Arif Ainur Rafiq
Politeknik Negeri Cilacap

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How CTML-based instructional video shapes students’ acceptance of asynchronous learning: an integrated TAM-TPB approach Priyanto Priyanto; Ponco Walipranoto; Ahmad Chafid Alwi; Tinesa Fara Prihandini; Arif Ainur Rafiq
Journal of Education and Learning (EduLearn) Vol 20, No 3: August 2026
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v20i3.27368

Abstract

This study examines how the cognitive theory of multimedia learning (CTML)-based content quality shapes students’ acceptance of asynchronous learning within an integrated technology acceptance model (TAM)-theory of planned behavior (TPB) framework. The CTML provides the theoretical foundation for designing instructional videos that minimize cognitive load to enhance learning effectiveness. The proposed model links content quality to perceived usefulness and perceived ease of use, which influence attitude, subjective norm, perceived behavioral control, and behavioral intention. A quantitative approach using structural equation modeling (SEM) with SmartPLS was employed to analyze responses from 258 university students who had experienced asynchronous online learning. The results indicate that content quality significantly impacts perceived ease of use (β=0.589) and perceived usefulness (β=0.316). In turn, perceived usefulness significantly influences attitude (β=0.461) and behavioral intention (β=0.200), while attitude (β=0.171), subjective norm (β=0.381), and perceived behavioral control (β=0.156) also significantly predict behavioral intention. These findings validate the integrated TAM-TPB framework and demonstrate that CTML-based content quality functions as a cognitive antecedent of technology acceptance in higher education.
Cybersickness in virtual reality research: A comprehensive bibliometric review and visualisation Arif Ainur Rafiq; Dwi Sudarno Putra; Mochamad Bruri Triyono; Dian Novian
Jurnal Pendidikan Vokasi Vol. 15 No. 1 (2025)
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v15i1.84439

Abstract

Cybersickness has emerged as a critical challenge in the widespread adoption of virtual reality (VR) technologies across education, healthcare, gaming, and training contexts. As research on cybersickness continues to expand rapidly, a comprehensive mapping of its intellectual structure and research trends is needed. This study aims to systematically analyze the global development of cybersickness research in virtual reality through a bibliometric approach. A total of 1,027 journal articles indexed in the Scopus database, published between 1995 and 2024, were retrieved and analyzed. Bibliometric and visualization techniques were applied using VOSviewer and CiteSpace to examine publication growth, citation patterns, influential authors, leading journals, institutional and country contributions, keyword co-occurrence networks, and citation burst trends. The results reveal a substantial increase in cybersickness-related publications over the past decade, indicating growing scholarly attention driven by advances in VR technology and its broader application domains. Research output is dominated by the fields of computer science, medicine, engineering, psychology, and social sciences. The analysis identifies Virtual Reality and IEEE Transactions on Visualization and Computer Graphics as the most productive journals, while authors such as Stephen Palmisano and Behrang Keshavarz emerge as key contributors. Keyword co-occurrence and timeline analyses highlight evolving research themes, including motion sickness, user experience, head-mounted displays, cognition, and VR exposure. Citation burst detection further indicates a recent shift toward user-centered design and mitigation strategies. Overall, this bibliometric review provides a comprehensive overview of the knowledge structure, research hotspots, and emerging trends in cybersickness research. The findings offer valuable insights for researchers, VR developers, and educators, and serve as a foundation for future interdisciplinary studies aimed at improving user comfort and optimizing VR-based applications.