Massive Open Online Courses or MOOCs advocate the "democratization of education”, which make... more 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.
The implementation of gamification in e-learning is not new, both within the context of formal an... more 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 impl...
The International Review of Research in Open and Distributed Learning
The community of inquiry (CoI) framework describes a process for creating collaborative learning ... more 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 design for online collaborative learning intended to support the CoI presences. This study was aimed at developing the interaction design of an asynchronous online discussion forum employing a user-centered design method contextualized to the learning-centered design approach. Seven scenario and user interfaces were created to facilitate one introductory activity and four phases of inquiry. The design was evaluated through contextual interviews with ten students. The interviews revealed that the prototype encouraged and supported (a) introductory activity (social presence), (b) idea exploration (cognitive presence), (c) summarizing the discuss...
Online learning allows the learning process to be carried out anywhere and anytime. However, empi... more 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 learning approach that is more attractive, easily understood by students, and promote engagement. Gamification-based programming learning platforms are widely available today. Research on determining the effectiveness of their use, investigating the system usability scale (SUS), perceived benefits, level of satisfaction, and user experience when using it is still limited. This study aims to evaluate a Grasshopper as one of the gamification-based programming learning platforms. Thirty-one respondents who had studied various programming languages at both the high school and university levels were involved in usability testingsessions. The results ...
Since the first appearance of the Massive Open Online Course (MOOC), the problem of low completio... more Since the first appearance of the Massive Open Online Course (MOOC), the problem of low completion rates in MOOC has often been an object of research in terms of the instructional design and interface design. However, in-depth studies that examine the implementation of instructional and interface design principles in learning on the MOOC platform are still limited. Therefore, the purpose of this study is to find out the extent of Udacity in applying those principles from the Indonesian perspective. This study also aims to evaluate the usability of the MOOC platform. There are 228 participants in this study from various regions in Indonesia. The study findings indicate that Udacity has been successful in implementing content, interactivity, and course design, but there is still room for improvement in terms of instructor presence. Some usability problems were also found, and most of them are related to the online discussion forum. This study also offers an alternative design and reco...
A polynomial y = p(x) is continuous and differentiable on its domain R. Therefore, at any closed ... more A polynomial y = p(x) is continuous and differentiable on its domain R. Therefore, at any closed interval, the graph attains both the maximum and minimum values in the stationary points or the borders of the interval. The method commonly used to find the extremum is Calculus by using derivatives. This paper presents a method for finding the extremum of certain polynomials using inequalities of the mean based on de Alwis's work.
2019 International Conference on Advanced Computer Science and information Systems (ICACSIS), 2019
Universitas Indonesia has implemented a Learning Management System (LMS) known as Student-Centere... more Universitas Indonesia has implemented a Learning Management System (LMS) known as Student-Centered E-Learning Environment (SCeLE). The SCeLE facilitates collaborative learning through an online discussion forum. Collaborative learning can promote critical thinking. However, students will have difficulties contributing and understanding discussions when the discussion process is fast, lengthy and when diverse ideas arise. This could lead to uncertainty and demotivation among the students. On the other hand, teachers have difficulties in monitoring students’ understanding and the discussion progress. Consequently, providing constructive feedback promptly becomes challenging. This study proposed an online collaborative summarizing feature to be integrated with the online discussion forum to facilitate the construction of a discussion summary. The tool was developed using the User-Centered Design (UCD) approach and tested using the usability evaluation. The participants (both students a...
Research and Practice in Technology Enhanced Learning, 2020
The design of interactions among peers plays a key role in collaborative learning. Various strate... more The design of interactions among peers plays a key role in collaborative learning. Various strategies have been applied to assist learners in collaborating and creating a continuous effort to construct and maintain shared knowledge, such as utilizing a concept map as a representational tool during discourse. Some previous studies have revealed its positive effect on both the learning achievements and the attitudes of the students. A strategy for improving the quality of explanation of the students during collaborative concept mapping is to enable them to externalize their thinking in their private spaces beforehand. However, students may face difficulties when they need to integrate their individual propositions with the group concept map. This study employs the reciprocal kit-build (RKB) approach to help students externalize their ideas, understand and clarify their partners’ perspectives, integrating with their comprehension, hoping they can construct a high-quality collaborative ...
The COVID-19 pandemic that occurred in early 2020 around the world has implications for Indonesia... more 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 during the pandemic are still limited. This study extended samples from several public and private universities in Indonesia to get a broader picture of e-learning readiness in various faculties with diverse university online learning cultures. This study used Rasch analysis to determine the validity and reliability of the instrument and differential item functioning (DIF) analysis to identify responses based on students’ demographic profiles. The results show that most students were ready to study online, but a few were not ready. Moreover, the results show significant differences in students’ e-learning readiness based on the academic y...
Knowing students’ mathematical misconceptions can help educators trace the sources of the cause a... more Knowing students’ mathematical misconceptions can help educators trace the sources of the cause and help students learn conceptual and procedural knowledge in balance. This study aims to investigate students' misconceptions through students’ concept maps and online discussion transcripts. This case study takes the inner product spaces as the learning subjects. The types of misconceptions are investigated based on the source of errors. Based on the findings, the author identifies students’ learning difficulties and proposes certain learning activities to help students learn.
Massive Open Online Courses or MOOCs advocate the "democratization of education”, which make... more 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.
The implementation of gamification in e-learning is not new, both within the context of formal an... more 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 impl...
The International Review of Research in Open and Distributed Learning
The community of inquiry (CoI) framework describes a process for creating collaborative learning ... more 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 design for online collaborative learning intended to support the CoI presences. This study was aimed at developing the interaction design of an asynchronous online discussion forum employing a user-centered design method contextualized to the learning-centered design approach. Seven scenario and user interfaces were created to facilitate one introductory activity and four phases of inquiry. The design was evaluated through contextual interviews with ten students. The interviews revealed that the prototype encouraged and supported (a) introductory activity (social presence), (b) idea exploration (cognitive presence), (c) summarizing the discuss...
Online learning allows the learning process to be carried out anywhere and anytime. However, empi... more 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 learning approach that is more attractive, easily understood by students, and promote engagement. Gamification-based programming learning platforms are widely available today. Research on determining the effectiveness of their use, investigating the system usability scale (SUS), perceived benefits, level of satisfaction, and user experience when using it is still limited. This study aims to evaluate a Grasshopper as one of the gamification-based programming learning platforms. Thirty-one respondents who had studied various programming languages at both the high school and university levels were involved in usability testingsessions. The results ...
Since the first appearance of the Massive Open Online Course (MOOC), the problem of low completio... more Since the first appearance of the Massive Open Online Course (MOOC), the problem of low completion rates in MOOC has often been an object of research in terms of the instructional design and interface design. However, in-depth studies that examine the implementation of instructional and interface design principles in learning on the MOOC platform are still limited. Therefore, the purpose of this study is to find out the extent of Udacity in applying those principles from the Indonesian perspective. This study also aims to evaluate the usability of the MOOC platform. There are 228 participants in this study from various regions in Indonesia. The study findings indicate that Udacity has been successful in implementing content, interactivity, and course design, but there is still room for improvement in terms of instructor presence. Some usability problems were also found, and most of them are related to the online discussion forum. This study also offers an alternative design and reco...
A polynomial y = p(x) is continuous and differentiable on its domain R. Therefore, at any closed ... more A polynomial y = p(x) is continuous and differentiable on its domain R. Therefore, at any closed interval, the graph attains both the maximum and minimum values in the stationary points or the borders of the interval. The method commonly used to find the extremum is Calculus by using derivatives. This paper presents a method for finding the extremum of certain polynomials using inequalities of the mean based on de Alwis's work.
2019 International Conference on Advanced Computer Science and information Systems (ICACSIS), 2019
Universitas Indonesia has implemented a Learning Management System (LMS) known as Student-Centere... more Universitas Indonesia has implemented a Learning Management System (LMS) known as Student-Centered E-Learning Environment (SCeLE). The SCeLE facilitates collaborative learning through an online discussion forum. Collaborative learning can promote critical thinking. However, students will have difficulties contributing and understanding discussions when the discussion process is fast, lengthy and when diverse ideas arise. This could lead to uncertainty and demotivation among the students. On the other hand, teachers have difficulties in monitoring students’ understanding and the discussion progress. Consequently, providing constructive feedback promptly becomes challenging. This study proposed an online collaborative summarizing feature to be integrated with the online discussion forum to facilitate the construction of a discussion summary. The tool was developed using the User-Centered Design (UCD) approach and tested using the usability evaluation. The participants (both students a...
Research and Practice in Technology Enhanced Learning, 2020
The design of interactions among peers plays a key role in collaborative learning. Various strate... more The design of interactions among peers plays a key role in collaborative learning. Various strategies have been applied to assist learners in collaborating and creating a continuous effort to construct and maintain shared knowledge, such as utilizing a concept map as a representational tool during discourse. Some previous studies have revealed its positive effect on both the learning achievements and the attitudes of the students. A strategy for improving the quality of explanation of the students during collaborative concept mapping is to enable them to externalize their thinking in their private spaces beforehand. However, students may face difficulties when they need to integrate their individual propositions with the group concept map. This study employs the reciprocal kit-build (RKB) approach to help students externalize their ideas, understand and clarify their partners’ perspectives, integrating with their comprehension, hoping they can construct a high-quality collaborative ...
The COVID-19 pandemic that occurred in early 2020 around the world has implications for Indonesia... more 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 during the pandemic are still limited. This study extended samples from several public and private universities in Indonesia to get a broader picture of e-learning readiness in various faculties with diverse university online learning cultures. This study used Rasch analysis to determine the validity and reliability of the instrument and differential item functioning (DIF) analysis to identify responses based on students’ demographic profiles. The results show that most students were ready to study online, but a few were not ready. Moreover, the results show significant differences in students’ e-learning readiness based on the academic y...
Knowing students’ mathematical misconceptions can help educators trace the sources of the cause a... more Knowing students’ mathematical misconceptions can help educators trace the sources of the cause and help students learn conceptual and procedural knowledge in balance. This study aims to investigate students' misconceptions through students’ concept maps and online discussion transcripts. This case study takes the inner product spaces as the learning subjects. The types of misconceptions are investigated based on the source of errors. Based on the findings, the author identifies students’ learning difficulties and proposes certain learning activities to help students learn.
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