cover
Contact Name
Roni Herdianto
Contact Email
roni.herdianto@um.ac.id
Phone
+6281555764640
Journal Mail Official
lite.teum@gmail.com
Editorial Address
Jl. Semarang No. 5 Malang 65145 ยป Tel / fax : 0812 1595 4429 /
Location
Kota malang,
Jawa timur
INDONESIA
Letters in Information Technology Education (LITE)
ISSN : -     EISSN : 26545667     DOI : 10.17977
Core Subject : Education,
Letters in Information Technology Education is an open access peer-reviewed international journal that publishes scholarly articles on the teaching and learning about information technology. This includes using technology to enhance learning, to support teaching and teaching administration. In addition, articles with a sound underpinning of pedagogical principles on the teaching of information technology are most welcome. The journal publishes conceptual, theoretical and empirical papers biannually.
Articles 5 Documents
Search results for , issue "Vol 1, No 1 (2018)" : 5 Documents clear
THE EFFECT OF LABORATORY FACILITIES AND TEACHER COMPETENCE ON STUDENT LEARNING OUTCOMES IN VOCATIONAL HIGH SCHOOL (VHS) Elmunsyah, Hakkun; Rizza, Muhammad
Letters in Information Technology Education (LITE) Vol 1, No 1 (2018)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (344.12 KB) | DOI: 10.17977/um010v1i12018p018

Abstract

Learning in VHS cannot be separated from teacher?s role as an educator. Besides that, the laboratory is necessary to support the life skill, critical and creative thinking, collaborating, communicating, and literacy. It can be concluded that there is a strong relationship between laboratory infrastructure (X1) and teacher competence (X2) on student learning outcomes (Y). The case study in this research known results as follows: (1) there are significantly impact between variable X1 and Y, (2) there are significantly impact between variable X2 and Y, (3) there are there are significantly impact between laboratory facilities and teacher competence with student?s learning outcomes.
DEVELOPMENT OF MOBILE LEARNING BASED MEDIA FOR MICROPROCESSOR ENGINEERING SUBJECT IN SMK NEGERI 5 SURABAYA Raras, Gustav Mandigo Anggana; Munoto, Munoto; Ekohariadi, Ekohariadi
Letters in Information Technology Education (LITE) Vol 1, No 1 (2018)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (246.202 KB) | DOI: 10.17977/um010v1i12018p001

Abstract

The purpose of this research is to produce a valid teaching media for microprocessor engineering subject named Mikro-X. Mikro-X can be accessed online either using computer or smartphone. The development of Mikro-X is based on ten step R&D by Borg and Gall. In the experiment step two class is used, X-EDK 1 as experiment class and X-EDK 2 as control class. Mikro-X is used in experiment class while conventional media is used in control class. Two class is compared by their learning outcomes (affective, cognitive, and psychomotor). Mikro-X has validity 4.539 (Likert scale) based on four validator responses. On the experiment stage, students who use Mikro-X have a higher learning outcome (affective, cognitive, and psychomotor) than students who use conventional media.
KELASE LEARNING METHODS TO IMPROVE LEARNING OUTCOMES FLIPPED CLASSROOM Tangkin Mangesa, Riana
Letters in Information Technology Education (LITE) Vol 1, No 1 (2018)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (608.741 KB) | DOI: 10.17977/um010v1i12018p005

Abstract

Various teaching methods applied through information and communication technology (ICT) in learning becomes one important thing to improve learning outcomes. The application of ICT in learning to be one of the important things for the improvement of the quality of learning. Various learning methods are also implemented by integrating ICT in its implementation. One of the methods which used in this research is flipped classroom. Flipped classroom model in this research uses the development of video and audio media and e-learning platform kelase as online media that can be used to support flipped classroom model study. This study aims to improve the quality of student learning outcomes. The method which used in this research is a classroom action research methods. The results showed an increase in learning, cognitive domain results, the minimum cycle I and II increasedIn the affective domain the learning results of cycles I and II show excellent results.Student perceptions of applying classes
MAIL ARCHIVE SYSTEM MODEL USING ADVANTAGE DATABASE SERVER (ADS) Manulangga, Gloria Christina; Bataona, Daniel Silli; Laumal, Folkes Eduard
Letters in Information Technology Education (LITE) Vol 1, No 1 (2018)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (590.658 KB) | DOI: 10.17977/um010v1i12018p009

Abstract

Computerization process in archiving activity is completely needed and already many kinds of archiving model application. One of those models is Advantage Database Server (ADS) that support table system and data access based on SQL. This model is also flexible and easy to apply on institution infrastructure. This research aims to prove that the model can improve the productivity of an institution on archiving activity. The development method used is a prototype with user acceptance system testing. The result shows that there are average time reduction of about 50.8% on data saving, 95.1% on data searching, and 93.9% on report printing.
ANDROID GAME FOR TYPING SKILL EVALUATION Imansyah, Pranadya Bagus; Wibawa, Aji Prasetya; Widiyaningtyas, Triyanna
Letters in Information Technology Education (LITE) Vol 1, No 1 (2018)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (533.287 KB) | DOI: 10.17977/um010v1i12018p014

Abstract

As social beings, humans basically need does communication to express his wishes. As the technological progress, the developers are competing to create applications that facilitate communication relationships in both personal and group. In use, it is often found that a classic problem called ?typo? that has led to the misunderstanding in socializing. With the development of game applications based on Android, it will generate data in the form of feasibility and development typing ability of before, after, even when usage by counting the number of letters that can be solved also see the speed of words per minute users that aims to train the speed and accuracy of the type which may be impact on the ability to type in a user's social media.

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