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Yusfia Hafid Aristyagama
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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 104 Documents
The Implementation of Team Assisted Individualization Learning Model by Blended Learning in Vocational High School Saputri, Winda Prasiska; Maryono, Dwi; Efendi, Agus
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 1 (2020): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v4i1.47470

Abstract

The emergence of the Covid-19 virus in Indonesia has caused in the learning process in schools to be changed into learning at home. The learning process is conducted by distance learning that makes use of technological developments. This study aims to determine the effect of the team assisted individualization (TAI) learning model by blended learning using Schoology on student learning results. This study uses a quantitative approach with a method of quasi-experimental design. Class X of Multimedia students in SMK Negeri 6 Surakarta were selected as the research sample. The experimental group was given a blended learning model using Schoology and team assisted individualization (TAI), and the control class was given a blended learning model using Schoology. The collected data in the form of learning test outcomes were used to find out the student cognitive ability, and observations were used to define the affective and psychomotor ability. The hypothesis t-test used independent-sample assessment with a 0.05 error level, showing the posttest learning results for both classes with a score of 0.002<0.05, which means that there are differences in learning outcomes between the two classes. Moreover, there was an improvement in student learning outcomes with the experiment class, gaining a total score of 0.3125, higher than 0.1354 of the control class.
THE DEVELOPMENT OF INTERACTIVE LEARNING MEDIA WITH MIND MAP CONCEPT IN VIDEO PROCESSING SUBJECT Manurung, Desy Cobena
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 1 (2020): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v4i1.11316

Abstract

This research aims to create an interactive learning media with mind map concept in Video Processing subject Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisibility, which had developed,  in percentage are 89% from media expert, 92% from material expert, 85% from users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”.The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.
Hand Detection on HSV Color Space Model and Syntactic Extraction of Fingertip by Thinning Method for Hand Gesture Recognition Aristyagama, Yusfia Hafid; Liantoni, Febri; Prakisya, Nurcahya Pradana Taufik
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 2 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i2.51693

Abstract

In the discussion of computer vision, detection and recognition are an interesting topic to discuss. Basically, advanced computer vision technology requires a high-level interaction method above the text-based console interaction. Hand detection and gesture recognition is one of the interaction cases in computer vision. In this study, an experiment of hand detection and syntactic hand gesture recognition method are discussed. HSV (Hue Saturation Value) space color model is used as the basis of hand detection and segmentation. Then, the thinning method is used to get endpoint features of each fingertip.The proposed design is designed to meet with real-time video processing. The experiment intended to find some issues usually happened when the ZS thinning method is used to gain the detection and recognition. The result shows that the proposed design able to detect and recognize some gesture, but unstable hand movement may lead into a fault called by extra endpoint. In this research, extra endpoints are considered as a challenge that must be anticipated when using thinning method especially ZS algorithm to perform syntactic hand gesture recognition.
Development of Vocabulary Training Module Using Games for Vocational English Teachers to Improve Teachers’ Competency Pebrioni, Noni Melisa; Iriani, Ade; Dwikurnaningsih, Yari
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 2 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i2.54534

Abstract

The purpose of this study was to develop a vocabulary learning training module that contains games that can help vocational English teachers from SMK Saraswati, SMK Bhakti Nusantara, and SMKN 2 in Salatiga. Research and Development (R&D) approach was employed in this study. This study involved seven steps of the Borg and Gall model develop by Sugiyono model (2019), namely potential and problems, data collection, product design, design validation, design revision, product trial, and product revision. Ten vocational English teachers from SMK Saraswati, SMK Bhakti Nusantara, and SMKN 2 Salatiga participated in the study. Data collection techniques were done using document study, interview, and questionnaire. Data analysis was performed with qualitative-quantitative analysis. The result of the study were in the form of a vocabulary training module for English teachers with games. Based on the development of vocabulary training module, the resulting product is training modules that can be used and applied by teachers in carrying out teaching and learning activities in SMK Saraswati, SMK Bhakti Nusantara, and SMKN 2 in Salatiga and describe the application of games so that they can be used as a reference in teaching using games.
Full Pages - Vol 5 Issue 2 | December 2021 IJIE, Editor
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 2 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i2.58690

Abstract

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Conceptual IoT Implementation in Post-Pandemic School Activities: A Case Study in Elementary Schools Yulisetiani, Septi; Hatta, Puspanda
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 2 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i2.57215

Abstract

Many studies empirically discuss the use of technology in overcoming pandemics in education. Generally, research discusses the use of technology in online teaching and learning activities. When viewed from the information technology layer, these studies focus on discussing the use of the software layer. This study examines conceptually about the utilization of the hardware layer in information technology, especially Internet of Things infrastructure which is used to help the community in carrying out their daily activities in the new normal era. Conceptual ideas are applied by taking a case study in education, especially in the elementary school environment. The urgency is that there are many stakeholders in the elementary school environment, especially children who need extra attention and supervision in carrying out post-pandemic activities outside the house. These stakeholders are a group at risk of being exposed to the virus because the majority have not received protection in the form of vaccination and the level of adherence to health protocols is low. This creates a risk for vulnerable groups, namely children, families, and teachers. It is necessary to integrate cyber physical systems that help minimize these risks. This conceptual idea describes the concept of IoT technology to minimize the risk of virus transmission and the strategies that allow it to be applied in the elementary school environment. With a top-down approach, it describes how the IoT system protects children and teachers from going to school, doing activities in the school environment, participating in learning in class, to completing learning.
E-learning Adoption and Use Hype Cycle during Covid-19 Outbreak (A Longitudinal Survey) Nurdin, Nurdin; S. Pettalongi, Sagaf; Askar, Askar; Hamka, Hamka
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 2 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i2.58233

Abstract

Both students and lecturers experience e-learning adoption and use hype, and it has replaced the conventional learning method due to the covid-19 outbreak.  However, it is limited known how the e-learning adoption rate is changed and improved during the covid-19 outbreak. This study conducted a monthly longitudinal survey from late March to late June 2020 to find out the e-learning adoption and use hype rate.   We randomly distributed 130 questionnaires to students and teaching staff within four faculties at State Islamic University (UIN) of Datokarama Palu.  Our study found that during the early covid-19 outbreak, e-learning was reluctantly adopted by both students and lecturers due to a lack of familiarity and technological skills. However, after the third round survey, we found that the hype of e-learning use reached its peak for both students and lectures.   In the final round survey, the lecturers' hype to adopt and use e-learning was increased to a plateau of productivity where mainstream adoption starts to take off, and e-learning has been used for more teaching productivity purposes. However, the economy's perception was becoming more challenging to students due to the higher cost of Internet connection, while institutions did not fully provide free Internet access. We also found that there is a perception of the students that e-learning is less meaningful compared to face-to-face learning mechanisms. The limitation of this study is that the study was conducted only in one Islamic higher education institution and the covid-19 outbreak is still ongoing. Therefore, further studies might be required to study more samples and more extended periods to produce more valid results.
Information Overload: Clarifying the Problem Zarman, Wendi
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 2 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i2.56922

Abstract

This research goal is to clarify three main problems. Firstly, what is the definition of information overload. Secondly, does the abundance of information necessarily cause information overload. Thirdly, to what extent this phenomenon is considered as problem for human being, especially in the current age when internet data grow exponentially. In this case, it is related to the huge amount of electronic data from information technology. For that, library research using qualitative method is applied. Several related works of scientists are examined in order to solve the problem. Result shows that, first, information overload definition is basically the inability of an information recipient to process the excessive information. In human context, this condition brings about negative impact to the recipient. Second, the abundance of information is not the only cause of the problem, but is also related to the attention investment and the capacity of the recipient. Thus, the issue is not merely about the data quantity. Third, information overload is a subjective experience that related to the characteristic of the recipient. It means that some may consider it as a problem, while some other may not.
“Secure Lane”: Exploring DOTA 2 Players’ Experience on Their Accidental Vocabulary Learning Rachmad, Arvega; Adi, Sugeng Susilo; Ratri, Devinta Puspita
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 Arifuddin, Faizal; Hatta, Puspanda; Wihidayat, Endar Suprih
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.

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