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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.
FACTORS INFLUENCING THE USER STICKINESS OF A MOBILE NEWS APPLICATION: THE CASE OF ‘LINE TODAY APP’ Paramartha, Putu Agya; Santoso, Harry Budi; Putra, Panca Hadi
JST (Jurnal Sains dan Teknologi) Vol. 10 No. 2 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (370.849 KB) | DOI: 10.23887/jstundiksha.v10i2.36345

Abstract

LINE TODAY App is a mobile news application developed by LINE Corp. The main objective of the project itself is to reach a certain amount of screen views every month which is user stickiness. But it only reached three percent of the goal in the second year of development. Due to the importance of this project to the company, the application needs an immediate and proper solution. Therefore, factors that affect the stickiness of the LINE TODAY App have to be examined. The theoretical framework of this research is constructed based on the information system success model and customer engagement theory. This study is mixed-methods research which research object is users who used LINE TODAY App. Data collection is conducted in sequence, started by collecting an online survey by involving 76 users. It was continued by conducting the contextual interview by inviting 8 interviewees. The quantitative data was processed using partial least squares structural equation modeling (PLS-SEM) using the SmartPLS application. This study found that there are four factors that affect stickiness through an intermediate variable satisfaction which are system quality, information quality, brand awareness, and enthusiasm.
Evaluasi Usability & Rekomendasi Perbaikan Desain Antarmuka Sistem Self-Service dalam Penyelesaian Kendala Pelanggan E-commerce Agri Fina; Santoso, Harry Budi
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.v13i4.4258

Abstract

Self-service has been widely adopted by various companies worldwide for different purposes; for example, in customer service settings, it automates repetitive and simpler tasks handled by agents. However, self-service systems for resolving customer issues have limitations. This study thus aims to evaluate the usability of the self-service system on the help center of an e-commerce app. Usability evaluation was conducted using both qualitative and quantitative methods. Quantitative data were collected through a survey with demographic and introductory questions, the System Usability Scale (SUS) questionnaire, and follow-up questions. In total, 200 responses were collected (195 of which were valid). Since the average SUS score was 67.35, the data analysis revealed that the self-service system has usability issues, particularly in learnability and efficiency. Additionally, usability testing and in-depth interviews were conducted with 12 participants to collect qualitative data to be analyzed using thematic analysis. Based on these findings, the study concludes that the development team can prepare a plan to enhance the user interface of the self-service system on E-Commerce XYZ’s help center to enhance usability.
K-Owl: Next-Gen Interactive Platform for Student Engagement and Feedback Nan Cenka, Baginda Anggun; Agnes Audya Tiara P; Ardanisa Rachma; Avelia Diva Zahra; Harry B. Santoso
The Indonesian Journal of Computer Science Vol. 14 No. 5 (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.v14i5.5001

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In the digital era, the challenges faced by lecturers and students in learning are increasingly diverse, which makes students tend to be less involved in learning. A student response system called “K-Owl” is proposed to support the Know, Want to Know, Learn (KWL) strategy where lecturers can monitor students’ knowledge in real-time while the platform helps students stay actively engaged in class. User-Centered Design was used as a methodology to ensure that the proposed platform aligns with user needs, with stages including identifying user problems and needs, system design and development, and evaluation. This study involved 16 interview participants and 71 usability testing participants. Quantitative data were collected using the System Usability Scale (SUS) and the Maze application to usability testing and analysed using the SUS Score and Maze Score. Meanwhile, qualitative data were collected through user interviews and analysed using thematic analysis. This study resulted in three main features including courses management, KWL, and dashboard. The results of user acceptance testing and usability testing were with a score of 100% and a SUS score of 69 (Good category), respectively. The results of the study indicate that K-Owl is a promising platform to support active learning.
Rekomendasi Perbaikan Desain Aplikasi Media Pembelajaran Berbasis Desktop dalam Bentuk Prototype untuk Statistika Dasar Sabandar, Vederico Pitsalitz; Santoso, Harry Budi
Generation Journal Vol 2 No 2 (2018): Generation Journal
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (625.38 KB) | DOI: 10.29407/gj.v2i2.12617

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Penelitian ini bertujuan untuk memperoleh rekomendasi perbaikan dan membuat desain aplikasi media pembelajaran berbasis desktop dalam bentuk prototype untuk mata kuliah Statistika Dasar. Untuk memperoleh rekomendasi tersebut, maka dalam penelitian ini menerapkan metode usability testing dengan target pengujian yaitu kelompok dosen dan mahasiswa sebanyak 30 responden dengan tujuan untuk memperoleh 97% permasalahan dalam usability testing. Data yang dikumpulkan untuk memperoleh rekomendasi perbaikan dengan menggunakan metode usability testing, meliputi data-data yang bersifat kualitatif. Adapun pembuatan prototype dalam penelitian ini menggunakan prinsip desain interaksi. Berdasarkan hasil penelitian yang dilakukan, diperoleh beberapa rekomendasi yaitu terkait dengan desain pada tampilan interface dan konten yang terdapat pada halaman Menu Utama (Beranda), halaman Menu Game Education, dan halaman Menu Materi, di mana perlu dirancang kembali agar lebih memudahkan user dan tidak menimbulkan kejenuhan selama menggunakan aplikasi tersebut.
Usability Evaluation and Alternative Interface Design Recommendations for the GoFood Merchant Application Saputro, Singgih Rochmad; Santoso, Harry Budi
International Journal of Advances in Data and Information Systems Vol. 7 No. 1 (2026): April 2026 - International Journal of Advances in Data and Information Systems
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/ijadis.v7i1.1496

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The GoFood Merchant application serves as a critical platform for merchant onboarding and product activation within Indonesia’s digital food delivery ecosystem. Despite its key role, user feedback indicates persistent usability issues, particularly in corporate onboarding. This study evaluated and improved the usability of GoFood Merchant by focusing on workflow complexity, information clarity, and interface consistency. A mixed-methods exploratory case study was conducted involving quantitative and qualitative data collected from merchant owners, merchant staff, and IT experts. Quantitative data were obtained using the system usability scale (SUS) questionnaire, while qualitative data were collected through task-based usability testing, open-ended questions, and an evaluation based on heuristic design principles derived from Shneiderman’s eight golden rules of interface design. The initial evaluation of the existing (“as-is”) interface yielded an SUS score of 63.83, indicating usability below the accepted benchmark, and revealed 10 consensus usability issues related to complex task flow, unclear system feedback, and inconsistent interface elements. Based on these findings, a redesign was developed using user-centered design (UCD) principles through iterative low-fidelity and high-fidelity prototyping. The redesigned (“to-be”) prototype was subsequently evaluated using the same instruments. Usability was significantly improved, with an SUS score of 85 and average principle-based evaluation ratings above 4.0 across all interface design principles derived from Shneiderman’s eight golden rules. These findings demonstrate that systematic usability evaluation combined with iterative UCD-based redesign can effectively enhance user satisfaction, efficiency, and comprehension in complex onboarding systems. This study provides validated design recommendations for improving GoFood Merchant onboarding and contributes empirical evidence for usability-driven interface redesign in large-scale mobile platforms.
A Usability Evaluation of an E-Commerce Checkout System Using SUS and Usability Testing Pahlevi, Reynald Daffa; Santoso, Harry Budi
International Journal of Advances in Data and Information Systems Vol. 7 No. 1 (2026): April 2026 - International Journal of Advances in Data and Information Systems
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/ijadis.v7i1.1498

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This study focuses on evaluating and improving the usability of the XYZ Checkout System, which previously exhibited several issues that negatively affected transaction completion, including unclear information hierarchy, inconsistent interface behaviour, and inefficient checkout flows. To address these challenges, the research adopted a User-Centered Design (UCD) approach supported by a mixed-method evaluation strategy, combining the System Usability Scale (SUS), usability testing, and open-ended questions. A between-subject research design was employed, involving two independent groups of participants. The initial as-is evaluation was conducted with 35 users and produced an average SUS score of 69.57, indicating marginal usability and the presence of notable interaction barriers. Based on the findings, a high-fidelity to-be prototype was designed using established usability heuristics and UCD principles. The redesigned interface was subsequently evaluated by a different group of 35 users, resulting in a significantly improved average SUS score of 96.64, classified as Excellent with high acceptability. Overall, the results demonstrate that the proposed design improvements successfully enhanced interface consistency, clarity of interaction, and checkout efficiency, emphasizing the critical role of systematic usability evaluation in optimizing e-commerce checkout systems.
Enhancing E-Insurance Mobile Applications through Cognitive Walkthrough and System Usability Scale (SUS): A Case Study of My Taspen Life Diarto , Nur; Santoso, Harry Budi
International Journal of Advances in Data and Information Systems Vol. 7 No. 1 (2026): April 2026 - International Journal of Advances in Data and Information Systems
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/ijadis.v7i1.1499

Abstract

The digital transformation of the insurance sector has necessitated mobile services with superior usability. The My Taspen Life mobile application has experienced low user satisfaction attributed to its suboptimal user interface (UI) and user experience (UX). This study aimed to evaluate the application's usability and propose a validated high-fidelity prototype employing a User-Centered Design (UCD) approach. A mixed-methods evaluation comprised a System Usability Scale (SUS) survey, a Cognitive Walkthrough with experts, and Usability Testing. The identified issues were mapped against Shneiderman’s Eight Golden Rules of Interface Design to develop an adequate solution. The initial results showed an average SUS score of 65.51, below the global SUS average, and identified critical constraints in layout, navigation, and visual representation. Following the redesign, the prototype was re-evaluated by 12 participants, equally distributed between employees and external users. The final evaluation demonstrated a significant improvement, achieving a SUS score of 83.54 (Grade A, "Excellent"). Task scenario testing further confirmed that the new interface significantly reduced user dissatisfaction. We conclude that implementing UCD-based intervention can address significant usability problems in e-insurance applications.
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
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.
An Indonesian Adaptation of the Bot Usability Scale Full Version (BUS-42) Harry Budi Santoso; Budiarti; Martin Schrepp; Mira Suryani; Rizal Fathoni Aji; Baginda Anggun Nan Cenka; Erza Janitradevi Nadine; Dony Abdul Chalid
Jurnal Sistem Informasi Vol. 22 No. 1 (2026): Vol. 22 No. 1 (2026): Jurnal Sistem Informasi (Journal of Information System)
Publisher : Faculty of Computer Science Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The Bot Usability Scale (BUS-42) is a tool specifically designed to evaluate chatbot usability, yet it has not been extensively applied in Indonesian contexts. This study aimed to adapt the BUS for Indonesian users, following Beaton’s cross-cultural adaptation framework to ensure cultural and linguistic relevance. The Indonesian adaptation was tested with 103 participants from the Faculty of Computer Science at one of large public universities in Indonesia, resulting in a high Cronbach’s Alpha of 0.922, confirming strong internal consistency. The adapted BUS-42 covers various usability attributes, including ease of use, accessibility, and response speed, making it suitable for assessing chatbot usability in academic settings. Findings suggest that the Indonesian-adapted BUS-42 is a reliable and comprehensive tool, applicable to different domains beyond education, such as e-commerce and government services. Future research should focus on extending BUS-42 testing to diverse chatbot applications and performing validity and sensitivity analyses to optimize its utility across various Indonesian user contexts.
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