Harry B. SantosoUniversity of Indonesia | UI
Harry B. Santoso
Ph.D. Engineering Education
About
249
Publications
398,127
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
2,750
Citations
Introduction
Research Interests: Human-Computer Interaction, Metacognition, Self-Regulated Learning, Online Learning and User Experience
Additional affiliations
November 2020 - present
August 2009 - December 2013
Education
August 2009 - December 2013
Publications
Publications (249)
p>Student Centered e-Learning Environment (SCeLE) has substantial roles to support learning activities at Faculty of Computer Science, Universitas Indonesia (Fasilkom UI). Although it has been used for about 10 years, the usability aspect of SCeLE as an e-Learning system has not been evaluated. Therefore, the usability aspects of SCeLE Fasilkom UI...
The purpose of this research was to investigate high school students’ computer self-efficacy (CSE) and learning behavior in a selfregulated learning (SRL) framework while utilizing an interactive learning module. The researcher hypothesizes that CSE is reflected on cognitive actions and metacognitive strategies while the students are engaged with i...
The aim of the current study is to develop an adapted version of User Experience Questionnaire (UEQ) and evaluate a learning management system. Although there is a growing interest on User Experience, there are still limited resources (i.e. measurement tools or questionnaires) available to measure user experience of any products, especially learnin...
As a key aspect of product development, usability of a product is needed to be assessed by conducting usability evaluation. Within the usability evaluation methods, there are several usability assessment questionnaires; one of the most commonly used is the System Usability Scale (SUS). However, the SUS is originally developed in English and there h...
Many software products are created by considering targeted users from different countries. For such products, it is significant to investigate users' expectations related to cultural aspects to achieve user acceptance as broad as possible in all relevant countries. The researchers of the current study examined whether the cultural background of an...
The current study evaluated engineering college students’ self-regulated learning (SRL) strategies while learning electric circuit concepts using enhanced guided notes (EGN). Our goal was to describe how students exercise SRL strategies and how their grade performance changes after using EGN. Two research questions guided the study: (1) To what deg...
The implementation of a successful engineering program to a synchronous online curriculum is subject to many impacting factors. One such factor, that has not seen much investigation, concerns learning styles. Student learning styles may have a dramatic influence on the success of a synchronous online deliverable engineering graphics curriculum. The...
In serial concept mapping, a concept map created during one lecture is extended in subsequent lectures, resulting in a comprehensive map over time. The quality of the initial maps directly influences the quality of future maps, making it crucial to enhance the concept maps created in each lecture. Teachers often develop reference concept maps befor...
Explaining the overview of my conference paper which title is Effect of Re-composition Concept Mapping for Sharing Reference Maps on Serial Concept Mapping: A Preliminary Study
Enterprise Architecture (EA) development with an Agile approach is believed to be an alternative solution to various current EA development challenges. Agile Enterprise Architecture (EA) is an EA development that applies Agile principles and focuses on collaborative and incremental de-velopment, adaptation, and sharing information about business an...
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...
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-ce...
The integration of MOOCs into Course and Training Institutions represents a profound shift in the landscape of education delivery and reception. Despite the substantial potential benefits of MOOCs, the adoption process is intricate. This research delves into the essential factors influencing adoption decisions and explores the unique challenges con...
The cognitive aspect is crucial in developing interactive and adaptive systems, including learning management systems (LMS). By understanding human cognitive processes, developers can create adaptive systems that are sustainably used by targeted users. Cognitive traits need to be explored to become part of the user model, especially especially to d...
Designing an online course is a complex and resource-intensive activity with a focus on pedagogical and technological aspects. One approach is the e-learning experience design (EXD) model, which combines user-experience design concepts, such as agile methodology and design thinking. This study aimed to design a website and activities for an undergr...
Every nation is interested in the best practices of those with high enrolment in vocational schools and low young unemployment rates. We'd like to build robust systems that can deal with issues like the quick pace of technology development and the mismatch between supply and demand in the job market. Since Mark Zuckerberg rebranded the company as M...
Transitions in learning implementation have occurred at various levels of education during the COVID-19 pandemic. Learning that previously took place in conventional, face-to-face formats has been adjusted to fully online learning. Not all educational institutions are equally prepared for a pandemic, necessitating the study of student learning expe...
The increasing role of Indonesian academic digital libraries in research support services has the consequences of changing the business process. Business process reengineering (BPR) needs to be implemented with business models and business processes that have been developed. Successful implementation requires appropriate strategies according to spe...
Smart learning environments (SLEs) have been developed to create an effective learning environment gradually and sustainably by applying technology. Given the growing dependence on technology daily, SLE will inevitably be incorporated into the teaching and learning process. Without transforming technology-enhanced learning environments into SLE, th...
Cognitive load (CL), the mental effort required to process information, plays a pivotal role in user performance and experience in various domains, particularly within computer science (CS) and information systems (IS). As technology becomes more interactive and complex, understanding and measuring CL has become increasingly important for the desig...
The rapid development of information technology affects numerous aspects of human life, including education. An example of IT application in education is game-based learning. Game-based learning has been implemented in various fields or subjects on various platforms. This is due to the potential of game-based learning to enhance the student engagem...
Nowadays, online learning has become commonplace in higher education. Various factors influence the success of online learning. Factors such as low self-regulation and co-regulation learning skills can affect student engagement and motivation in online learning activities. Therefore, it is essential to provide external support in the online learnin...
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...
Mixed reality has been gaining traction lately and has been used in areas such as education, engineering, and architecture, among others. Education is an important part of our lives, and we must prepare the best education possible for the next generation. To support that, the teaching and learning process must be adjusted to match the current cohor...
User experience (UX) is a holistic concept. We conceptualize UX as a set of semantically distinct quality aspects. These quality aspects relate subjectively perceived properties of the user interaction with a product to the psychological needs of users. Not all possible UX quality aspects are equally important for all products. The main use case of...
Digital transformation accelerates the undertaking of online learning at various levels of education. Online learning mandates students to have high self-regulation skills. Therefore, self-regulated learning (SRL) plays an important role in the education field. In the third wave of SRL measurements, there is an idea of how measurement is applied co...
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 framewo...
Presentasi ini mengulas bentuk ekosistem big data dalam konteks pendidikan tinggi di Indonesia. Narasumber mengawali presentasinya dengan memaparkan kondisi terkini pendidikan pascapandemi dan tantangan kekinian yang perlu diselesaikan dengan memanfaatkan teknologi-teknologi terbaru, khususnya yang berkaitan dengan data science, machine learning, d...
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 ed...
Situation in COVID-19 pandemic forced educational activity to shift from face-to-face to blended learning or to full online learning. This situation becomes a problem in different academic levels, especially secondary education as some teachers and students were not ready. This “E-Learning Adoption Readiness in Secondary Education: A Systematic L...
Metaverse is gaining a lot of traction lately, especially after Mark Zuckerberg’s Facebook changed its name to Meta as a preparation to enter another universe called metaverse. The eXtended Reality (XR) technology is also rapidly growing since the birth of Virtual Reality (VR), followed by Augmented Reality (AR), and Mixed Reality is the latest dev...
Personalised learning (PL) is learning in which the stage of learning and the instructional approach are optimised for the needs of each learner. The concept of PL allows e-learning design to shift from a ‘one size fits all’ approach to an adaptive and student-centred approach. This paper aims to provide a literature review of PL based on: the PL c...
This paper aims to adapt and validate the User Experience Questionnaire Plus (UEQ+) in the Indonesian context. The UEQ+ is a modular extension of the User Experience Questionnaire (UEQ), which has been adapted to the Indonesian context and used in many studies. The UEQ+ was originally developed in German and English. As a modular extension, the UEQ...
Each student has a different learning style. This learning style is a student's learning preference that needs to be accommodated in a learning environment. However, in conventional classrooms it is very difficult to accommodate all student learning styles. One of the potential solutions is to create an e-Learning module that can be presented inter...
Every student has a different learning style. Not all of these learning styles can be facilitated through classroom learning. M-Learning is the use of mobile technology to support learning activities and facilitates a variety of student's learning styles. However, previous studies related to the development of m-Learning applications have not yet f...
The use of gamification in an e-learning system has been shown to have a positive impact on motivation and learning achievement. Online collaborative learning that utilizes a gamification system has the potential to increase student engagement in the collaboration process. Unfortunately, current research related to the relationship between gamifica...
Online learning implementation has been growing year by year across countries, including Indonesia. Many higher education institutions use a Learning Management System (LMS) to facilitate online learning. Unfortunately, many issues arise during online learning implementation, such as a lack of student behaviour monitoring. This study adopts an educ...
This study presents a panoramic overview of research conducted between 2010 and 2020 on how the Personal Learning Environment (PLE) supports Self-Regulated Learning (SRL). We elaborate on why the PLE is suitable for SRL, discuss its research themes, explain how the PLE supports SRL and outline the available PLE platforms. The review method we used...
Big data learning analytics is still in its infancy and has been developed on several campuses worldwide. Ideally, all students' profiles should be described and embraced to optimize the development of any proposed system related to big data learning analytics. This paper aims to extract information related to factors contributing to students’ acad...
Big data is increasingly being promoted as a game changer for the future of science, as the volume of data has exploded in recent years. Big data characterized, among others, the data comes from multiple sources, multi-format, comply to 5-V’s in nature (value, volume, velocity, variety, and veracity). Big data also constitutes structured data, semi...
To succeed in online distance learning where students are physically separated from teachers and peers, students must develop self-regulated learning skills to effectively manage their learning process. This study examined how students with different demographic backgrounds adopt or fail to adopt self-regulated learning to engage in online distance...
Prophetic communication (PC) is an Islamic perspective with which to view everyday communication phenomena. While there are currently many negative aspects to the use of social media and the internet, online learning is highly useful for supporting the PC learning process—especially during the COVID-19 pandemic. Before the current pandemic, online...
In recent years, the use of asynchronous discussion forums in online learning has increased rapidly. In earlier studies, content analysis is the most-used research method in exploring the discussion transcripts. However, conventional content analysis is a time-consuming task and requires experienced coders. There is a need for an automated approach...
The community of inquiry (CoI) framework describes a process for creating collaborative learning through three elements or presences: social, cognitive, and teaching. Despite its popularity among researchers and practitioners, use of the CoI model is limited to mapping instructional activities, which are yet to be developed into an interaction desi...
This current study investigates the use of online role-playing, in an online discussion forum, in learning the community of inquiry framework – an area of learning covered in the Computer-Aided Instruction (CAI) course, an elective course for Computer Science undergraduate students at Universitas Indonesia. The participants were divided into differ...
Presently, learning is more flexible, personal and has richer learning
resources. In the digital era, students use digital tools in almost all
aspects of learning, such as seeking information, note-taking, discussion and communication, which is in line with personal learning
environments. Therefore, this study proposes a conceptual model of the per...
The level of elearning utilization varies across educational institutions according to the readiness of their stakeholders. This study analyzes the factors that influence the acceptance and use of elearning by users at STIKes XYZ, a college of health sciences in Indonesia. This study uses both quantitative and qualitative approaches. The theory of...
Technology-enhanced learning (TEL) continues to grow gradually while considering a multitude of factors, which underpins the need to develop a TEL maturity assessment as a guideline for this gradual improvement. This study investigates the potential application of TEL’s expert knowledge presented in various research articles as qualitative data for...
Several studies have highlighted the critical role of academic digital libraries in providing research support services and improving research performance. Although several studies have discussed the value of realizing this role, a business model that can serve as a reference in carrying out this role is not yet available. This research aimed to pr...
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 a...
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 a...
Availability of access to online learning platforms is expected to support online learning activities amid the COVID-19 pandemic. There are several issues experienced by students in online learning activities. These issues are related to Internet access, learning content, and learning evaluation. Online learning platforms are indispensable to be ab...
Metacognition has recently been used as an aspect of assessment in the development of learning, given its importance in improving the ability of students to solve problems. Collaborative online learning is a recommended form of learning because it fosters peer interaction. A higher frequency of interaction will improve the process of knowledge cons...
Every student has a different learning style. Not all of these learning styles can be facilitated through classroom learning. Mobile learning (m-learning) is the use of mobile technology to support learning activities and facilitate a variety of student learning styles. However, no previous studies of the development of m-learning products have tes...
There is a need to investigate student intention to participate in online discussion forums in the context of online collaborative learning due to the importance of student participation and the widespread student inactivity reported in some studies. Student participation in online discussion forums could be predicted by the constructs included in...
Chatbots are a highly developed technology, especially in the current COVID-19 pandemic to apply contactless activities. Unfortunately, most of companies that have been implemented chatbot has failed gained benefit from the chatbot. This shows companies need to evaluate usability of the chatbot. One of specific questionnaire to evaluate usability o...
COVID-19 pandemic has changed the way of learning is conducted in several countries. Face-to-face interaction was prohibited to help prevent the spread of virus even further. This situation urge transition from face-to-face to long distance learning. Lecturers' participation of using e-Learning platforms is one of the main factors that made the tra...
Students develop various learning styles based on their preferences and learning habits. To serve different learning styles in a class with a number of students using the conventional face-to-face teaching method is not practical; therefore, the idea of personalized e-Learning to accommodate differences in learning style has arisen. Building on thi...
Every student has a different learning style. Not all of these learning styles can be facilitated through classroom learning. Mobile learning (m-learning) is the use of mobile technology to support learning activities and facilitate a variety of student learning styles. However, no previous studies of the development of m-learning products have tes...
Online learning allows the learning process to be carried out anywhere and anytime. However, empirical studies report several obstacles that occur in the online learning process; one of which is the lack of student involvement. The learning materials of programming lessons generally have a low level of participation. Therefore, it requires a learni...
Digitalization and the development of information technology, especially Artificial Intelligence, have been embraced in all fields. At the same time, data has grown mostly from the digital footprints or any technology information system. The development of technology and big data offers enormous opportunities to conduct big data analytics in any fi...
Massive Online Open Courses (MOOC) is one of promising digital learning innovations. Participants who enroll in MOOC typically come from different educational background, with varied prior knowledge, experiences, and motivations. To be a successful learner in MOOC, participants need to possess self regulated learning (SRL) skills. By applying SRL,...
The COVID-19 pandemic that occurred in early 2020 around the world has implications for Indonesia’s education sector. This pandemic led to the Indonesian government policy to study from home at all academic levels using a distance learning approach. Studies on e-learning preparedness in Indonesia involving more comprehensive samples of universities...
The teacher needs to know the learner's progress so that he/she can improve her/his teaching strategy. The initial challenges faced by the teachers are including the need to monitor each learner's progress so that their needs and difficulties can be recognized as a guide for enhancing learning strategies. One way to solve these problems is to predi...
This paper aims to evaluate the user experience of a mobile health application called Halodoc to keep the user using the application and keep from losing a potential source of revenue for Halodoc. Halodoc is one of the companies that use the internet to provide health services for its users. Halodoc has services such as features for consultation wi...
Due to the COVID-19 pandemic, most educational institutions across the world have shifted their teaching and learning processes and put efforts into preparing online distance education to ensure education continues uninterrupted. Some did not face difficult tasks or challenges during this process because they were already implementing online or ble...
Almost in every course, there are some successful learners and unsuccessful learners. There are many methods to reduce the number of unsuccessful learners. One of the methods is monitoring learning progress which can be used to recognize whether a learner will pass or not. In order to prevent unsuccessful learner, a modelling is needed on learning...
In education, teacher will frequently ask his student to measure the level of understanding for each student. Meanwhile, the need for self-evaluation for students is requiring the system that able to automatically generate question whenever they want. In order to tackle that problem, there is an area of research, called as question generation (QG)....
With the growth of User Experience (UX) research field, researchers have developed various ways to implement UX evaluation method. These evaluation methods have different practice, evaluated application, and type of collected aspect. This article provides a systematic literature review on research papers from 2000 to 2019 related to UX evaluation,...
Digital libraries play an essential role in supporting higher educations research. Therefore, Indonesia's academic libraries require digital library research support services and strategies to adopt such services quickly. Strategy design is carried out in three stages: a literature review using guidelines from the Preferred Reporting Items for Syst...
Pembelajaran daring tidak hanya mencakup penggunaan learning management system (LMS) untuk menyimpan materi-materi pembelajaran yang statis, namun juga untuk memfasilitasi materi-materi yang tidak hanya dinamis namun juga berorientasi pada pembelajar (learner-centered content). Untuk membuat materi yang berorientasi pembelajar, kita perlu memahami...