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THE EFFECT OF IMMERSIVE TECHNOLOGY ON ENHANCING STUDENT LEARNING: A SYSTEMATIC LITERATURE REVIEW Kharisma Alivia Nastiti; Harry Budi Santoso; Kasiyah Junus; Mubarik Ahmad; Endina Putri Purwandari
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 9 No. 2 (2024): JITK Issue February 2024
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v9i2.4775

Abstract

Education is one of the fundamental factors influencing national development. Educators are required to constantly explore the newest and creative strategies to deliver topics to students and promote students’ engagement in the learning process. One technology that has numerous potentials to facilitate the education process is immersive technology. Immersive technology has the potential to improve student achievement by enabling better learning outcomes. This study aims (1) to analyze the trends and impact of immersive technology usage in education; (2) to identify immersive technology that supports students’ learning processes in the pandemic era; and (3) to identify the usage of learning theories in educational application development that implement immersive technology to enhance students’ learning outcomes. This study examined seventeen selected studies after adopting the selection process of the systematic literature review process by Kitchenham. The selected studies were published between 2018 and 2022 by Emerald Insight, IEEE Xplore, and Scopus. There are three kinds of immersive technology identified in this study: virtual reality, augmented reality, and mixed reality. The study showed the nine types of students’ learning outcomes, and the results showed that using immersive technology significantly improved student learning compared to traditional methods. Furthermore, thirteen learning theories were adopted as the basis for developing educational applications. Future research directions are also suggested to continue developing promising and limited new technologies to enhance the variety of education-oriented applications. Immersive technologies designed for learning are still on a long journey, including considerations of readiness and potential effects that may arise for users such as privacy and security concern.
Usability Evaluation and Alternative Design Recommendations for HSIS Mobile Application: A Case Study of PT HNI Rozanah; Harry Budi Santoso
The Indonesian Journal of Computer Science Vol. 13 No. 4 (2024): 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.v13i4.4260

Abstract

Halal Network International (HNI) is considered as one of the sharia MLM-based companies in Indonesia. In order to fulfill the sales management needs, HNI developed HSIS application. The aims of this study are to conduct usability testing and to design alternative interface design recommendations for the HSIS Mobile application by using the User-centered Design (UCD) process. This study applied the System Usability Scale (SUS) Questionnaire, Open-ended Question (OEQ), and Task Scenario within Usability Testing (UT) as research instruments. There were 81 respondents involved in filling out the questionnaires. Furthermore, UT Phase 1 was conducted by involving 14 respondents. The results of these processes were categorized, and the design solutions were mapped based on Nielsen's Ten Usability Heuristic of Interface Design and Shneiderman's Eight Golden Rules of Interface Design. The alternative design solutions were tested again in UT Phase 2 and they showed a significant decrease in the number of usability issues. Thus, it proves that the alternatives design can provide positive improvement in the usability and user experience of the HSIS Mobile application.
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.
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
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
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
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
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.
Co-Authors Afirando, Rio Agnes Audya Tiara P Agri Fina Amran Suatkab Amran Suatkab Amrisandha Pranantya Prasetyo Ardanisa Rachma Arief Ramadhan Arief Ramadhan Arif Rinaldi Dikananda Arminditya Fajri Akbar Aska Daulika Athaya, Hisyam Avelia Diva Zahra Baginda Anggun Nan Cenka Baginda Anggun Nan Cenka Baginda Anggun Nan Cenka Baginda Anggun Nan Cenka Budiarti Budiarti Budiarti Choirul Anam Dadang Sudrajat Dana Indra Sensuse Darmin Karim Deden Sumirat Hidayat Diarto , Nur Dony Abdul Chalid Endang Sutariningsih Endina Putri Purwandari Endina Putri Purwandari Erisva Hakiki Purwaningsih Erza Janitradevi Nadine Fachri Munandar Harjanto Prabowo Harjanto Prabowo Ilma Alpha Mannix Jahns Michael Kasiyah M. Junus Kharisma Alivia Nastiti Lawanto, Oenardi Lina Fitra Lina Fitria Mannix, Ilma Alpha Martin Schrepp Mhd. Adhitiya Okta Riyandi Michael, Jahns Mira Suryani Mochammad Aldi Kushendriawan Mubarik Ahmad Muh Syaiful Romadhon Nan Cenka, Baginda Anggun Nandhita Zefania Maharani Nenden Citra Softwatul Ningrum Nungki Selviandro Nurhaedah M Oenardi Lawanto Pahlevi, Reynald Daffa Panca O. Hadi Putra Panca O. Hadi Putra Panca Oktavia Hadi Putra Panca Oktavia Hadi Putra Paramartha, Putu Agya Prasetyo, Amrisandha Pranantya Pratama, Faiz Rizqullah Putra, Panca Hadi Putra, Panca O. Hadi Raditya Danar Dana Ratu Syafianisa Nuzulismah Rendra Rahmatullah RENITA YULIANA, RENITA Ridwan Afandi Rio Afirando Rizal Fathoni Aji Ronny Faslah Ronny Faslah, Ronny Rozanah Saputro, Singgih Rochmad Satrio Bhaskoro Yudhoatmojo Satrio Pradono Suryodiningrat SEPTIANTINA DYAH RIENDRASARI, SEPTIANTINA DYAH Shabrina Salsabila Kurniawan Singgih Dwi Saputro Sopian Amir Sujono - Sujono Sujono Suryodiningrat, Satrio Pradono Tunggul Fardiaz Utami, Aisyah Nurlita Vederico Pitsalitz Sabandar Wahyudi lsnan Zainal A. Hasibuan