added a research item
In this research, we show a development process of engagement sub-systems in a blended-learning management system and evaluate the impact of student interaction in the whole system. We develop special sub-systems for engagement purposes via forum, course rating, and class assignment modules. During the system development process, we employ continuous improvement methodology which helps to shorten the software delivery time without disturbing the overall operation. We evaluate the impact of engagement processes in terms of behavioral, emotional and cognitive aspects. Our evaluation results show that by employing the engagement sub-systems we have increased a 0.30 satisfaction point on average (1-5 Likert scale) for 11 evaluation survey questions distributed to 305 students during 2 times evaluation period. Another interesting finding from the surveys is that behavioral (discussion forum and attendance list sub-system) and cognitive (course rating sub-system) aspects have great influences for the students’ activities (class assignment sub-system) which finally has a great impact on their cognitive performances.
The main objective of this study was to evaluate the use of gamification in an extended learning management system (LMS). Tournament and leaderboards are the gamification features that were implemented in the LMS. As case studies, a number of experiments were performed in an informatics Bachelor programme subject, i.e. Introduction to Programming (IP). Education data mining (EDM) techniques were used to extract from the experiments compelling patterns in the form of association rules and decision tree. Analysis of the technical evaluation results and the questionnaire shows that students need learning activity outside the classroom to sharpen and deepen the learning materials given during college hours.
This research explores educational data mining (EDM) from a learning course management system (LMS) and academic system at the Faculty of Information Technology at Maranatha Christian University in Bandung, Indonesia. The main objective of this study was to discover whether the students have used the LMS effectively to complete their learning process and enhance academic achievements in their study. As case studies, this research combines data from two programming courses in an informatics Bachelor programme, which are: Introductory Programming (IP) and Algorithm and Data Structures (ADS). EDM techniques are used to extract interesting patterns in the form of association rules. Two sets of interesting rules for the IP course and three sets of rules for the ADS course are obtained. As final results, some suggestions are proposed to enhance the LMS. The main idea is to apply a gamification method in the blended-learning environment to increase motivation of the students to utilise their free time more effectively during study.
Educational data mining(EDM) has been used widely to investigate data that come from a learning process, including blended learning. This study explores educational data from a Learning Course Management System (LMS) and academic data in two courses of Management Study Program, Faculty of Economics at Maranatha Christian University, which are Change Management (CM) in undergraduate program and Creative Leadership (CL) in master degree program as case studies. The main aim of this research is to provide feedback for the learning process through the LMS in order to improve students' achievement. EDM methods used are association rule mining and J48 classification. The results of association rule mining are two sets of interesting rules for the CM course and three sets of rules for CL course. Using J48 classification, two J48 pruned trees are obtained for each course. Based on those results, some suggestions are proposed to enhance the LMS and to encourage students' involvement in blended learning.