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TELKOMNIKA, Vol.16, No.5, October 2018, pp.2127~2136
ISSN: 1693-6930, accredited First Grade by Kemenristekdikti, Decree No: 21/E/KPT/2018
DOI: 10.12928/TELKOMNIKA.v16i5.7994  2127
Received November 16, 2017; Revised June 7, 2018; Accepted June 28, 2018
Selection of Learning Materials Based on Students’
Behaviors in 3DMUVLE
Rasim*
1
, Yusep Rosmansyah
2
, Armein Z.R Langi
3
, Munir
4
1,2,3
School of Electrical Engineering and Informatics, Bandung Institute of Technology, Bandung,
Indonesia, Jl. Ganesha No. 10 Bandung, Indonesia
4
Department of Computer Science Education, Universitas Pendidikan Indonesia,
Bandung, Indonesia, Jl. Setiabudi No. 229 Bandung, Indonesia
*Corresponding author, e-mail: rhoro.hermanto@gmail.com
Abstract
Learning in 3-dimensional virtual environments has been widely used as a complement to
traditional learning. Multi User Virtual Learning Environment in 3 Dimensions (3DMUVLE) provides many
benefits and can support lifelong learning. In its implementation, this learning has not supported personal
learning. This study aims to build a 3DMUVLE with personalized materials based on students' models. The
system development model uses the Linear Sequence model by integrating MOODLE, SLOODLE and
OPENSIM. Student's model in this research is Myer Briggs Type Indicator (MBTI) and determination of
type uses fuzzy logic. The results of this study are 16 types of students and each type consists of 3 levels:
low, medium and high. Each level has a specific learning material. The implication of this research is the
level of MBTI type so that the learning material is more specific.
Keywords: personal learning, fuzzy logic, MBTI, 3DMUVLE
Copyright © 2018 Universitas Ahmad Dahlan. All rights reserved.
1. Introduction
In the digital era, ICT technology has been widely used in various fields including in
education. The effect of this technology in education is a paradigm shift from learning in the
classroom into the virtual learning. 3DMUVLE provides many benefits, such as cost-effective,
ease of collaboration, and support long life learning. 3DMUVLE built can be social media
based [1] and collaborative [2]. Even 3DMUVLE provides entertainment so that learning
becomes fun [3]. This learning still provides materials and learning strategies to all students
regardless of knowledge level, interest, motivation, and goal [2] even though students have
different characters (students’ model). Many students’ model have been used, such as Learning
Style Inventory from Kolb [4], Felder and Silverman [5], Dunn and Dunn [6], Visual, Auditory,
Kinesthetic (VAK) [7,8]. MBTI in addition to being a student model is also referred to as a
learning style [8-11].
But 3DMUVLE-based learning still rarely adopts personalized learning in which the
learning materials in accordance with the type and performance of students. Intelligent Tutoring
System (ITS) is a smart application that implements personal learning. In ITS there are 3 main
modules related to personal learning, namely: domain, pedagogy and student. Personalization
of learning is done on domain and pedagogy based on student module. The learning material is
an expert module that explicitly represents the domain of knowledge that is the subject of the
learning activity [12,13]. Different types of knowledge require different types of teaching or
instructional methods. Commonly used domain of knowledge is rule base and constraint based
modeling [12,13]. In practice, personal learning requires attention to capacity, objectives,
learning preference, and student history [9].
Information and communication technology (ICT) has been widely used to help learning
in the form of software, such as e-learning, serious game, mobile learning, and 3DMUVLE. The
development process can use SDLC process models, such as Structured Analysis and Design
Model (SADM), Rapid Application Development (RAD), and spiral models [1]. This study aims to
design personalized learning software based on 3DMUVLE. The research focus is what module
domains are suitable for the student according to the type. The type of student used is MBTI
model. Since no student type is absolute, this study attempts to graduate the type of student
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with a real value. Fuzzy is used for leveling each type of student. Each type of student is divided
into 3 levels, namely: low, medium, high. Each level has a specific learning material.
2. Method
2.1. Model of Software Development Process
Software is a computer application to solve a specific problem. Software has been
widely used to help control tools like cookware [14], control the antenna [15], AC machines [16]
or pure system applications such as ITS applications [17] and others. Software development
can implement such methods, such as SDLC [14] and spiral [1]. This research uses linear
process sequence model. In this model the software development starts from the system level
which is followed through the process of analysis, design, coding, testing, and support [18]:
a. System/information engineering and modeling: System engineering and analysis
emphasizes system requirements at the top level while Information engineering
emphasizes the need at the business strategy level.
b. Software requirements analysis: is a stage to determine the needs of the system and
software from the customer
c. Design: is a stage that translates software requirements into software representation.
Focus design are: data structure, software architecture, interface representations, and
procedural (algorithmic) details
d. Code generation: is the generation of program code from the design that has been
produced in the previous stage
e. Testing: is the testing phase of the program to be free from errors. Software testing is done
on the logic and functional system
f. Support: is the stage of system maintenance of changes from the customer
2.2. Virtual Learning Environment
Learning based on a virtual environment provides intrinsic motivation to students [19,20]
created a framework under the name NUCLEO for collaborative learning with multi players.
There are three basic components of learning in the virtual environment: the interface for the
teacher in creating the learning material, the interface for the student to run the learning, and the
interface for the VLE developer to determine the learning material delivery strategy. To integrate
the three interfaces required MOODLE, SLOODLE, and Opensim. Research on this integration
is done by [21-25] by optimizing the performance of its SLOODLE features, such as
presentation, communication, quiz, and assessment. Collaboration learning with SLOODLE is
also done by [26]. Assessment in virtual learning environment has been researched by [27] so
that feed back for students can be known after the assessment. This gives a good impact
because students can formulate strategies to respond to the assessment results. Whereas, [28]
have made open libraries in a virtual environment. Other researchers such as [29] put more
emphasis on improving communication among game users with some modality. The role of
SLOODLE in LMS learning and virtual environment is to bridge the content in the LMS can be
accessed from the virtual environment, as well as actions performed by the user can be
responded and stored in the LMS, as shown in Figure 1. Figure 1 shows the features present in
LMS and VLE. SLOODLE is a middleware between the both.
In this research, the LMS features used are:
a. User Management: this feature is used to manage the learning participants.
b. Learning Structure: this feature is used to manage learning, such as making subjects
divided into 14 weeks of meetings.
c. Learning Material Processing: this feature is used to upload learning materials
d. Quiz Processing: This feature is used to create question banks, and organize quizzes, and
view quiz results.
SLOODLE features used are:
a. Registration Booth registration: this feature is used to register the avatar, so the avatar in
VLE is related to the learning participants in the LMS.
b. Presenter: this feature is used to display learning material in the VLE environment.
OpenSim features used are:
a. Sloodle Rezer: This component is used as a bridge between LMS and VLE.
b. Registration Booth: This component is used for the avatar registration interface.
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c. Presenter: This component is used for resource interface, quiz and display of value
recapitulation in VLE. In this study all the display on this component is based on web.
Figure 1. Integrity of LMS and VLE with SLOODLE [23]
2.3. Logika Fuzzy
Each type of student has a specific way of learning and learning materials. No student
has an absolute type, the determination of the type of student in this study uses fuzzy logic with
its fuzzy set using the shoulder model as shown in Figure 2. The fuzzy value is calculated from
the questionnaire of the questionnaire question sets from [30]. Each question corresponds to
that type. X is the number of answers based on that category.
Figure 2. Fuzzy Shoulder Model Set
Membership function as follows:
a. Membership function LOW:
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b. Membership Function MEDIUM
c. Membership function HIGH
3. Results and Discussion
3.1. MBTI
Students are important element in learning. Generally, they learn by receiving learning
materials from teachers. Learning materials and teaching methods undertaken by the teacher
must be tailored to the students’ characters. In this study the characters of the students were
identified using MBTI model. Those characters are divided into four dimensions [31] as shown in
Table 1.
Table 1. Personality Dimension [31]
Personality
Dimensions
Description
Introvet /
Ekstrovet
This dimension shows that the individual concentrates energy into the external or inner world.
Introverts (I) focus their energies into the inner world and prefer their own time. Extroverts (E)
focus their energies toward the outside world and are often action-oriented
Sense /
iNtuitive
This dimension shows the way individuals take information from the world. individuals Intuitive
types (N) believe in open minds and new things and prefer to rely on ideas and possibilities.
Individual Sensing Type (S) prefers the real world and the things that happen around them.
Feeling /
Thinking
This dimension shows how a person makes decisions. Individual Feeling type (F) decisions is
taken more dependent on feelings and more subjective. Individual Thinking type (T) decisions is
taken by logic and reason and tend to be more objective.
Perceive /
Judging
This dimension show way individuals react to outside world and how to adapt. Individual type
Judging(J) concern on decision making, planning and organizing. Individual type Perceiving (P)
concerns on gathering more information and delaying decision making.
Students’ characters of the MBTI model are combination of the four dimensions, so that
16 combinations are formed as shown in Table 2.
Table 2. A Person's Character is based on the MBTI model
ISTJ ISFJ INFJ INTJ
ISTP ISFP INFP INTP
ESTP ESFP ENFP ENTP
ESTJ ESFJ ENFJ ENTJ
The determination of the type of student is done by questionnaire. The questionnaire
question consists of 70 questions taken from [30]. Question consists of 10 questions to
determine Introvet/Extrovet, 20 questions for determining Sense/iNtuitive, 20 questions for
Feeling/Thinking, and 20 questions for determining Perceive/Judging. Each student answers the
question quickly. The score is calculated from the average value of each of the highest values of
each category.
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3.2. Model System
Figure 3 shows a system model that has two actors and eight use cases. Both actors
are teachers and students, while the eight main use cases are:
a. Login: this feature is used for user authentication.
b. Learning Materials Processing: this feature is used for teachers to process learning
materials.
c. Evaluation Processing: This feature is used for teachers to process evaluations such as
making problem banks and making quizzes / evaluations for prestest and posttest.
d. Pretest: this feature is used for students to pretest before learning begins
e. Questionnaire: This feature is used for students to fill out questionnaires to determine
students’ character based on MBTI model
f. Learning: this feature is used for students to learn accordance with her/his character.
g. Posttest: This feature is used for students doing posttest
h. Logout: this feature is used to exit the system
Figure 3. System Model
3.3. System Architecture
Figure 4 shows that learning in 3D virtual environments integrate multiple layers,
namely: author tools, middleware, and student. The outhor tool layer contains the components
used by the author in this case there are teachers to prepare the learning. Preparation of
learning includes: 1) preparation of learning materials, 2) preparation of evaluation materials, 3)
preparation of students (registration of students to the system). In this study, outhor tool used is
MOODLE. With MOODLE, the teacher does not have to master the programming language for
the preparation of such learning. This component is web-based so to run it required web service
and all data stored in the database that has been provided.
The middleware layer contains a component that serves as a bridge between the author
tool and the learning interface. Middleware is a program that is grown in MOODLE so that the
learning elements in MOODLE can be accessed through a 3D virtual environment. There is a
mechanism to be done so that the learning elements of MOODLE can be displayed in
3DMUVLE and vice versa the learning outcomes in 3DMUVLE recorded in MOODLE.
Middleware used in this research is SLOODLE.
The student layer is a learning system interface with students. This interface provides
learning materials and evaluation in a 3D virtual environment. This type of 3DMUVLE is the third
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person where the student has his own avatar that represents himself. Avatar has fantastic ability
like flying, breaking through walls, communicating with other avatars, and so forth.
Figure 4. MUVLE Architecture
3.4. Rule
In personal learning, learning materials should be appropriate to the type of student. In
this study, the determination of the type of students using MBTI model. The type determination
algorithm uses fuzzy logic. Each generated type has membership degrees. In this study, the
degree of membership is divided into three, namely: low, medium and high. Each degree of
membership in each type refers to different learning materials. The rules for selecting the
learning materials can be seen in Table 3.
Table 3. Rules of Leveling of Learning Materials
Rule 1 Rule 2
If ISTJ then
If HIGH then
High_learning_material ISTJ
Elseif MEDIUM then
Medium_learning_material ISTJ
Else
Low_learning_material ISTJ
End if
Elseif ISFJ then
If HIGH then
High_learning_material ISFJ
Elseif MEDIUM then
Medium_learning_material ISFJ
Else
Low_learning_material ISFJ
End if
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Table 3. Rules of Leveling of Learning Materials
Rule 3 Rule 4
Elseif INFJ then
If HIGH then
High_learning_material INFJ
Elseif MEDIUM then
Medium_learning_material INFJ
Else
Low_learning_material INFJ
End if
Elseif INTJ then
If HIGH then
High_learning_material INTJ
Elseif MEDIUM then
Medium_learning_material INTJ
Else
Low_learning_material INTJ
End if
Rule 5 Rule 6
Elseif ISTP then
If HIGH then
High_learning_material ISTP
Elseif MEDIUM then
High_learning_material ISTP
Else
High_learning_material ISTP
End if
Elseif ISFP then
If HIGH then
High_learning_material ISFP
Elseif MEDIUM then
Medium_learning_material ISFP
Else
Low_learning_material ISFP
End if
Rule 7 Rule 8
Elseif INFP then
If HIGH then
High_learning_material INFP
Elseif MEDIUM then
Medium_learning_material INFP
Else
Low_learning_material INFP
End if
Elseif INTP then
If HIGH then
High_learning_material INTP
Elseif MEDIUM then
medium_learning_material INTP
Else
Low_learning_material INTP
End if
Rule 9 Rule 10
Elseif ESTJ then
If HIGH then
High_learning_material ESTJ
Elseif MEDIUM then
Medium_learning_material ESTJ
Else
Low_learning_material ESTJ
End if
Elseif ESFP then
If HIGH then
High_learning_material ESFP
Elseif MEDIUM then
Medium_learning_material ESFP
Else
Low_learning_material ESFP
End if
Rule 11 Rule 12
Elseif ENFP then
If HIGH then
High_learning_material ENFP
Elseif MEDIUM then
Medium_learning_material ENFP
Else
Low_learning_material ENFP
End if
Elseif ENTP then
If HIGH then
High_learning_material ENTP
Elseif MEDIUM then
Medium_learning_material ENTP
Else
Low_learning_material ENTP
End if
Rule 13 Rule 14
Elseif ESTJ then
If HIGH then
High_learning_material ESTJ
Elseif MEDIUM then
Medium_learning_material ESTJ
Else
Low_learning_material ESTJ
End if
Elseif ESFJ then
If HIGH then
High_learning_material ESFJ
Elseif MEDIUM then
Medium_learning_material ESFJ
Else
Low_learning_material ESFJ
End if
Rule 15 Rule 16
Elseif ENFJ then
If HIGH then
High_learning_material ENFJ
Elseif MEDIUM then
Medium_learning_material ENFJ
Else
Low_learning_material ENFJ
End if
Elseif ENTJ then
If HIGH then
High_learning_material ENTJ
Elseif MEDIUM then
Medium_learning_material ENTJ
Else
Low_learning_material ENTJ
End if
End if
3.5. Flowchart System
The flow of the system starts from the student registration process through the
registration booth. The second process is pretest. If the students are in a general student
(control class), they go straight into the room to do the learning. Learning in this class is general
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(learning material for all students is the same). However, if the students are in the experimental
class, they must fill out an MBTI questionnaire to determine their characters. After that, they go
into the MBTI classroom to learn. The learning materials presented in the MBTI class are
personal according to the degree of their character types. After learning, the next process is the
posttest to test the learning achievement. The last process is the announcement of posttest
results and ranking based on the amount of posttest value. The complete system flow can be
seen in Figure 5.
.
Figure 5. System Flowchart
3.6. Learning Interface
Learning interface of students follow the system flowchart. This interface provides
learning tools such as: registration interface, test interface, and learning interface. Learning
begins with the registration of students at the register booth. Figure 6(a) shows the currently
registered avatar. Registration is required for synchronization avatars in 3DMUVLE and learning
participants in LMS. Figure 6(b) shows the learner performing a pretest. The pretest interface
uses the presenter component and can be displayed in full screen. The student answers a
series of questions by clicking on one of the answers and in real time the student score
increases if the answer is correct. Click the logout button if you want to quit the pretest.
Figure 7(a) is questionnaire interface. This interface is used to define type of learner. A
questionnaire is an instrument used to determine type of learner. There are 70 questions
divided into 7 places (each place consists of 10 questions). Figure 7(a) shows the results of the
questionnaire that is learner type based on the MBTI model. Figure 7(b) is the post-test
interface. This interface is used to test students after learning. Like the pretest interface, the
posttest interface consists of a series of questions and the student clicks on one of the answers.
The score will automatically increase if the answer is correct and the question moves on to the
next question.
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Figure 6(a). Registration Interface Figure 6(b). Pretest Interface
Figure 7(a). Result of Questionnaire Fugure 7(b). Posttest Interface
4. Conclusion
In personal learning, learning materials are displayed according to the type of student.
The use of fuzzy logic in the determination of the type of student results in the category of
student types with degrees of membership. So the type separation becomes smoother and the
given learning material will be closer to the student type. Implementation of learning in
3DMUVLE gives students a sense of fun in learning, and personal learning fosters discipline,
responsibility, and honesty in students. The weakness of this research is the generation of
learning materials is still done manually. Automation of teaching materials generation has
become a trend in e-learning. Advanced research is the generation of adaptive and automated
teaching materials to be implemented in virtual environment-based learning.
Acknowledgements
This research is funded by Kemenristekdikti 2017, with contract number:
008/ADD/SP2H/LT/DRPM/VIII/2017, and workshop and clinic of quality improvement of
research result of program improvement of research capacity of kemenristekdikti, November
2017.
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Selection of Learning Materials Based on Students’ Behaviors in 3DMUVLE

  • 1. TELKOMNIKA, Vol.16, No.5, October 2018, pp.2127~2136 ISSN: 1693-6930, accredited First Grade by Kemenristekdikti, Decree No: 21/E/KPT/2018 DOI: 10.12928/TELKOMNIKA.v16i5.7994  2127 Received November 16, 2017; Revised June 7, 2018; Accepted June 28, 2018 Selection of Learning Materials Based on Students’ Behaviors in 3DMUVLE Rasim* 1 , Yusep Rosmansyah 2 , Armein Z.R Langi 3 , Munir 4 1,2,3 School of Electrical Engineering and Informatics, Bandung Institute of Technology, Bandung, Indonesia, Jl. Ganesha No. 10 Bandung, Indonesia 4 Department of Computer Science Education, Universitas Pendidikan Indonesia, Bandung, Indonesia, Jl. Setiabudi No. 229 Bandung, Indonesia *Corresponding author, e-mail: rhoro.hermanto@gmail.com Abstract Learning in 3-dimensional virtual environments has been widely used as a complement to traditional learning. Multi User Virtual Learning Environment in 3 Dimensions (3DMUVLE) provides many benefits and can support lifelong learning. In its implementation, this learning has not supported personal learning. This study aims to build a 3DMUVLE with personalized materials based on students' models. The system development model uses the Linear Sequence model by integrating MOODLE, SLOODLE and OPENSIM. Student's model in this research is Myer Briggs Type Indicator (MBTI) and determination of type uses fuzzy logic. The results of this study are 16 types of students and each type consists of 3 levels: low, medium and high. Each level has a specific learning material. The implication of this research is the level of MBTI type so that the learning material is more specific. Keywords: personal learning, fuzzy logic, MBTI, 3DMUVLE Copyright © 2018 Universitas Ahmad Dahlan. All rights reserved. 1. Introduction In the digital era, ICT technology has been widely used in various fields including in education. The effect of this technology in education is a paradigm shift from learning in the classroom into the virtual learning. 3DMUVLE provides many benefits, such as cost-effective, ease of collaboration, and support long life learning. 3DMUVLE built can be social media based [1] and collaborative [2]. Even 3DMUVLE provides entertainment so that learning becomes fun [3]. This learning still provides materials and learning strategies to all students regardless of knowledge level, interest, motivation, and goal [2] even though students have different characters (students’ model). Many students’ model have been used, such as Learning Style Inventory from Kolb [4], Felder and Silverman [5], Dunn and Dunn [6], Visual, Auditory, Kinesthetic (VAK) [7,8]. MBTI in addition to being a student model is also referred to as a learning style [8-11]. But 3DMUVLE-based learning still rarely adopts personalized learning in which the learning materials in accordance with the type and performance of students. Intelligent Tutoring System (ITS) is a smart application that implements personal learning. In ITS there are 3 main modules related to personal learning, namely: domain, pedagogy and student. Personalization of learning is done on domain and pedagogy based on student module. The learning material is an expert module that explicitly represents the domain of knowledge that is the subject of the learning activity [12,13]. Different types of knowledge require different types of teaching or instructional methods. Commonly used domain of knowledge is rule base and constraint based modeling [12,13]. In practice, personal learning requires attention to capacity, objectives, learning preference, and student history [9]. Information and communication technology (ICT) has been widely used to help learning in the form of software, such as e-learning, serious game, mobile learning, and 3DMUVLE. The development process can use SDLC process models, such as Structured Analysis and Design Model (SADM), Rapid Application Development (RAD), and spiral models [1]. This study aims to design personalized learning software based on 3DMUVLE. The research focus is what module domains are suitable for the student according to the type. The type of student used is MBTI model. Since no student type is absolute, this study attempts to graduate the type of student
  • 2.  ISSN: 1693-6930 TELKOMNIKA Vol. 16, No. 5, October 2018: 2127-2136 2128 with a real value. Fuzzy is used for leveling each type of student. Each type of student is divided into 3 levels, namely: low, medium, high. Each level has a specific learning material. 2. Method 2.1. Model of Software Development Process Software is a computer application to solve a specific problem. Software has been widely used to help control tools like cookware [14], control the antenna [15], AC machines [16] or pure system applications such as ITS applications [17] and others. Software development can implement such methods, such as SDLC [14] and spiral [1]. This research uses linear process sequence model. In this model the software development starts from the system level which is followed through the process of analysis, design, coding, testing, and support [18]: a. System/information engineering and modeling: System engineering and analysis emphasizes system requirements at the top level while Information engineering emphasizes the need at the business strategy level. b. Software requirements analysis: is a stage to determine the needs of the system and software from the customer c. Design: is a stage that translates software requirements into software representation. Focus design are: data structure, software architecture, interface representations, and procedural (algorithmic) details d. Code generation: is the generation of program code from the design that has been produced in the previous stage e. Testing: is the testing phase of the program to be free from errors. Software testing is done on the logic and functional system f. Support: is the stage of system maintenance of changes from the customer 2.2. Virtual Learning Environment Learning based on a virtual environment provides intrinsic motivation to students [19,20] created a framework under the name NUCLEO for collaborative learning with multi players. There are three basic components of learning in the virtual environment: the interface for the teacher in creating the learning material, the interface for the student to run the learning, and the interface for the VLE developer to determine the learning material delivery strategy. To integrate the three interfaces required MOODLE, SLOODLE, and Opensim. Research on this integration is done by [21-25] by optimizing the performance of its SLOODLE features, such as presentation, communication, quiz, and assessment. Collaboration learning with SLOODLE is also done by [26]. Assessment in virtual learning environment has been researched by [27] so that feed back for students can be known after the assessment. This gives a good impact because students can formulate strategies to respond to the assessment results. Whereas, [28] have made open libraries in a virtual environment. Other researchers such as [29] put more emphasis on improving communication among game users with some modality. The role of SLOODLE in LMS learning and virtual environment is to bridge the content in the LMS can be accessed from the virtual environment, as well as actions performed by the user can be responded and stored in the LMS, as shown in Figure 1. Figure 1 shows the features present in LMS and VLE. SLOODLE is a middleware between the both. In this research, the LMS features used are: a. User Management: this feature is used to manage the learning participants. b. Learning Structure: this feature is used to manage learning, such as making subjects divided into 14 weeks of meetings. c. Learning Material Processing: this feature is used to upload learning materials d. Quiz Processing: This feature is used to create question banks, and organize quizzes, and view quiz results. SLOODLE features used are: a. Registration Booth registration: this feature is used to register the avatar, so the avatar in VLE is related to the learning participants in the LMS. b. Presenter: this feature is used to display learning material in the VLE environment. OpenSim features used are: a. Sloodle Rezer: This component is used as a bridge between LMS and VLE. b. Registration Booth: This component is used for the avatar registration interface.
  • 3. TELKOMNIKA ISSN: 1693-6930  Selection of Learning Materials Based on Students’ …. (Rasim) 2129 c. Presenter: This component is used for resource interface, quiz and display of value recapitulation in VLE. In this study all the display on this component is based on web. Figure 1. Integrity of LMS and VLE with SLOODLE [23] 2.3. Logika Fuzzy Each type of student has a specific way of learning and learning materials. No student has an absolute type, the determination of the type of student in this study uses fuzzy logic with its fuzzy set using the shoulder model as shown in Figure 2. The fuzzy value is calculated from the questionnaire of the questionnaire question sets from [30]. Each question corresponds to that type. X is the number of answers based on that category. Figure 2. Fuzzy Shoulder Model Set Membership function as follows: a. Membership function LOW:
  • 4.  ISSN: 1693-6930 TELKOMNIKA Vol. 16, No. 5, October 2018: 2127-2136 2130 b. Membership Function MEDIUM c. Membership function HIGH 3. Results and Discussion 3.1. MBTI Students are important element in learning. Generally, they learn by receiving learning materials from teachers. Learning materials and teaching methods undertaken by the teacher must be tailored to the students’ characters. In this study the characters of the students were identified using MBTI model. Those characters are divided into four dimensions [31] as shown in Table 1. Table 1. Personality Dimension [31] Personality Dimensions Description Introvet / Ekstrovet This dimension shows that the individual concentrates energy into the external or inner world. Introverts (I) focus their energies into the inner world and prefer their own time. Extroverts (E) focus their energies toward the outside world and are often action-oriented Sense / iNtuitive This dimension shows the way individuals take information from the world. individuals Intuitive types (N) believe in open minds and new things and prefer to rely on ideas and possibilities. Individual Sensing Type (S) prefers the real world and the things that happen around them. Feeling / Thinking This dimension shows how a person makes decisions. Individual Feeling type (F) decisions is taken more dependent on feelings and more subjective. Individual Thinking type (T) decisions is taken by logic and reason and tend to be more objective. Perceive / Judging This dimension show way individuals react to outside world and how to adapt. Individual type Judging(J) concern on decision making, planning and organizing. Individual type Perceiving (P) concerns on gathering more information and delaying decision making. Students’ characters of the MBTI model are combination of the four dimensions, so that 16 combinations are formed as shown in Table 2. Table 2. A Person's Character is based on the MBTI model ISTJ ISFJ INFJ INTJ ISTP ISFP INFP INTP ESTP ESFP ENFP ENTP ESTJ ESFJ ENFJ ENTJ The determination of the type of student is done by questionnaire. The questionnaire question consists of 70 questions taken from [30]. Question consists of 10 questions to determine Introvet/Extrovet, 20 questions for determining Sense/iNtuitive, 20 questions for Feeling/Thinking, and 20 questions for determining Perceive/Judging. Each student answers the question quickly. The score is calculated from the average value of each of the highest values of each category.
  • 5. TELKOMNIKA ISSN: 1693-6930  Selection of Learning Materials Based on Students’ …. (Rasim) 2131 3.2. Model System Figure 3 shows a system model that has two actors and eight use cases. Both actors are teachers and students, while the eight main use cases are: a. Login: this feature is used for user authentication. b. Learning Materials Processing: this feature is used for teachers to process learning materials. c. Evaluation Processing: This feature is used for teachers to process evaluations such as making problem banks and making quizzes / evaluations for prestest and posttest. d. Pretest: this feature is used for students to pretest before learning begins e. Questionnaire: This feature is used for students to fill out questionnaires to determine students’ character based on MBTI model f. Learning: this feature is used for students to learn accordance with her/his character. g. Posttest: This feature is used for students doing posttest h. Logout: this feature is used to exit the system Figure 3. System Model 3.3. System Architecture Figure 4 shows that learning in 3D virtual environments integrate multiple layers, namely: author tools, middleware, and student. The outhor tool layer contains the components used by the author in this case there are teachers to prepare the learning. Preparation of learning includes: 1) preparation of learning materials, 2) preparation of evaluation materials, 3) preparation of students (registration of students to the system). In this study, outhor tool used is MOODLE. With MOODLE, the teacher does not have to master the programming language for the preparation of such learning. This component is web-based so to run it required web service and all data stored in the database that has been provided. The middleware layer contains a component that serves as a bridge between the author tool and the learning interface. Middleware is a program that is grown in MOODLE so that the learning elements in MOODLE can be accessed through a 3D virtual environment. There is a mechanism to be done so that the learning elements of MOODLE can be displayed in 3DMUVLE and vice versa the learning outcomes in 3DMUVLE recorded in MOODLE. Middleware used in this research is SLOODLE. The student layer is a learning system interface with students. This interface provides learning materials and evaluation in a 3D virtual environment. This type of 3DMUVLE is the third
  • 6.  ISSN: 1693-6930 TELKOMNIKA Vol. 16, No. 5, October 2018: 2127-2136 2132 person where the student has his own avatar that represents himself. Avatar has fantastic ability like flying, breaking through walls, communicating with other avatars, and so forth. Figure 4. MUVLE Architecture 3.4. Rule In personal learning, learning materials should be appropriate to the type of student. In this study, the determination of the type of students using MBTI model. The type determination algorithm uses fuzzy logic. Each generated type has membership degrees. In this study, the degree of membership is divided into three, namely: low, medium and high. Each degree of membership in each type refers to different learning materials. The rules for selecting the learning materials can be seen in Table 3. Table 3. Rules of Leveling of Learning Materials Rule 1 Rule 2 If ISTJ then If HIGH then High_learning_material ISTJ Elseif MEDIUM then Medium_learning_material ISTJ Else Low_learning_material ISTJ End if Elseif ISFJ then If HIGH then High_learning_material ISFJ Elseif MEDIUM then Medium_learning_material ISFJ Else Low_learning_material ISFJ End if
  • 7. TELKOMNIKA ISSN: 1693-6930  Selection of Learning Materials Based on Students’ …. (Rasim) 2133 Table 3. Rules of Leveling of Learning Materials Rule 3 Rule 4 Elseif INFJ then If HIGH then High_learning_material INFJ Elseif MEDIUM then Medium_learning_material INFJ Else Low_learning_material INFJ End if Elseif INTJ then If HIGH then High_learning_material INTJ Elseif MEDIUM then Medium_learning_material INTJ Else Low_learning_material INTJ End if Rule 5 Rule 6 Elseif ISTP then If HIGH then High_learning_material ISTP Elseif MEDIUM then High_learning_material ISTP Else High_learning_material ISTP End if Elseif ISFP then If HIGH then High_learning_material ISFP Elseif MEDIUM then Medium_learning_material ISFP Else Low_learning_material ISFP End if Rule 7 Rule 8 Elseif INFP then If HIGH then High_learning_material INFP Elseif MEDIUM then Medium_learning_material INFP Else Low_learning_material INFP End if Elseif INTP then If HIGH then High_learning_material INTP Elseif MEDIUM then medium_learning_material INTP Else Low_learning_material INTP End if Rule 9 Rule 10 Elseif ESTJ then If HIGH then High_learning_material ESTJ Elseif MEDIUM then Medium_learning_material ESTJ Else Low_learning_material ESTJ End if Elseif ESFP then If HIGH then High_learning_material ESFP Elseif MEDIUM then Medium_learning_material ESFP Else Low_learning_material ESFP End if Rule 11 Rule 12 Elseif ENFP then If HIGH then High_learning_material ENFP Elseif MEDIUM then Medium_learning_material ENFP Else Low_learning_material ENFP End if Elseif ENTP then If HIGH then High_learning_material ENTP Elseif MEDIUM then Medium_learning_material ENTP Else Low_learning_material ENTP End if Rule 13 Rule 14 Elseif ESTJ then If HIGH then High_learning_material ESTJ Elseif MEDIUM then Medium_learning_material ESTJ Else Low_learning_material ESTJ End if Elseif ESFJ then If HIGH then High_learning_material ESFJ Elseif MEDIUM then Medium_learning_material ESFJ Else Low_learning_material ESFJ End if Rule 15 Rule 16 Elseif ENFJ then If HIGH then High_learning_material ENFJ Elseif MEDIUM then Medium_learning_material ENFJ Else Low_learning_material ENFJ End if Elseif ENTJ then If HIGH then High_learning_material ENTJ Elseif MEDIUM then Medium_learning_material ENTJ Else Low_learning_material ENTJ End if End if 3.5. Flowchart System The flow of the system starts from the student registration process through the registration booth. The second process is pretest. If the students are in a general student (control class), they go straight into the room to do the learning. Learning in this class is general
  • 8.  ISSN: 1693-6930 TELKOMNIKA Vol. 16, No. 5, October 2018: 2127-2136 2134 (learning material for all students is the same). However, if the students are in the experimental class, they must fill out an MBTI questionnaire to determine their characters. After that, they go into the MBTI classroom to learn. The learning materials presented in the MBTI class are personal according to the degree of their character types. After learning, the next process is the posttest to test the learning achievement. The last process is the announcement of posttest results and ranking based on the amount of posttest value. The complete system flow can be seen in Figure 5. . Figure 5. System Flowchart 3.6. Learning Interface Learning interface of students follow the system flowchart. This interface provides learning tools such as: registration interface, test interface, and learning interface. Learning begins with the registration of students at the register booth. Figure 6(a) shows the currently registered avatar. Registration is required for synchronization avatars in 3DMUVLE and learning participants in LMS. Figure 6(b) shows the learner performing a pretest. The pretest interface uses the presenter component and can be displayed in full screen. The student answers a series of questions by clicking on one of the answers and in real time the student score increases if the answer is correct. Click the logout button if you want to quit the pretest. Figure 7(a) is questionnaire interface. This interface is used to define type of learner. A questionnaire is an instrument used to determine type of learner. There are 70 questions divided into 7 places (each place consists of 10 questions). Figure 7(a) shows the results of the questionnaire that is learner type based on the MBTI model. Figure 7(b) is the post-test interface. This interface is used to test students after learning. Like the pretest interface, the posttest interface consists of a series of questions and the student clicks on one of the answers. The score will automatically increase if the answer is correct and the question moves on to the next question.
  • 9. TELKOMNIKA ISSN: 1693-6930  Selection of Learning Materials Based on Students’ …. (Rasim) 2135 Figure 6(a). Registration Interface Figure 6(b). Pretest Interface Figure 7(a). Result of Questionnaire Fugure 7(b). Posttest Interface 4. Conclusion In personal learning, learning materials are displayed according to the type of student. The use of fuzzy logic in the determination of the type of student results in the category of student types with degrees of membership. So the type separation becomes smoother and the given learning material will be closer to the student type. Implementation of learning in 3DMUVLE gives students a sense of fun in learning, and personal learning fosters discipline, responsibility, and honesty in students. The weakness of this research is the generation of learning materials is still done manually. Automation of teaching materials generation has become a trend in e-learning. Advanced research is the generation of adaptive and automated teaching materials to be implemented in virtual environment-based learning. Acknowledgements This research is funded by Kemenristekdikti 2017, with contract number: 008/ADD/SP2H/LT/DRPM/VIII/2017, and workshop and clinic of quality improvement of research result of program improvement of research capacity of kemenristekdikti, November 2017. References [1] S Suman, A Amini, B Elson, P Reynolds. Design and Development of Virtual Learning Environment Using Open Source Virtual World Technology. 2010: 379–388. [2] H Mpouta, F Paraskeva, S Retalis. An online 3d virtual learning environment for teaching children Mathematics. Multimed. Syst. 207: 123–126.
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