Jurnal Nasional Teknik Elektro dan Teknologi Informasi
Vol 10 No 4: November 2021

Penerapan Antarmuka Adaptif Berbasis Perilaku Pemain pada E-Learning Bidang Pemrograman

Fajar Pradana (Universitas Brawijaya)
Fitra A. Bachtiar (Universitas Brawijaya)
Retno Indah Rokhmawati (Universitas Brawijaya)



Article Info

Publish Date
29 Nov 2021

Abstract

The pandemic has caused a significant impact on the educational sector’s implementation. The teaching and learning process that was previously carried out face-to-face now must be conducted online. Online learning utilizing e-learning is very beneficial for learners because it can be accessed online anytime, anywhere. Not only is it expected to be a medium to share material files that serve as learning supports, but e-learning is also required to replace the teachers’ or lecturers’ role in the classroom. In the teaching and learning process, it is essential to understand the students’ conditions and behaviors. This knowledge of students’ conditions and circumstances during the learning process can be used as resources for improving the quality and students’ learning process. Most of the existing e-learning has not been equipped with features to detect the students’ state while using the system. In this research, an adaptive interface was applied as a reflection of e-learning that could adapt to the characteristics of user behavior. The performance testing results showed that the time required for the log data with 950 active users was 23,35 ms. Meanwhile, based on the functionality test, the system succeeded in displaying the interface according to the cluster member.

Copyrights © 2021






Journal Info

Abbrev

JNTETI

Publisher

Subject

Computer Science & IT Control & Systems Engineering Electrical & Electronics Engineering Energy Engineering

Description

Topics cover the fields of (but not limited to): 1. Information Technology: Software Engineering, Knowledge and Data Mining, Multimedia Technologies, Mobile Computing, Parallel/Distributed Computing, Artificial Intelligence, Computer Graphics, Virtual Reality 2. Power Systems: Power Generation, ...