Implementation of Player Behavior-Based Adaptive Interfaces in E-Learning Programming

  • Fajar Pradana Universitas Brawijaya
  • Fitra A. Bachtiar Universitas Brawijaya
  • Retno Indah Rokhmawati Universitas Brawijaya
Keywords: E-learning, Adaptive, Behavior, Character, Interface


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.


T. Belawati, Pembelajaran Online, Edisi kesatu, Tangerang, Indonesia: Universitas Terbuka, 2019.

B. Dhupia dan A. Alameen, “Adaptive eLearning System: Conceptual Framework for Personalized Study Environment,” dalam Adv. Inf. Comput. Res. (ICAICR 2019), Commun. in Comput. Inf. Sci., Vol 1075, A.K. Luhach, D.S. Jat, K.B.G. Hawari, X.-Z. Gao, P. Lingras, Eds., Cham, Swiss: Springer, 2019, hal. 334-342.

D. Hansen dan L.A. Imse, “Student-Centered Classrooms: Past Initiatives, Future Practices,” Music Edu. J, Vol 103, No. 2, hal 20-26, 2016.

F.A. Bachtiar, F, Pradana, B. Priyambadha, dan D.I. Bastari, “CoMa: Development of Gamification-based E-learning,” 2018 10th Int. Conf. Inf. Technol. Elect. Eng. (ICITEE 2018), 2018, hal. 266–271.

Y. Kritikou, P. Demestichas, E. Adamopoulou, K. Demestichas, M. Theologou, dan M. Paradia, “User Profile Modeling in the Context of Web-based Learning Management Systems,” J. Netw. Comput. Appl., Vol 31, No. 4, hal. 603–627, 2008.

B. Priyambadha, F. Pradana, dan F.A. Bachtiar, “Penggalian Perilaku Pemain dalam Penentuan Tipe Permainan pada E-Learning Pemrograman Berbasis Gamification,” J. Teknol. Inf. Ilmu Komput., Vol. 7, No. 4, hal. 765-772, 2020.

R.M. Felder, dan R. Brent, “Understanding Student Difference,” J. Eng. Edu., Vol. 94, No. 1, hal. 57–72, 2005.

J. Simões, R.D. Redondo, dan A.F. Vilas, “A Social Gamification Framework for a K-6 Learning Platform,” Comput. Hum. Behav., Vol. 29, No. 2, hal. 345–353, 2013.

I. Chowdhury, dan M. Zulkernine, “Using Complexity, Coupling, and Cohesion Metrics as Early Indicators of Vulnerabilities,” J. Syst. Archit., Vol. 57, No. 3, hal. 294–313, 2011.

N. Abasi, N. Azad, dan K.F. Hafashjani, “Information Systems Success: The Quest for the Dependent Variable,” Uncertain Suppl. Chain Manag., Vol. 3. No. 2, hal. 181–188, 2015.

How to Cite
Fajar Pradana, Fitra A. Bachtiar, & Retno Indah Rokhmawati. (2021). Implementation of Player Behavior-Based Adaptive Interfaces in E-Learning Programming. Jurnal Nasional Teknik Elektro Dan Teknologi Informasi, 10(4), 311-318.