
Herman Dwi SurjonoYogyakarta State University | UNY · Information Technology Education
Herman Dwi Surjono
Ph.D.
About
125
Publications
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Introduction
Herman Dwi Surjono is a professor at the College of Engineering and the Graduate School of the Yogyakarta State University, Indonesia. He received his Ph.D. in information technology in 2006 from Southern Cross University Australia. He teaches undergraduate and graduate students computer programming, e-learning, interactive multimedia, and digital media. His research area includes adaptive hypermedia, computer based learning, and e-learning. Currently, He is Dean at the College of Engineering, Yogyakarta State University.
Skills and Expertise
Additional affiliations
October 2019 - present
January 2012 - September 2019
Graduate School, Yogyakarta State University
Position
- Head of Department
March 1987 - April 2020
Education
July 2002 - March 2006
Publications
Publications (125)
This paper discusses the evaluation of an adaptive e-learning system based on student’s learning styles that has been developed using LMS Moodle. Two popular models of learning styles used are VAK and Felder. The VAK learning styles include visual, auditory, and kinesthetic, whereas the Felder learning styles include global and sequential. The eval...
This paper describes the design and implementation of an adaptive e-learning system that provides a template for different learning materials as well as a student model that incorporates five distinct student characteristics as an aid to learning: primary characteristics are prior knowledge, learning style and the presence or absence of animated mu...
This paper presents an empirical evaluation of an adaptive e-learning system (AES). The system was evaluated in an experimental research. During the 9 weeks of experimenta-tion, the students studied the learning material in two randomly allocated groups, an experimental group using the AES and a control group using the non-AES. Research findings ar...
The learning process in Adaptive Educational Hypermedia (AEH) environments is complex and may be influenced by aspects of the student, including prior knowledge, learning styles, experience and preferences. Current AEH environments, however, are limited to processing only a small number of student characteristics. This paper discusses the developme...
This study addresses the challenge of enhancing student engagement and constructivist skills in engineering education by integrating gamification with line-following robots. The problem arises from the need for more interactive and engaging learning experiences in technical disciplines, where traditional methods often fail to actively involve stude...
This study aims to develop and evaluate a Project-Based Flipped Learning (PBFL) model supported by Virtual Mobile Observatory (VMO) technology to enhance problem-solving skills and ICT literacy among middle school students. The PBFL-VMO model integrates Project-Based Learning (PjBL) and Flipped Learning methodologies to provide an immersive and int...
This study explores the experiences of junior secondary school teachers in Indonesia who have implemented the School Literacy Movement (GLS). The study focuses on teachers' perceptions of GLS, its implementation, and its challenges. This study used a phenomenological approach involving 20 teachers to share their insights on the research topic. Data...
E-learning can lead learners to achieve learning outcomes if it is designed based on several principles. One is applying assessments that motivate and inform ability levels. In Outcome-based Education (OBE), assessment is integral to the system. However, e-learning has limitations in providing assessment instruments according to needs, such as asse...
Pengembangan LMS berupa platform yang dapat dipergunakan untuk melaksanakan pembelajaran secara blended learning (offline ataupun online). LMS yang dikembangkan sesuai dengan kebutuhan dari mitra industri (PT. SGMW Sales Indonesia) untuk mengembangkan Regional Training Center di Indonesia. LMS yang dikembangkan bertujuan untuk menyediakan platform...
Constructivism as a theoretical basis in education is key, considering that this approach views learning as an active process where students play a role in constructing their own knowledge. Apart from that, the development of mobile and virtual technology is increasingly growing in the educational environment. This research explores the effectivene...
The objectives of this study were to 1) create interactive learning multimedia materials by incorporating contextual teaching and learning to aid students in understanding graphic design topics for class X, 2) examine the viability of interactive learning multimedia by incorporating contextual teaching and learning to fundamental design subjects, a...
A B S T R A K Pemahaman anak usia dini yang rendah terhadap materi dasar seperti objek sekolah dan anatomi tubuh akan berdampak kurang baik pada jenjang pendidikan selanjutnya. Tujuan pelaksanaan penelitian ini adalah guna menghasilkan dan mengetahui efektivitas produk media pembelajaran berupa papan permainan yang dapat memfasilitasi proses pembel...
Web-based Mobile Learning can enhance the learning experience in various educational contexts. However, in operating system courses, practical challenges arise when implementing a web-based mobile learning platform, which impacts the effectiveness and accessibility of learning materials for students. To overcome these challenges, this research and...
This study aims to describe the strategy of stimulus variation skills using audio-visual media for BIPA students. This type of research is a case study at Universitas Negeri Padang. Research data in the form of field notes is collected through direct observation and participant observation. The results of the study found that learning Indonesian fo...
This study aims to develop a problem-based learning model with the Science, Technology, Engineering, and Mathematics (STEM) approach through e-learning in vocational high schools (SMK) to enhance learning outcomes and critical thinking skills of the students of light vehicle electrical maintenance, which is valid, practical, and effective. The desi...
Jenis Ciptaan : Program Komputer
Judul Ciptaan : APLIKASI AL-QUR’AN For TAHFIDZ
Students need help with learning the basic material of graphic design. It has an impact on low student learning outcomes. This study aims to develop a game-based learning media that can be used to facilitate vocational students' learning in multimedia learning activities. This type of research is research and development using the ADDIE model. The...
Some things still need more attention in the content or messages contained in e-learning. Therefore, good message planning or arrangement is needed concerning the principles of learning message design. This scientific study aims to analyze the application of learning message design principles in e-learning media. This study uses a qualitative descr...
This study aims to describe the inculcation of character values and describe the values of superior character and require strengthening through activities for the 21st century in vocational schools, Indonesia. Descriptive qualitative research approach was chosen to reveal the existing phenomena based on the perspective of four vocational teachers i...
Penelitian ini bertujuan untuk (1) mengetahui nilai perbedaan (gap) antara harapan dengan kinerja dari kualitas e-learning UNY (Besmart); (2) mengetahui indikator apa saja yang perlu dipertahankan dan dilakukan perbaikan dari e-learning UNY (Besmart); (3) merancang modifikasi menu e-learning UNY (Besmart) sesuai dengan harapan pengguna yaitu mahasi...
English as Foreign Language (EFL) writing is challenging for students due to the lack of related lexical resources to inspire them for meaningful writing besides grammar feedback. Moreover, it is crucial to design personalized feedback based on students’ original writings in helping to improve their writing abilities. Therefore, we developed Smart...
Authentic contextual learning (ACL) with mobile apps near home became prevalent and promising due to the COVID-19 pandemic since students were asked to learn near home without going to school. However, learning with mobile apps may cause problematic issues, such as anxiety and acceptance of either students or parents. This study aims to investigate...
Students are required to understand mathematical concepts and higher-order thinking skills as essential mathematic skills in the 21st century. However, empirical evidence found that these two skills were unsatisfactory and still need to be improved. This study develops a flipped classroom learning model by integrating the process of mathematical mo...
The study aims to (1) produce interactive learning multimedia on circulatory system materials for android and windows that are in accordance with student needs, (2) determine the feasibility and effectiveness of interactive learning multimedia on circulatory system materials to student learning motivation. This research was a research and developme...
Microgames are rapidly gaining increased attention and are highly being considered because of the technology-based media that enhances students’ learning interests and educational activities. Therefore, this study aims to develop a new construct through confirmatory factor analysis, to comprehensively understand the factors influencing the use of m...
This research aims to provide a comprehensive overview of flipped classroom implementation in Indonesian Vocational High School (VHS). Articles were searched using Google Scholar and selected using the PRISMA (Preferred Reporting Items for Systematic reviews dan Meta-Analyses) method. Only articles indexed by Sinta (a scientific database designed b...
This review aimed at providing a comprehensive overview of how the flipped classroom can give the positive effects on developing students’ critical thinking skills. Data were collected from four databases, which included Google Scholar, ResearchGate, EBSCO, and Emerald. This study synthesized the findings of 16 studies published from 2015 to 2020....
This research aims to solve some common problems faced by learners, namely difficulties in understanding materials with abstract ideas and the lack of problem-solving skills. Mobile-based interactive learning multimedia as an innovation in educational setting is a self-learning media that the learners can use both in school and at home to help them...
The purpose of this study was to analyze the learning media needs of PGSD students of PGRI Yogyakarta University in science biology materials during the Covid-19 pandemic. This study used a mixed methods approach. The data collected in the form of quantitative data and qualitative data. The data collection technique for quantitative data was throug...
The mobile learning sector has exploded, implying that the e-Learning trend is shifting to mobile platforms. As a result, chatbots have become increasingly popular alternatives for online learning and examinations on mobile platforms. However, it did not provide enough motivation for the student. On the other hand, gamification in a typical e-Learn...
The era of the Industrial revolution 4.0 collaborates on cyber technology and automation technology. Rapid changes due to the 4.0 industrial revolution, require anticipatory steps by the government through increasing the quality of education. Preparing a great generation who has competencies as capital to anticipate the 4.0 industrial revolution, t...
This paper describes the development of a light polarization experimental apparatus for a remote laboratory. The apparatus had been developed by controlling the analyzer rotation using a stepper motor controlled via the Arduino. Device control and data acquisition applications were developed with LabVIEW which provides remote control panel faciliti...
Understanding the principles of animation is an important factor and determines the quality of animation that can be produced. However, explanation of the principles of animation in many book are still specifically to traditional animation, not 3D computer animation that mostly used today. Students have difficulty applying traditional animation pri...
This study aims to discover the effectiveness of the blended learning model in mathematics learning to improve the achievement of mathematical concepts. This study employed a quasi-experimental design with a non-equivalent control group. The experimental class was taught through blended learning, while the control class was taught through the conve...
This study examines the use of e-learning as a learning media in Education and Training. The role of e-learning in learning can bridge the gap between teachers and students in different spaces and times. The method used in this study is a literature review with a narrative review approach. The study result revealed that e-learning as a learning med...
Background:
The use of games and technology for educational purposes can be an appropriate method of enhancing learning performance. Therefore, this study presents a technology-mediated board game and its related course to engage young learners in Indonesia for learning English vocabulary. The study investigated young learners' vocabulary learning...
This study aims to design and develop application Same Verses Detection, an Android-based as an innovation for memorizing the Quran. This application was developed to make it easier for students to find the same verses when memorizing the Quran because one of the aspects those students complain about is that it is difficult to distinguish the same...
The Synchronous online argumentation system is highly needed to facilitate learning activity in this internet era. To gain deeper insights about this important issue, this study developed nine principles based on Cognitive Load, User Interface, and User Experience to redesign a system. With this framework, 48 (forty-eight) students of Chi-Ying High...
Teacher learning management is an important part of achieving the process and results within the scope of education. In addition, the development towards technology optimization is called era 4.0 as globalization which is part of the sustainability of innovation in 21st Century Education. Therefore this study aims to develop and investigate hybrid...
Abstrak Pendidikan abad 21 yang sarat teknologi sebagai awal dari progresivitas TIK. Bila kita amati secara cermat proses pembelajaran seseorang saat ini sudah sangat kental dengan bantuan teknologi khususnya kemudahan akses internet yang mana menjadi bagian dari sumber informasi yang begitu komprehensif. Dalam penelitian ini bertujuan untuk: (1) m...
The study was aimed at revealing (1) how the instructional media of industrial electronics integrated with learning style instrument was developed, (2) the feasibility of the instructional media of industrial electronics integrated with the learning style instruments, (3) the effect of the instructional media on learning achievement, and (4) the ef...
Learning Management System (LMS) is well designed and operated by an exceptional teaching team, but LMS does not consider the needs and characteristics of each student's learning style. The LMS has not yet provided a feature to detect student diversity, but LMS has a track record of student learning activities known as log files. This study propose...
This research aims to find out the improvement of the students’ virus lesson mastery by using web-based learning media. This research is a type of classroom action research with the subjects of class X students in MA Nur Iman Mlangi, Sleman, Yogyakarta. The action taken in this research in this research is to use web-based learning media on the vir...
This study aimed at generating valid and reliable web-based accounting competence performance assessment among vocational high school student. In general, the development procedures that had been implemented were classified into two parts. The first part is rubric development, while the second part is web development. The procedures that had been p...
A person’s ability to use English is needed. English education as an international language must be introduced as early as possible to early childhood. This research aims to design and build multimedia “smart fun English” based on mobile learning for early childhood. This research uses the waterfall method, with steps consisting of system engineeri...
This research is descriptively aimed to know the tendency of learning achievement of science subject of earth and universe animals in grade III odd semester students of Jageran State Elementary School Yogyakarta in the 2017/2018 academic year by using powerpoint media and without using powerpoint media. Comparatively to know the difference of learn...
Quick Response Code (QR-code) allows users to access data quickly and easily through scans on specific devices. Seeing the potential of this QR Code, many of the developed countries have begun to use it in educational practices. Their study conducted to integrate the QR Code in learning activities in the classroom, trying to develop on learning ass...
This study aims to develop a web for information media on career choice recommendations based on MBTI personality types (Myers-Briggs Type indicator). The method used for web development was the SDLC (Software Development Life Cycle) method with the Prototyping model. The author uses the PHP programming language and MySQL as a database in web devel...
Usability measurement on a system is an essential aspect to meet the user’s needs. To resolve the user’s problem and fill their needs, should be done in the effective way. There are many measuring instruments to examine the usability aspect in a system, but not many of them are effective and efficient. To measure usability perception in effective a...
E-learning provides flexibility and convenience that has never been seen before for electronic learners by breaking the limitations of space and time. The design concern of computer-based learning systems is how to accommodate individual differences in students during learning activities. Previous research has shown that adaptive e-learning systems...
The difficulty of English subjects in writing skills makes student motivation to reduce which has an impact on student learning outcomes. This study aims to determine the perspectives of teachers and students towards animation-based learning videos on English subjects in particular writing skills. This research uses a descriptive method. Data was c...
This study aims to see the ongoing practice of reproductive health education at this time, which then produces an android-based reproductive health education media that has adapted to the material. The development model is use Borg & Gall and Dick & Carey. This development research produces android-based multimedia products as a medium for adolesce...
One of the tasks of Indonesian vocational school teachers is to correct the assessment of learning outcomes and analyse them. The assessment activities that must be carried out by teachers are performance assessments, self-assessments, portfolio assessments, daily assessments, midterm assessments, end of semester assessments, competency level exams...
One of the components of Blended Learning in English Language teaching model is the development and selection of instructional materials for supporting blended learning process. Blended learning which combines the face-to-face and technology-based learning mode has potential to create learning process for autonomous language learning promotion. To...
This study aims to develop a blended course for computer network courses with video-based teaching materials. This research refers to the development model of Integrated Learning Design Framework. The development of this learning media product is based on a learning plan for a computer network course for one semester. Based on the results of produc...
This study aims to determine student motivation using Geogebra assisted GDSW. The instrument of this research are worksheet compiled with guided discovery approach and student motivation questionnaire. The motivation questionnaire consists of three aspects of interest, pleasure, and satisfaction, which are outlined in 15 questions submitted to 118...
This study aims to examine student’s responses to the 4.0 learning era that cannot be separated from interaction technology related to retrieval, collection, processing, storage, distribution and presentation of information through the use of android gadget devices so that they are considered optimal in the educational angle. The method used is a t...
This quasi-experimental study aims to find out how online activities influence the learning outcomes of Yogyakarta State University students on e-learning courses. This 4-week study consisted of two experimental groups and one control group. The experimental groups received face-to-face instruction plus e-learning or blended learning (BL) with onli...
Penelitian ini memiliki tujuan: (1) menghasilkan multimedia pembelajaran interaktif berbasis video yang layak meningkatkan sikap cinta tanah air dan peduli lingkungan Gugus Gajah Mada, Dawe, Kudus, (2) mengetahui kefektifan multimedia pembelajaran interaktif berbasis video dalam meningkatkan sikap cinta tanah air dan peduli lingkungan di SD kelas V...
Science process skills can facilitate students to increase the curiosity and activity of students in learning by doing, experiencing, and associating the subject of science in real life. Scholars found different phenomenon to improve science process skill. Hence this research aimed to explore the effectiveness of mobile-based interactive learning m...
In preparing golden Indonesia in 2045, education role becomes prominent especially in building the national character of students, in which without this aspect, it is very difficult to create a good civilization. Therefore to create a golden generation, some important traits are needed including upbringing, education, and training received from
an...
This study aims to reveal the differences in the learning achievement based on higher order thinking skills of the students using flipped classroom learning model with moodle media on simulation and digital communication subjects and that of those using the conventional learning model with printed book media. This research was a quasi experiment in...
This study examines the development of information technology that focuses on the use of web based learning as a learning medium in the world of vocational education. Web-based learning provides convenience for students in learning activities such as increasing productivity, flexible and interactive. The results obtained from several literature stu...
This study aims to develop an android-based learning mobile application with gamification concept for the Web Programming course. The development of the learning media refers to a model by Alessi & Trolli based on the course's semester lesson plan. After a series of testings, the product is deemed "good" and appropriate for use in the Web Programmi...
In the 21st century is the starting point of technological developments, such as tablets, internet, and smartphones, there are many innovative ways to learn Bima culture and language. For example, by utilizing technology to package it in the form of unlimited mobile applications by space and time whenever and wherever. Certainly good for researcher...
This study tried to analyze the pre-service teacher performance in teaching practice while joining the teacher education program using developed system called i-Critical Reflection on Teaching (iCRT) video-based reflection and using traditional way which is paper-based reflection. The objects of this research are sixty pre-service teachers in Manad...
The use of technology supported video-based reflection has become an essential tool for teacher education. This present study seeks to investigate the effect of video-based reflection to the novice teacher conception of teaching belief and the nature of the novice teacher comments on i-Critical reflection on teaching system (iCRT) for improving the...