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Best Practices for Designing Educational Mobile Applications Dengen, Alvianus; Tserendorj, Baatar; Bayarmaa, Tsolmon
Journal International Inspire Education Technology Vol. 4 No. 1 (2025)
Publisher : Sekolah Tinggi Agama Islam Al-Hikmah Pariangan Batusangkar, West Sumatra, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jiiet.v4i1.784

Abstract

The increasing reliance on mobile technology in education has led to the rapid development of educational mobile applications. However, many of these applications fail to effectively support learning due to poor design, lack of pedagogical alignment, and limited user engagement. Ensuring that mobile applications adhere to best practices in educational technology is crucial for enhancing learning outcomes and user experience. This study aims to identify and analyze best practices for designing educational mobile applications that optimize usability, engagement, and pedagogical effectiveness. A qualitative research approach was employed, incorporating a systematic literature review and expert interviews to evaluate key design principles. Findings indicate that successful educational mobile applications integrate user-centered design, adaptive learning strategies, gamification elements, and evidence-based pedagogical frameworks. Furthermore, accessibility features and interactive interfaces play a significant role in fostering learner motivation and retention. The study concludes that adherence to these best practices can significantly enhance the effectiveness of educational mobile applications. Implementing user-driven design, personalization, and interactive learning mechanisms ensures greater engagement and improved learning outcomes. Future research should focus on evaluating the long-term impact of these design principles on diverse learner populations and educational settings.
Developing a Hyperpersonal Communication Model in Sexting Behavior: A Mixed Methods Study of Digital Intimacy in Indonesia Budiawan Budiawan; Alvianus Dengen
Journal of Mathematics Instruction, Social Research and Opinion Vol. 5 No. 2 (2026): June
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/misro.v5i2.1558

Abstract

Sexting as a form of digital sexual self-disclosure has become increasingly common among young people in Indonesia. The Hyperpersonal Communication Model (HCM) theory was originally developed to explain text-based online interaction, while contemporary digital intimacy now involves multimodal communication, risk awareness, privacy concerns, and trust negotiation. This study aims to develop a contextual HCM model by integrating digital sexual self-disclosure, perceived digital intimacy, selective self-presentation, idealized perception, and risk awareness in explaining sexting behavior in Indonesia. This research used a mixed-methods, sequential, explanatory design. The quantitative phase involved a survey of 300 respondents aged 18–35 years in five major Indonesian cities and was analyzed using SPSS Version 27. The qualitative phase involved in-depth interviews with 20 selected participants to explore the subjective meanings of sexting experiences. The findings show that Digital Sexual Self-Disclosure is the strongest predictor of Perceived Digital Intimacy (β=0.412), while 68.7% of respondents reported having engaged in sexting. Risk Awareness was also positively correlated with Perceived Digital Intimacy (r=0.387), suggesting that risk awareness may encourage explicit boundary negotiation and trust-building rather than reduce intimacy. Qualitative findings reveal a gradual escalation pattern from text to photo and video, with each stage shaped by trust tests and privacy considerations. This study expands HCM theory by proposing trust negotiation as a fifth mechanism alongside Walther’s four classical mechanisms, emphasizing trust-based gradual disclosure shaped by Indonesian socio-cultural norms. Practically, the findings highlight the need for digital literacy programs that address consent, boundary negotiation, privacy protection, and safer intimate communication among young adults.
Human-Computer Interaction in E-Commerce: A Study of Tokopedia’s Usability, Efficiency, and Satisfaction for Elderly Consumers Alvianus Alvianus Dengen; Rahman Radjab Do Esa; Budiawan
Journal of Computer and Information Systems Ampera Vol. 6 No. 3 (2025): Journal of Computer and Information Systems Ampera
Publisher : APTIKOM SUMSEL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalcisa.v6i3.668

Abstract

Introduction: Elderly individuals are increasingly engaging with e-commerce platforms like Tokopedia. However, cognitive and technological barriers may affect their user experience. This study aims to analyze elderly user perceptions of Tokopedia using sentiment analysis of user reviews. Method: The data were collected from elderly users’ reviews on Tokopedia. Sentiment classification into positive, negative, and neutral categories was conducted using machine learning algorithms. Model performance was evaluated using precision, recall, and f1-score metrics, presented through heatmaps and pie charts. Results: The analysis revealed that 58.0% of reviews were negative, 34.8% positive, and 7.2% neutral. The classification model yielded a high f1-score for the negative class (0.91) and perfect precision for the positive class (1.00), but relatively low recall for the positive sentiment (0.71), suggesting challenges in identifying subtle satisfaction expressions from elderly users. Discussion: These findings indicate persistent barriers in the online shopping experience for elderly users, particularly in terms of interface and usability. Recommendations are proposed to improve age-friendly design and platform accessibility.
Behavior-Aware Interface Design Using Machine Learning: A Social Computing Perspective for User Engagement Optimization Alvianus Dengen; Muh. Irsan S; Budiawan Budiawan
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 11 No. 2 (2026)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/inform.v11i2.12023

Abstract

Digital interface design increasingly uses machine learning to personalize content from individual behavioral data. However, many adaptive interfaces remain socially blind because they optimize click history, dwell time, and navigation patterns without considering peer comparison, collective influence, and visible social feedback. This study aims to evaluate whether Behavior-Aware Interface Design, which integrates machine learning and social computing, can improve user engagement more effectively than a standard interface. A quasi-experimental pretest-posttest control-group design was conducted with 100 Indonesian digital users over 10 weeks, comprising 55 participants in the experimental group and 45 in the control group. User engagement was measured using the User Engagement Scale, while behavioral metrics included click-through rate, dwell time, and session length. Data were analyzed using an independent-samples t-test, a paired t-test, Wilcoxon test, Mann-Whitney U test, and ANCOVA in SPSS. The results show that the experimental group achieved a higher gain in Total Engagement than the control group, with gains of 16.35 and 10.04, respectively. ANCOVA confirmed a significant group effect on posttest engagement (p = 0.000; Partial Eta Squared = 0.552), and the model explained 75.6% of the variance in posttest engagement. Although CTR, dwell time, and session length increased significantly in both groups, the gains in these behavioral metrics did not differ significantly between groups. These findings indicate that behavior-aware interfaces are effective at improving holistic engagement, but user engagement cannot be reduced to individual behavioral indicators alone. The study concludes that integrating social computing into adaptive interface design offers theoretical and practical value for culturally contextual digital platforms, especially in collectivistic environments such as Indonesia.