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Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model Syahidi, Aulia Akhrian; Tolle, Herman; Supianto, Ahmad Afif; Hirashima, Tsukasa
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (63.172 KB) | DOI: 10.22219/kinetik.v4i4.803

Abstract

Basic programming is one subject that tends to be difficult for students to learn. Along with the development of technology, several researchers have provided solutions to solve this problem, by developing educational games, educational media, interactive learning media, and other auxiliary media. However, on average they have not used or adhered to the syntax of various existing learning models. This study focuses on designing educational media that uses the problem-posing learning model to study the material of branching control structures in basic programming learning which is recommended as a learning medium for vocational high school students. Educational media named TOLSYASUPI-EduMed. We use the highest type of research and development (R&D), the level 4 that we adopted to be adapted into a number of steps that are in line with the needs of this research area. Observation techniques are used as a form of generative research which is a type of user experience research, to explore information before designing a product/application. The side that we highlight here is how the form of educational media design by following the syntax of the problem-posing learning model. Then do an A/B testing which is assessed by experts to choose the best design with results that are type B designs with a percentage of 90.9%. We also state the analysis of the functional aspects of educational media to strengthen the validity of this design idea.
Improving Knowledge Structure through Extended Scratch-Build Concept Mapping Prasetya, Didik Dwi; Hayashi, Yusuke; Hirashima, Tsukasa
Letters in Information Technology Education (LITE) Vol 3, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (533.255 KB) | DOI: 10.17977/um010v3i12020p036

Abstract

Extended concept mapping is a potential technique to elicit missing ideas and relationships. This study explored an Extended Scratch-Build (ESB) concept mapping in improving learners' knowledge structure. ESB is an expansion of an open-ended approach that asks students to connect the prior-existing original concept map with the new additional map on related material topics. The practical use of ESB has been conducted and proves positive effects on learning achievements. However, no information has been provided regarding the performance of the concept map components that describe the broad overview of students' attainments. This observational study focused on improving learners' knowledge using quantity measurements based on concept map features, consists of a number of concepts, number of links, and a number of propositions. University students (N = 27) with a major in Informatics Engineering participated in the study. The results reported that students' knowledge structure on additional maps significantly increased compared to the prior original map.
Measurement of User Satisfaction for Gamification-based Programming E-Learning Platform using End-user Computing Satisfaction Method Pradana, Fajar; Setyosari, Punaji; Ulfa, Saida; Hirashima, Tsukasa; Saputra, Mochamad Chandra
Journal of Information Technology and Computer Science Vol. 9 No. 2: August 2024
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.92572

Abstract

HSS Learning is a learning media innovation in the form of a gamification-based e-learning platform to support the learning process in programming. HSS Learning has been applied to web design and programming courses, primarily on HTML and CSS topics. This study uses a quantitative model using a descriptive approach to measure the satisfaction level of HSS Learning users—measurement of user satisfaction using End-user Computing Satisfaction (EUCS). The variables used in this research are content, format, ease of use, timeliness, and accuracy. Data collection used a questionnaire consisting of 12 questions, with the number of participant data being 264 participants. The results show that the overall level of user satisfaction reaches 4.30 at level 5 (very strong). The results of this study can be used as a material evaluation for the application of instructional media in the programming field.
Web-based Application for Visual Representation of Learners' Problem-Posing Learning Pattern Supianto, Ahmad Afif; Wicaksono, Satrio Agung; Bachtiar, Fitra A.; Herlambang, Admaja Dwi; Hayashi, Yusuke; Hirashima, Tsukasa
Journal of Information Technology and Computer Science Vol. 4 No. 1: June 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2597.194 KB) | DOI: 10.25126/jitecs.20194172

Abstract

Students’ learning process analysis normally involves massive amount of data. This study explores the pattern and relationship of students’ learning process data in an interactive learning media to identify their learning process patterns to ease the needs of sophisticated data analysis for class instructors and educational researchers. This study focuses on the development of a web-based software application that creates a visual representation of students’ learning process in a learning media. The result of this software is a visualization of students’ activity sequence. This result is then used to infer students’ learning patterns as well as identifying their learning behavior and to create a better feedback via the learning instructors. As a case study, this research uses the data log of Monsakun, a digital learning environment that focuses on the subject of mathematic for grade school students on the topic of arithmetic using story-based question and problem-posing approach. Investigation result shows four distinct learning activity patterns which are: smart pattern, adventure pattern, peer pattern and cyclic pattern. Each pattern requires different feedback to optimize learning progression, by using this web-based application, appropriate feedback to specific learning pattern is then applied to each student based on its learning activity pattern.
TOLSYASUPI-EduMed: Development of Educational Media Using the Problem-Posing Learning Model for Basic Programming Subjects Syahidi, Aulia Akhrian; Tolle, Herman; Supianto, Ahmad Afif; Hirashima, Tsukasa
Journal of Information Technology and Computer Science Vol. 4 No. 2: September 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (9361.069 KB) | DOI: 10.25126/jitecs.201942106

Abstract

The importance of expertise in the field of programming today makesVocational High Schools as early as a possible incorporate curriculum that canlearn skills in programming, which is then called basic programming subjects.These subjects are the initial foundation, to study other productive subjects thatmust be studied by students in the field of ICT expertise. However, in reality,students tend to dislike these subjects because they feel difficulties inunderstanding and learning them. Therefore, we try to present a solution toovercome this problem by developing basic programming educational media,especially in the material of branching control structures by embedding thesyntax of problem-posing learning models in the type of open-posing into theinteraction flow. This educational media is called TOLSYASUPI-EduMed. Theresearch and development method (R&D) was used as the main method in thisstudy. The model for system development uses ADDIE by adapting the R&Dmethod. A/B testing methods are used to validate the initial selection ofeducational media design. The form of design until the development stage isvalidated by media and material experts as much as 3 iterations, to ensure thatthe educational media can look for effects on the effectiveness of learning. Atotal of 36 students were involved in the use of this educational media.Evaluation of the use of educational media to determine aspects of satisfactionand usability using the Computer System Usability Questionnaire (CSUQ)method. The results of the study stated that 90.9% of experts agreed that VeryStrong to choose design B to continue at the advanced design, development,and implementation stages. The results of the validation of media and materialexperts state that it is feasible to use. Based on functional requirementsspecifications, all features function properly, and non-functionally 94.49% withpredicates Very Strong that end-users (students) are satisfied and feel theusefulness of this TOLSYASUPI-EduMed.
Design and Development of Online Collaborative Learning Platform of Kit-Build Concept Map Pinandito, Aryo; Prasetya, Didik Dwi; Az-zahra, Hanifah Muslimah; Wardhono, Wibisono Sukmo; Hayashi, Yusuke; Hirashima, Tsukasa
Journal of Information Technology and Computer Science Vol. 6 No. 1: April 2021
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (680.051 KB) | DOI: 10.25126/jitecs.202161294

Abstract

A concept map is deemed a useful teaching and learning tool. It offers many potential advantages over just representing the students’ knowledge and understanding during learning, and have been widely used to support learning. Kit-Build concept map is one learning framework that incorporate digital concept map for its learning activities. Learning with Kit-Build concept map has been found to have better learning effects towards students' understanding and knowledge retention. Incorporating Kit-Build concept map into collaborative learning have been reported to have better outcome than the traditional collaborative learning. However, collaborative learning with Kit-Build concept map cannot be accomodated with the current Kit-Build system where learning activity is conducted online. This study presents the design and development of online collaborative learning platform of Kit-Build Concept Map. A prototype of the collaboration system to support collaborative learning with Kit-Build concept map is developed and be evaluated to portray its potential usability for further development and practical use. The result suggested that incorporating Socket.IO as a real-time communication middleware is effective to deliver online collaborative learning features into the Kit-Build system. Preliminary evaluation to the system also suggested that the system has the potential for actual use in supporting distant collaborative learning with Kit-Build concept map.
Enhancing EFL Reading Comprehension via an AI-Chatbot-Guided Toulmin Mapping in Viat-Map Andoko, Banni Satria; Subhi, Dian Hanafudin; Wafiuddin, Naufal Falah; Wang, Xia; Hirashima, Tsukasa
Utamax : Journal of Ultimate Research and Trends in Education Vol. 7 No. 2 (2025): Utamax : Journal of Ultimate Research and Trends in Education (In-Press)
Publisher : LPPM Universitas Lancang Kuning. Pekanbaru. Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/9nwj8r52

Abstract

The growing demand for English as a Foreign Language (EFL) proficiency necessitates innovative approaches that go beyond conventional reading practices, which often emphasize translation and literal comprehension without fostering critical thinking. Although the Toulmin Argumentation Model has proven effective in enhancing logical structuring skills, it remains insufficient in supporting higher-order thinking without additional scaffolding. This study bridges that gap by embedding an AI-powered chatbot, driven by a Large Language Model (LLM), into the Viat-Map system to promote reflective engagement and argument construction during reading tasks. Using a quantitative pre-test and post-test design, 16 university students engaged with the AI-enhanced system over two weeks. Findings reveal a significant improvement in comprehension performance (p < 0.01), with the number of interaction steps emerging as the strongest predictor of learning gain (r = 0.482, p < 0.05). Time alone did not significantly affect outcomes, yet its combination with active interaction produced a moderate synergistic effect (p = 0.041, η² = 0.16). These results underscore that active learner engagement, rather than mere exposure time, is the critical factor for meaningful comprehension improvement. The study contributes to the literature by demonstrating how AI-driven Toulmin mapping effectively cultivates deeper comprehension and critical reasoning. In a larger perspective, this research signals the possibility of reimagining global language education through intelligent systems that foster autonomy, equity, and inclusivity in diverse learning environments.