google Scholar untuk periode 2020–2025 menggunakan kata kunci terkait AI, learning analytics, SRL, dan metakognisi. Studi disertakan jika menggunakan sistem analitik atau adaptif berbasis AI dengan instrumen terstandar dan data perbandingan pre–post. Hasil menunjukkan bahwa alat berbasis AI seperti model prediktif, sistem tutor cerdas, platform adaptif, dashboard pembelajaran, serta AI generatif atau konversasional mendukung penetapan tujuan, pemantauan, adaptasi strategi, dan refleksi melalui umpan balik, visualisasi kemajuan, dan rekomendasi otomatis. Sebagian besar studi melaporkan peningkatan strategi SRL, kesadaran metakognitif, motivasi, keterlibatan, dan hasil belajar, meski efek berbeda bergantung pada desain penelitian, jenjang pendidikan, dan bidang studi. Namun, tantangan tetap muncul, termasuk keterbatasan infrastruktur, kesiapan guru, privasi data, bias algoritmik, serta potensi ketergantungan berlebih pada AI yang dapat melemahkan kemandirian berpikir strategis. Secara keseluruhan, AI‑driven learning analytics berpotensi memperkuat SRL dan metakognisi bila diintegrasikan dalam kerangka pedagogis yang jelas dan didukung kebijakan institusional yang menegakkan transparansi, keadilan, dan agensi manusia.
The Effectiveness of Fast- vs. Slow-Tempo Music on Students’ Cognitive Performance: A Within-Subject Experimental Design Muhammad Rafly Juliawan Fernandes; Rizki Hikmawan; Rhezwan Dhaifullah Romdhoni
Journal of Informatics and Vocational Education Vol. 9 No. 2 (2026): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v9i2.3478

Abstract

This study examined the effects of music tempo on students’ cognitive performance under three conditions: fast-tempo, slow-tempo, and no music. Despite widespread use of music during studying, it remains empirically unclear whether and how music tempo differentially affects cognitive performance among junior high school students in Indonesia. A quantitative approach with a within-subject repeated measures experimental design was employed, involving 34 ninth-grade students from a junior high school in Indonesia. Each participant completed mathematical problem-solving tasks under three controlled conditions: fast-tempo instrumental music (120–190 BPM), slow-tempo instrumental music (60–80 BPM), and silence. Cognitive performance was measured using accuracy scores, and subjective cognitive load was assessed through the NASA-TLX. Data were analyzed using Repeated Measures ANOVA and validated with the Friedman test due to partial violations of normality assumptions. The results indicated that the fast-tempo condition produced the highest mean accuracy, followed by no music and slow-tempo music. However, the differences were not statistically significant, although a moderate effect size suggested practical relevance. Pairwise comparisons revealed a consistent trend favoring fast-tempo music over slow-tempo and no-music conditions. Notably, NASA-TLX scores indicated that the fast-tempo condition produced significantly lower perceived cognitive load (M = 50.07) compared to slow-tempo (M = 61.59), χ²(2) = 13.41, p = .001, suggesting that fast-tempo music reduced subjective mental effort even when accuracy gains were not statistically significant. These findings support the theoretical perspectives of Cognitive Load Theory and arousal-mood theory, indicating that optimal levels of auditory stimulation may enhance cognitive processing efficiency. The results highlight the practical relevance of fast-tempo music in academic settings and underscore the need for further research with larger samples and physiological measures.
Machine Learning-Based Early Warning for Student Dropout: Evidence from LMS Behavioral Engagement Patterns in Online Higher Education Rhezwan Dhaifullah Romdhoni; Nuur Wachid Abdul Majid; Anggita Fitri Permatasari
Journal of Informatics and Vocational Education Vol. 9 No. 2 (2026): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v9i2.3508

Abstract

Student dropout in online higher education remains critically high, far exceeding face-to-face rates, yet declining behavioral activity in Learning Management Systems (LMS) offers key signals for early intervention. To identify robust predictors and model suitability for Early Warning Systems (EWS), this study presents a comparative analysis of machine learning for dropout prediction using clickstream data from the Open University Learning Analytics Dataset (OULAD), covering 32,593 students across seven undergraduate modules. Three supervised algorithms with Logistic Regression, Random Forest, and Support Vector Machine (SVM), were trained on 13 engineered features combining behavioral and demographic attributes from the Virtual Learning Environment (VLE), with Recall prioritized to minimize missed at-risk students. Results demonstrate that all models achieved strong discriminatory performance with AUC-ROC > 0.93; specifically, SVM provided the highest EWS fit with recall of 0.903, missing only 196 of 2,031 withdrawals (9.7%), while Random Forest attained the best overall accuracy (0.866) and AUC-ROC (0.940). Feature importance analysis further revealed that VLE behavior accounted for 85.0% of predictive power, with Activity Span emerging as the dominant predictor at 41.3%. Cross-module validation confirmed temporal engagement consistency as a robust, generalizable dropout signal. Therefore, these findings provide practical guidance for implementing data-driven EWS in online learning by prioritizing behavioral span metrics over static demographics
Immersive TOEFL Preparation in the Metaverse: Usability and Navigability of a Roblox-Based Game Developed via GDLC Rahmawati Salsabila; Rizki Hikmawan; Rhezwan Dhaifullah Romdhoni
Journal of Informatics and Vocational Education Vol. 9 No. 2 (2026): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v9i2.3520

Abstract

Despite the growing adoption of game-based learning in language education, three-dimensional metaverse platforms for TOEFL preparation remain critically underexplored, leaving learners reliant on drill-based 2D media that lack immersion and sustained engagement. This study addresses that gap by developing a Roblox-based TOEFL learning game using the Game Development Life Cycle (GDLC) and evaluating user understanding of its game flow through graduated formative evaluation. An R&D design was employed, implementing six GDLC stages alongside Tessmer's formative evaluation: one-on-one (n=3), small group (n=5), and field testing (n=40). Data were gathered via observation, interview, and Likert-scale questionnaires, and analyzed descriptively. The game was realized as an area-based environment with three thematic zones and a multi-level navigation system. Evaluations showed progressive quality improvement: one-on-one (M=3.25), small group (M=4.00), and field testing (M=3.84, 96.3% positive response), indicating satisfactory usability and navigability. However, awareness of the Challenge Room and return-route comprehension remain areas requiring refinement. Theoretically, this study demonstrates that GDLC paired with formative evaluation provides a structured and iterative framework for validating metaverse-based educational games. Practically, the findings offer actionable design principles for educators and developers building immersive, game-based language learning environments within social 3D platforms
Development and Feasibility Testing of a Desktop-Based Learning Management System (LMS) Application Using the ADDIE Model Nofrendy Azin; Nuur Wachid Abdul Majid; Rhezwan Dhaifullah Romdhoni
Journal of Informatics and Vocational Education Vol. 9 No. 3 (2026): November 2026
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v9i3.3683

Abstract

Web-based Learning Management System (LMS) platforms face persistent limitations in Indonesia, particularly complete dependence on internet connectivity, which disrupts learning continuity for students in areas with inadequate digital infrastructure. This study aimed to develop and test the feasibility of a desktop-based LMS application, named EduDesk LMS, using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The application was built using the Tauri framework with Rust as the backend and React for the frontend, integrated with Supabase as the cloud database and authentication service. A key feature was an offline-online dual-mode mechanism, which allowed data to be stored locally when connectivity was unavailable and synchronized to the cloud automatically upon reconnection. The research subjects consisted of two educational technology experts for validation and 50 students selected through purposive sampling for the user trial. Data were collected using a Likert-scale questionnaire covering five assessment aspects: Display and Design, Ease of Use, Offline Feature, Usefulness, and User Satisfaction. Results showed that EduDesk LMS achieved a grand mean of 4.00, placing it in the Feasible category (3.41–4.20) across all five dimensions. The Display and Design aspect obtained the highest mean (4.09), followed by Usefulness (4.04), Ease of Use (4.03), User Satisfaction (3.94), and the Offline Feature (3.90). All aspects exceeded the minimum feasibility threshold of 3.41. These findings demonstrated that the ADDIE model effectively guided the development of a systematic, user-centered desktop LMS, and that EduDesk LMS constitutes a feasible platform for supporting flexible learning in higher education environments with varying connectivity conditions.