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Contact Name
Yusfia Hafid Aristyagama
Contact Email
yusfia.hafid@staff.uns.ac.id
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Journal Mail Official
yusfia.hafid@staff.uns.ac.id
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Kota surakarta,
Jawa tengah
INDONESIA
IJIE (Indonesian Journal of Informatics Education)
ISSN : -     EISSN : 25490389     DOI : -
IJIE (Indonesian Journal of Informatics Education) is is a scientific journal promoting the study of, and interest in, informatics education. The journal publishes empirical papers on information systems, informatics, the use of technology learning, and distance learning. It is an international journal published by the Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret, Indonesia bi-annually on June and December (ISSN: 2549-0389 (Online))
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Articles 5 Documents
Search results for , issue "Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)" : 5 Documents clear
“Secure Lane”: Exploring DOTA 2 Players’ Experience on Their Accidental Vocabulary Learning Arvega Rachmad; Sugeng Susilo Adi; Devinta Puspita Ratri
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i1.58409

Abstract

Vocabulary is the key of language where people need to process words to understand their meaning of words. Learning vocabulary is not merely can be obtained from classroom interaction. It can be done outside classroom with the aid of various media, one of which is video games developed in English. Learning English from activities outside the classroom like playing video games can gain incidental vocabulary which has relation with repetition of the interaction from the learner with target language which is English. DoTA 2 is a popular video game among students since it not only provides a pleasurable experience for players but also allows them to engage with one another via the use of English. This survey study aimed at figure out the relation between player intensity of playing DoTA 2 and their vocabulary size. The data was gained from 100 students of a state university in Indonesia who played Dota 2 by distributing a questionnaire adopted from Cabraja (2016) to get the players’ view and Schmitt’s Vocabulary Levels Test (VLT) to know players’ vocabulary level. The findings showed that participants who plays DoTA 2 more regularly got a higher score on the Vocabulary Level Test score than participants who played Dota 2 less regularly. According to their experience, participants with higher score feel more confident when communicate with other player using English. It shows that playing the video game, DoTA 2 in this case, contributes a significant impact on players'/students' accidental vocabulary acquisition as well as giving a less daunting experience when learning English.
Comparing the Usability, Ergonomics, and Extensibility of Desknet Trainer and Netcube Trainer as Computer Network Learning Props in Vocational Education Faizal Arifuddin; Puspanda Hatta; Endar Suprih Wihidayat
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i1.53901

Abstract

The first objective of this study was to compare the usability, ergonomics, and extensibility of computer network learning props in vocational education. The second objective of this research is to obtain recommendations for developing a computer network trainer according to the weaknesses found in the comparison of usability, ergonomics, and extensibility. This research is quantitative research with a counterbalanced design. The study was carried out in two counterbalanced replications. The research subjects were 11 Informatics and Computer Engineering Education students at Universitas Sebelas Maret. The objects of this research are the Desknet Trainer and the Netcube Trainer. The data collection technique used is a questionnaire. The data analysis technique used is descriptive statistics and the T-test. The results showed that the comparison of Desknet Trainer and Netcube Trainer showed that the quality of both was statistically equivalent. The comparison breakdown of usability, ergonomics, and extensibility shows that the Desknet Trainer has weaknesses in the usability and ergonomics domains. In contrast, the Netcube Trainer has weaknesses in the extensibility domains. The Desknet Trainer can be further developed to improve usability and ergonomics. Netcube Trainer can be further developed to increase extensibility.
Use of Gamification Model for Homeroom Teacher in Conducting Learning Assessment (Qualitative Study) Retno Ariyanti Nurningtias; Hudzaifi Syah Tsalits Taufiqi; Muhammad Raihan Zaki; Rizki Hikmawan
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i1.61553

Abstract

Gamification is a game element but is included in non-game contexts because it is an effective motivational tool. The performance performed by using gamification becomes more attractive to users. The focus of the problem is determined by the researcher based on the field of education, with the object of research being a homeroom teacher. Education standards are at the level all stakeholders require, especially learning assessment. Education standards are at the level all stakeholders require, especially learning assessment. The urgency of students who are entitled to an evaluation from the teacher and easily known by the school and forwarded to parents. The approach taken with a qualitative study provides a more detailed explanation to homeroom teachers about problem solutions to place gamification in student learning assessments. Data were collected based on experiments with several homeroom teachers feeling and exploring media. The finding of homeroom responses which are very satisfied with gamification encourages entering students' grades in a fun way. From the study results, the application of gamification strategies in which homeroom teachers conduct learning assessments triggers interest in fun characters, overcomes boredom with challenges and competition, gains new knowledge, and improves thinking skills to strengthen social interaction.
Android Application Development with Multi-Criteria Decision Making to distinguish Covid-19, Influenza, and Cold infections Endar Suprih Wihidayat; Agus Efendi; Cucuk Wawan Budiyanto; Puspanda Hatta
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i1.58168

Abstract

Infection symptoms are physical or mental characteristics that indicate a disease condition, especially those visible to the patient. The World Health Organization (WHO) issued a document containing symptoms of infection by the Covid-19 virus, including fever, dry cough, fatigue, and shortness of breath. These symptoms have similarities with illnesses caused by Influenza and Cold viruses, and it is difficult for most people to distinguish the differences between them. We proposed a Research and Development (RnD) study, developing an android app that embeds a Simple Additive Weighting (SAW) algorithm. However, this article will not cover the development process of the android app, but mostly how the algorithm works. This study aims to help people differentiate Influenza, Cold, and Covid-19 virus infections based on their symptoms through an Android-based application. We used weights provided by WHO and several related studies to be processed by the SAW decision-making algorithm, one of the Multi-Criteria Decision Making (MCDM) algorithms, a method that makes decisions based on multiple conflicting criteria. The user can get the most similar type of infection by entering the symptoms. The app showed its potential in achieving research objectives and the feasibility of being applied in the community.
The Influence of Project Work Approach on College Students’ Interest in Programming at the Private Universities in Ghana Isaac Atta Senior Ampofo; Isaac Atta Junior Ampofo
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i1.59461

Abstract

Failure rates have become a global problem as university students studying computer programming grow worldwide. Students' interest has been linked to learning skills that require metacognition and critical thinking, which are essential for studying computer programming efficiently. As a result, the project work approach in studying computer programming combines knowledge of technology with soft skills. Project work is best suited for complicated problem-solving tactics and teamwork creatively. The study used quantitative methodology and a descriptive design survey to evaluate the project work approach's influence on college students’ interest in programming. The study's participants were Christian Service University computer science students. A total of 420 students were enrolled in the study, with a sample size of 368. Inferential and descriptive statistics were applied to analyze the data received from the respondents. The study found that standalone systems were the highest factor in the project work given to students. The study revealed that project work could make students interested in programming. The study concluded that project work has a favorable and considerable impact on college students' programming interests.

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