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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 119 Documents
Full Pages - Vol 5 Issue 2 | December 2021 Editor IJIE
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

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Conceptual IoT Implementation in Post-Pandemic School Activities: A Case Study in Elementary Schools Septi Yulisetiani; Puspanda Hatta
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

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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.
Front Matter - Vol 5 Issue 2 | December 2021 Editor IJIE
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.v5i2.58691

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Instructional Design to Improve Students’ Entrepreneurial Affective Dini Erlinawati; Basori Basori; Puspanda Hatta
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.v5i2.53183

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The learning strategy to encourage students in building their skills through entrepreneurship practices in lined with confronting the industry 4.0 is Dual Education and Creative Products and Entrepreneurship subjects.  However, the Covid-19 pandemic generated this learning strategy cannot be implemented optimally. It has an impact on the schools, especially students, several students are less interested in entrepreneurship and they do not have job idea related to their skill after they graduate. For this reason, the Covid-19 pandemic is a significant challenge for educational institution to develop and modify entrepreneurial competencies through the digital revolution. It becomes a strategy to create students who are ready to be entrepreneurs. This study aimed to (1) determine the instructional design that can improve the students’' entrepreneurial affective, and (2) observe the instructional design on entrepreneurial affective during the study. The data collection techniques were observation, interviews and documents. The data were analyzed by the model from Miles and Huberman includes data reduction, data display and conclusions. The results revealed that (1) the instructional design for improving the students’ entrepreneurial affective at SMK N 1 Sawit is digital marketing training, and (2) the measurement of students’ entrepreneurial affective through the indicators of entrepreneurship interest, creativity and innovation as well as courage to take risks and positive thinking toward failures.
E-learning Adoption and Use Hype Cycle during Covid-19 Outbreak (A Longitudinal Survey) Nurdin Nurdin; Sagaf S. Pettalongi; 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

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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 Wendi Zarman
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

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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 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

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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

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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

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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.
Research Trends in the Use of Augmented Reality in Engineering Education: A Bibliometric Analysis Nisaudzakiah Utami; Agus Setiawan; Ida Hamidah
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 2 (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.v6i2.68326

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This study aims to report on the overall research trend of research progress in the Augmented Reality (AR) field in engineering education. The research method used is bibliometric analysis (BA) using VoSviewer. The data is taken from the Scopus database. The findings show an increasing trend in citations and publications showing interest in using AR over the last decade. AR research in engineering education started in 2006 until now. Screening of selected articles from 2012 to 2022. The screening process based on inclusion and exclusion included the chosen language in English and based on the publication of final articles, resulting in a total of 858 articles. The results reveal that augmented reality, engineering education, and mobile learning are the most used keywords in the article. In contrast, the focus of the new article tends to be on augmented reality. In addition, the results show that the latest articles mostly focus on virtual and mobile learning. The most frequently used words in the abstract are engineering education, student, e-learning, education, and teaching. Recent articles have largely focused on students' and teachers' knowledge of technology-based learning. Billinghurst, Dede, and Martin are the most cited authors in this field, as they are the principal authors of AR. The journals cited are Computers & Education, Coeur Workshop Proceedings, Computers in Human Behavior, and the Journal of Science Education and Technology. The journal is the most prominent on the use of technology in education.

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