Harry B. Santoso
University of Indonesia
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Featured researches published by Harry B. Santoso.
international conference on advanced learning technologies | 2005
Zainal A. Hasibuan; Harry B. Santoso
Faculty of Computer Science (Fasilkom), University of Indonesia (UI) develops Student Centered E-Learning Environment (SCELE) for Graduate Program in Information Technology as part of distance learning system, which is developed using enterprise resources planning approach. SCELE is also well known as learning management system (LMS). Beside SCELE, Fasilkom UI also develops contents that are conformant with SCELE, and also Digital Library and Online Academic Registration System to support learning process. This paper elaborates the study of SCELE, content development, and the result of system evaluation.
Journal of Pre-College Engineering Education Research | 2014
Harry B. Santoso; Oenardi Lawanto; Kurt Becker; Ning Fang; Edward M. Reeve
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 interactive learning modules. Two research questions guided this research: (1) how is students’ CSE while engaged in interactive learning modules? and (2) how do high and low CSE groups plan and monitor their cognitive action, and regulate their monitoring strategies based on their CSE level? The research used a mixedmethods approach to answer the research questions. This study utilized a SRL framework that covered self-efficacy, cognitive actions, and metacognitive components. While self-efficacy was represented by CSE, metacognitive component was represented by planning, monitoring, and regulating strategies. Cognitive actions represent contextual activities while using interactive learning modules. One hundred students from two high schools, InTech Collegiate and Logan High Schools, completed activities in this study. Each student worked on three modules, namely Boolean Logic, Minimum Spanning Tree, and Modeling Using Graphs. Three different forms of data were gathered for analysis. These data included questionnaires, screen captured videos, and audio recordings of interviews. The findings of this study revealed that the students achieved the highest average score on beginning skills compared to advanced skills and file and software skills for their CSE. Furthermore, screen-captured video analysis showed that there were different profiles of cognitive actions and metacognitive strategies between high and low CSE groups in terms of the strategy changes and duration of their strategies. Issues gathered from interview analysis between these two groups were also elaborated.
international conference on user science and engineering | 2014
Harry B. Santoso; R. Yugo Kartono Isal; T. Basaruddin; Lia Sadira; Martin Schrepp
Faculty of Computer Science Universitas Indonesia (Fasilkom UI) implemented an e-Learning environment, Student Centered E-Learning Environment (SCELE), to complement the conventional approach of teaching and learning since 2005. Evaluations regarding effectiveness of the e-Learning system used by lecturers have been made. However, the students have not evaluated yet the user experience while using the system. The materials posted in SCELE include PowerPoint slides, multimedia contents, and enrichment materials (e.g., links to online articles). Most of lecturers use discussion forums in their courses to encourage students to participate in active learning setting. Staff and lecturers sometimes post academic-related announcements on the SCELE homepage. The aim of the current study is to evaluate the user experience while students use the SCELE. A multi-methods approach is used to conduct the study. 113 students enrolled in Computer Science program were invited to evaluate SCELE. This study will benefit program and center of learning resources administrators, and learning management system developers to enhance the presence of e-Learning system in their institutions. Findings of the current study may also be valuable for universities and high schools which are using computer-based learning environments. Specifically in developing countries, many academic institutions are still struggling with internet bandwidth to provide high quality interactions and learning experience.
Journal of Educators Online | 2014
Oenardi Lawanto; Harry B. Santoso; Kevin Lawanto; Wade H. Goodridge
The objective of this study was to evaluate students’ self-regulated learning (SRL) skills used in a Web-intensive learning environment. The research question guiding the study was: How did the use of student SRL skills and student engagement in online activities compare between higherand lower-performing students participating in a Web-intensive engineering course? Specific focus was given to exploring how higherand lower-performing students’ forethought, performance control, and self-reflection as well as how their online activities differed. In this study, a Web-intensive course was defined as a unique online learning environment where lectures are broadcasted through Web conferencing software while students participate in the lectures from a computer laboratory, facilitated by teaching assistants. Fifty-seven valid data sets were analyzed from questionnaire, data logs provided by a learning management system, ranking questions, and project performance. The findings suggest that higher performers outperformed lower performers significantly on goal setting. On the other hand, lower performers reported a significant higher score on task strategies than their higher-performing peers. Regarding students’ online activities, higher performers accessed all course materials Self-Regulated Learning Skills on a Web-Intensive Engineering Course 2 significantly more frequently than lower performers. Furthermore, when evaluating the promptness of assignment submission, the results found the higher performers showed that they were significantly more prompt than lower performers in submitting their assignments. This article also outlines suggestions for further research in the Web-intensive course.
Mensch & Computer | 2017
Harry B. Santoso; Martin Schrepp; Andreas Hinderks; Jörg Thomaschewski
Many products are developed for an international audience. But their design is often done by a small group of designers, that is homogeneous concerning their cultural background. In addition, the adaption of products to different cultural contexts is an expensive exercise and is thus in many cases not considered in the product planning. Currently, not much is known about the influence of cultural aspects on the interaction design of products, since empirical research in this area is quite difficult. We investigate how Indonesian and German students judge common products concerning their user experience. We present some first results and possible explanations for the detected differences.
international conference on user science and engineering | 2016
Harry B. Santoso; Suci Fadhilah; Isnaeni Nurrohmah; Wade H. Goodridge
To facilitate self-monitoring interventions developed by the Faculty of Computer Science, Universitas Indonesia, a web-based self-monitoring tool was created. This study aims to evaluate the tools usability and the user experience prior to its wide adoption. The User Experience Questionnaire and the System Usability Scale were used to evaluate the self-monitoring tool. The tool was used in a Human-Computer Interaction course during odd semesters and the evaluations were taken by the participants of the course. The evaluation results were beneficial to determine whether the user experience needs to be enhanced or improved.
international conference on advanced computer science and information systems | 2016
Zahra Sharfina; Harry B. Santoso
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 had not been any study conducted to develop the Indonesian version of SUS. The adapted version is expected to help usability researchers and practitioners in Indonesia while conducting usability product evaluation. Therefore, this study was carried out to adapt the original SUS into the Indonesian version by using cross-cultural adaptation and reliability test. The Cronbachs Alpha of the Indonesian adaptation of SUS was 0.841, which concludes that this version is reliable to be used by usability practitioners.
information integration and web-based applications & services | 2014
A. A. Gede Yudhi Paramartha; Harry B. Santoso; Zainal A. Hasibuan
The development of e-learning cannot be separated from the creation of learning objects which are always improving and more diverse. In this study, we propose a technique to perform learning object searching that use a granular learning object concept using ontology representation. The concept of granular learning objects is done by separating the materials with their sub-materials. A semantic web-based search engine is also used to explore existing learning objects. The result of the research shows that the implementation of granular leaning object ontology, and semantic web-based search engine, can improve searching performance by 29,7% better than search engine which uses document index-based searching technique. The search results do not only show the general description of a learning object, but can also show the sub-materials and the relationships among those materials. An information in the form of pictures and their descriptions about the retrieved learning object can also be displayed.
international conference on user science and engineering | 2018
Rahma Khairunisa Nursalamah; Harry B. Santoso; R. Yugo Kartono Isal
This study aims to evaluate Qlapa.com, a marketplace for Indonesian local crafts, according to factors affecting purchase intention. Factors affecting purchase intention used in this study are usability factors and handmade purchase factors. The evaluation was conducted with usability testing and contextual interview. Data were analyzed using the thematic analysis method. The result shows that the current Qlapa.com has issues in all usability factors. It is recommended for Qlapa.com to consider the handmade purchase factors in some areas and be more selective in delivering its content, since it has a specific line of products. Frequent, deliberate user research and usability evaluation is also needed for Qlapa.com to make sure its platform can respond to users’ purchase intention.
international conference on user science and engineering | 2018
Julio Cristian Young; Harry B. Santoso
Augmented reality (AR) is one from many multimedia technologies which allows computer-generated content to be seamlessly overlaid and mixed into humans’ perceptions of the real world. In educational field, many researchers believe AR technology can improve user interface technology and has a huge potential implication as well as numerous benefits from the virtual augmentation of learning environments or even a teaching process. However, in the earlier researches about AR geometry educational tool, researchers did not use any pedagogical approach in its application design process. In fact, a pedagogical approach is needed for creating an effective educational application to make sure students’ learning time is spent productively. In this research, we try to create AR geometry educational tool by using design-based learning and game-based learning approach to create a better geometry educational tool. Furthermore, the application also used iterative software development lifecycle that requires a series of prototype to find the best AR game mechanics in geometry learning process.