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A system architecture for mixed reality systems in vocational schools in Indonesia Suryodiningrat, Satrio Pradono; Prabowo, Harjanto; Ramadhan, Arief; Santoso, Harry Budi
International Journal of Informatics and Communication Technology (IJ-ICT) Vol 14, No 1: April 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijict.v14i1.pp207-215

Abstract

In Indonesia, vocational schools are less favored compared to K -12 schools. Unfortunately, graduates from vocational schools do not fulfill the minimum requirements set by industries, particularly in the current era of industry revolution 5.0. This revolution aims to establish society 5.0, where humans and robots collaborate closely to achieve improved work outcomes. One technique to enhance the proficiency of graduates and prepare them for the workforce is by implementing a mixed-reality system. that will effectively address a multitude of issues and significantly enhance the caliber of graduates and before the implementation of mixed reality (MR) systems, it is necessary to create system architecture diagrams to ensures that the system can be utilized not only in specific schools but also in any vocational school in Indonesia. This study comprises 5 participants, including experts from both the professional and academic fields, who possess extensive knowledge in the domains of metaverse, MR systems, and information systems. The methodology employed in this study draws inspiration from James Martin’s rapid application development (RAD). The result of this study is a validated system architectural diagram, endorsed by experts, which depicts a metaverse-based MR system designed specifically for vocational schools in Indonesia
Motivation to Use Gamification Elements in E-Learning for Formal and Non-Formal Education Afirando, Rio; Santoso, Harry Budi; Junus, Kasiyah; Putra, Panca O. Hadi; Lawanto, Oenardi
The Indonesian Journal of Computer Science Vol. 12 No. 1 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i1.3151

Abstract

The implementation of gamification in e-learning is not new, both within the context of formal and informal. Formal education is a learning activity organized by both public and private parties that refers to the official education system of a country. Meanwhile, informal education is another learning activity that does not refer to the official education system of a country. Not only visually appealing, but gamification elements also have a certain motivation and emotional value for the user. This study seeks to compare the use of gamification elements and their motivation between formal and nonformal education. The method used was a Systematic Literature Review using the Kitchenham method. From the selected databases, 65 articles were obtained that had implemented gamification in e-learning. The gamification elements were grouped by motivation and emotion based on the Octalysis framework. The results showed that ownership and possession were the most prominent motivations for implementing gamification.
Factors Influencing Students’ Continuance Intention in Learning through MOOCs: A Systematic Literature Review Romadhon, Muh Syaiful; Junus, Kasiyah; Santoso, Harry B.; Ahmad, Mubarik; Purwandari, Endina Putri
The Indonesian Journal of Computer Science Vol. 12 No. 2 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i2.3181

Abstract

Massive Open Online Courses or MOOCs advocate the "democratization of education”, which makes education available for everyone anywhere and anytime. The number of students who registered for a MOOC demonstrates that their intention to use MOOCs is reasonably high, yet only 7-10% complete the course. This review conducts literature review on frameworks or theories, instruments, and major factors that influence the intention to persist in MOOCs. A total of 150 articles spanning the years 2018–2022 are initially reviewed guided by PRISMA framework, from which 20 are selected based on the selection criteria in this study. Self-developed model and TAM has become the most often used theory to determine a persons’ continuance intention on MOOCs. The majority of studies utilized SEM and PLS-SEM as instruments to analyse the continuance intention data. Perceived usefulness is the most important and influential factor in MOOCs.
Integrating Financial Management and Gamification: A Systematic Literature Review and Future Research Agenda Prasetyo, Amrisandha Pranantya; Santoso, Harry Budi; Putra, Panca Oktavia Hadi
The Indonesian Journal of Computer Science Vol. 12 No. 3 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i3.3244

Abstract

The implementation of gamification in PFM apps has the potential to motivate users to engage in positive financial behaviors. However, several research gaps corroborate the need to investigate gamification in the financial domain further. To address these gaps, this systematic literature review comprehensively examines current research on financial behavior and gamification. This review utilizes the Theory, Context, Characteristics, and Methodology (TCCM) framework to provide a holistic understanding of financial behavior and gamification-related behavioral intention. A total of 53 articles published between 2018 and 2022 were analyzed to assess the present research landscape and provide directions for future studies. This review makes three key contributions: (1) synthesizes current research on financial behavior and gamification-related behavioral intention, (2) presents integrated conceptual models that elucidate financial behavior and gamification-related behavioral intention, and (3) identifies research gaps and suggests avenues for future investigation.
Usability Evaluation and Solution Design Improvement of OCTO Friends as Banking Referral Application Utami, Aisyah Nurlita; Santoso, Harry Budi
The Indonesian Journal of Computer Science Vol. 13 No. 1 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i1.3704

Abstract

OCTO Friends application was developed to allow customers to directly participate in banking product referral program, has not met expectations and targets. Only 10.6% of the 39,105 members actively provided referrals, and business conversion rate was only 10% of the target. This study aims to evaluate the application's usability and generate recommendations for interface design improvement. A mixed methods research approach was used, including quantitative research through user needs questionnaires and System Usability Scale (SUS), along with qualitative research through in-depth interviews and usability testing. Data collection through questionnaires involved 104 respondents, resulting in a list of user needs and SUS score of 66. The results showed that OCTO Friends is requires some improvements. In-depth interviews and usability testing for six main functions led to 46 interface design improvements, especially improvements in referral data input, follow-up referral, and incentive information functions as these are primary functions of referral application.
Perancangan dan Evaluasi Antarmuka Platform Pembelajaran Pengurangan Sampah Makanan pada Studi Kasus Mama4Planet Lina Fitra; Harry Budi Santoso
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4582

Abstract

This research is driven by the need to promote behavioral change through education on reducing food waste, as exemplified by the initiatives of Mama4Planet. Therefore, there is a need to develop a digital learning media that meets the needs of stakeholders and users through interface design. This research uses a user-centered design approach. Requirement discovery was carried out through stakeholder and 15 user interviews so that the outputs were three user personas, user journey maps, and value proposition canvases. A total of 8 user flows and 19 wireframes were also the outputs of this phase. Furthermore, prototyping was carried out by providing interactions between pages and other components that refer to the user flow. The evaluation stage was done through two iterations of usability testing with results showing an increase in completion rate, time-based efficiency, and SUS score from 63.8 or grade C- to 79.0 or A-.
Usability Evaluation and Recommendations for Improving the Geospasial Information System in Supporting the One Map Policy in Indonesia Singgih Dwi Saputro; Harry Budi Santoso
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4584

Abstract

The One Map Policy (OMP) is the government's strategic direction in fulfilling one map that refers to one geospatial reference in Indonesia. As a decision supporter for resolving land use discrepancies, the Information System for Indicative Maps of Overlapping Thematic Geospatial Information (SIPITTI) can accelerate the implementation of the OMP. This research aims to evaluate the usability of SIPITTI to support the resolution of overlapping land use in OMP and then design improvements to SIPITTI. This research was conducted using mixed methods, where quantitative data collection was carried out through questionnaires using the Post-Study System Usability Questionnaire (PSSUQ) and System Usability Scale (SUS). The qualitative data collection was done through usability testing. Nine respondents to the questionnaire and usability testing were involved in collecting initial needs data, which became input for the design. The results of the data analysis obtained a design that applied the principles of Shneiderman's Eight Golden Rules of Interface Design. Prototype improvements were evaluated through two techniques: usability testing and questionnaires:PSSUQ and SUS. The evaluation results using PSSUQ obtained an average value above the standard, namely overall (2.22), system usefulness (2.13), information quality (2.31), and interface quality (2.11). The SUS evaluation results amounted to 74; the value is included in the B- or Good category.
Improving the Usability and User Experience of a Ticketing and Knowledge Base Web Application: A Case Study of the ESDM 136 Contact Center Ridwan Afandi; Santoso, Harry Budi
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4622

Abstract

The Ministry of Energy and Mineral Resources (MEMR) established the ESDM 136 Contact Center to improve public service accessibility and quality, supported by ticketing and a knowledge-based web application for managing complaints. However, in 2023, the average response time for requests exceeded the SLA, indicating a need to evaluate the application systems to improve service efficiency. This study addresses the poor usability and user experience of the ticketing and knowledge-based web applications, as evidenced by below-average scores on the UEQ and PSSUQ. Utilizing a mixed-methods approach, including usability testing, cognitive walkthroughs, and open-ended questionnaires, this research identified twenty-one usability issues. Eighteen design improvements, guided by user-centered design principles, were implemented in a high-fidelity prototype. Post-improvement PSSUQ evaluations showed significant improvements, with post-intervention scores falling within the "above standard" range for all measured categories and an overall score improvement from 3.17 to 2.51.
User Interface Improvement by Evaluating Usability and User Experience: Case Study of Indonesia’s Government Financial Management Information System Fachri Munandar; Harry Budi Santoso
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4630

Abstract

SAKTI is an Enterprise Resource Planning (ERP) system developed by Indonesia’s Ministry of Finance, integrating 11 modules to support State Budget management. Despite its critical role, a decline in the 2023 user satisfaction index highlighted usability and service quality issues. This study offers user interface improvement by evaluating usability and user experience of the contract data recording feature. Using mixed methods, data from 23 respondents were collected for both quantitative and qualitative analysis. Quantitative data, obtained through the System Usability Scale (SUS) and User Experience Questionnaire (UEQ), yielded an initial SUS score of 67.39 (grade C) and a UEQ attractiveness index of 1.13. Qualitative data from open-ended questions, interviews, and usability testing identified 12 usability issues. A high-fidelity prototype, guided by User-Centered Design (UCD) principles, improved the SUS score to 84.35 (grade A+) and addressed usability challenges. It enhanced usability, creating an intuitive and efficient interface that increased user satisfaction.
CONSTRUCTIVISM IN ONLINE AND HYBRID LEARNING BEFORE AND AFTER COVID-19: A SYSTEMATIC LITERATURE REVIEW Pratama, Faiz Rizqullah; Santoso, Harry Budi; Junus, Kasiyah; Michael, Jahns; Mannix, Ilma Alpha; Athaya, Hisyam
JURNAL EDUSCIENCE Vol 12, No 4 (2025): Jurnal Eduscience (JES), (Authors from Malaysia, Thailand, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v12i4.7314

Abstract

Purpose – Accelerated by the COVID-19 epidemic, the move to online and hybrid learning settings has underlined the need for constructivist ideas in contemporary education. Digital education methods fit well with constructivism, which stresses active, student-centred learning via interaction and teamwork. This study explores the evolving application of constructivism in online and hybrid learning environments before and after the pandemic, identifying key opportunities, challenges, and factors influencing its effectiveness.Methodology – Covering 2016 to 2024, the article used a Systematic Literature Review (SLR) methodology using the Kitchenham technique. Literature selection guided by the PICOC framework, Boolean search techniques, and quality evaluations led to 69 chosen papers, including three primary phases: planning, execution, and reporting.Findings – The study discovered that online education employing Learning Management Systems (LMS), virtual reality (VR), and collaborative technologies has progressively integrated constructivism. These technologies enable peer cooperation, inquiry-based learning, and problem-based learning. The study revealed continuous problems despite these advances, including technological challenges, instructor readiness, and student participation. The efficacy of the constructivist method was strongly affected by social and technical factors like access to technology and collaboration dynamics.Contribution – The research provides an insightful analysis of how constructivism changes to fit the evolving educational environment. It gives teachers, legislators, and technology creators strategic ideas to create engaging, efficient, and inclusive digital-era learning environments.