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 » 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 7 Documents
Search results for , issue "Vol 6, No 1 (2023)" : 7 Documents clear
An Analysis of Cybersecurity Subject and Vilanets Learning Media Towards Vocational School Students’ Digital Skills Santyadiputra, Gede Saindra; Kustono, Djoko
Letters in Information Technology Education (LITE) Vol 6, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i12023p16-21

Abstract

Digital skills are crucial to accessing jobs, business opportunities, and information. The vocational school is vital in fulfilling Human Resources (HR) and future workforce candidates. Therefore, subject and learning media are needed to accommodate students' digital skills. The analysis methods are Strength, Weakness, Opportunity, and Threat (SWOT) and Systematic Literature Review (SLR). Cybersecurity is a desirable talent area of the future and is one of the digital skills competency areas. The results map the alignment of the scope of the Cybersecurity subject material and Vilanets learning media. These results can be used as a reference for the digital skills of students in vocational schools.
Development of Interactive Web-Based Learning Media with the Discovery Learning Model to Increase Student Learning Motivation in Object Oriented Programming XI Vocational High Schools Mustaqim, M. Fazal
Letters in Information Technology Education (LITE) Vol 6, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i12023p22-26

Abstract

Students have difficulty understanding object-oriented programming material. Because the learning process carried out still uses the lecture method and the learning media used in the form of PowerPoint and even textbooks, resulting in a lack of understanding and a lack of student learning motivation. Other problems arise such as drowsiness due to boring learning, and difficulty understanding due to lack of interaction between students and teachers. Today's technology that can support the learning process in solving these problems is an interactive web. This study uses the Hannafin and Peck development model which goes through 3 phases, namely (1) needs analysis, (2) design, and (3) development and implementation. Data collection techniques were carried out through observation and questionnaires. The learning media developed is in the form of an interactive web application with a discovery learning model that contains learning and evaluation videos. The results of the feasibility analysis of learning media obtained the results of media expert validation of 96.3 percent, material expert validation of 93 percent, and group trials of 85.4 percent. The results of the analysis of all feasibility data obtained an average of 91.6 percent with the qualification "very valid" and declared feasible to be used in assisting the learning process of students. While the results of the analysis of increasing learning motivation obtained the results of group trials of 0.37. Based on these results, it is stated that learning media can increase students' learning motivation in the learning process with "moderate" qualifications.
Reconstruction Old Students Image Using The Autoencoder Method Azhari, Ahmad; Negara, Candra Putra; Zaman, Azmi Badhi'uz; Setiawan, Dimas Aji
Letters in Information Technology Education (LITE) Vol 6, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i22023p1-5

Abstract

Image Processing is image processing with a digital computer to produce new images according to the user's wishes. One implementation is to reconstruct the image. Through the extraction stages can get the characteristics of an image. The algorithm used is Adam Optimization, an extension of the stochastic gradient reduction that has seen wider adoption for deep learning applications in computer vision and natural language processing. In this study, we use the autoencoder technique, one variant of artificial neural networks generally used to "encode" data. The autoencoder is trained to produce the same output as the input. This image reconstruction aims to process an image whose quality is not very clear, to be precise. This, if possible, can be used to detect someone's face from photos. In reconstructing this image through the encode and decode process by defining Conv2D and Maxpool, it is processed into training with epoch 100 times while for the prediction process using Keras library. Then, the last one gets an accuracy of 0,022. The result is the output of the reconstructed image and calculation graph
Educational Game-Based Learning Media to Grow Learning Motivation in Computer and Basic Network Subjects in Vocational High Schools Faiz, Yoga Hanif; Kurniawan, Wendy Cahya
Letters in Information Technology Education (LITE) Vol 6, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i12023p27-30

Abstract

The use of technology in the learning process requires educators to be able to adapt to technology in the learning process. Based on the observations that have been made, in the Subject of Computers and the basic network of computer assembly shows that students are less motivated. To foster motivation to study computer assembly material, media was developed to discuss basic competencies regarding computer assembly tools. Researchers make Educational Game-Based Learning Media as Learning Media that adapts to digital technology. This media has many advantages, including being easy to operate, not limited by distance and space, not boring, and easy to understand. The purpose of this development research is to develop and determine the feasibility of Educational Game-based learning media to foster motivation to learn basic subjects of Computers and Networks in TKJ. The research and development method used is Design Thinking with the following stages: 1) Empathize; 2) Define; 3) idea; 4) Prototype; 5) Test. The types of instruments used are game test questionnaires and student learning motivation tests. The type of data in this study is quantitative and quantitative with data collection methods using questionnaires. The results of the research and development carried out produced educational game learning media for computer subjects and basic network computer assembly materials. Feasibility analysis on material validation 96.45 percent, media expert validation 96.46 percent, product trial 84.23 percent, and learning motivation test 84.38 percent. Based on the results of the feasibility analysis of Educational Game learning media it is said to be "Valid" or Decent Enough. The results of the analysis of learning motivation are said to be high and can foster learning motivation. It can be concluded that Educational Game learning media can be used as a complement to the learning process and can foster student learning motivation.
JSinAja: Javascript Programming Learning Application (React JS, React Native, Node JS) Mobile Based Using Problem Based Learning Method Smaragdina, Azhar Ahmad; Nur Susilowati, Risky Cantika; Ahmadi, Rizky; Andriansyah, Yudo Dendy; Md Yunos, Jailani bin
Letters in Information Technology Education (LITE) Vol 6, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i22023p5-10

Abstract

This article describes the design of a mobile-based learning application for JavaScript programming using React JS, React Native, and Node JS. This application aims to provide an interactive and engaging learning experience for beginners and advanced JavaScript programming users. This application is designed to cover the basics of JavaScript programming, such as syntax, data types, control structures, functions, and objects. This application also covers more advanced topics, such as asynchronous, functional, and object-oriented programming. The application uses the React JS library for web interfaces, React Native for mobile application development, and Node JS for the backend. The app's user-friendly design has a simple and intuitive interface that guides users through the learning process. This application is also equipped with features such as materials, tutorial videos, and discussions to help users apply their knowledge and test their abilities. In the future, this application is designed to be developed further by adding new modules and features. The app also includes user feedback and analytics to improve the learning experience continuously. This application uses one of the software development methods, namely the waterfall development method, which is based on a structured and sequential sequence of stages. Hopefully, this application will provide a valuable resource for anyone interested in learning JavaScript programming, from beginners to advanced users
User Acceptance of Online Examination System Using the Unified Theory of Acceptance and Use of Technology (UTAUT) Model Ay, Mario Hendrial Christanto
Letters in Information Technology Education (LITE) Vol 6, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i12023p30-37

Abstract

User acceptance is one of the factors that need to be considered in order to improve the quality of the online examination system. Therefore, an evaluation model is needed to measure online examination system user acceptance. The Unified Theory of Acceptance and Use of Technology (UTAUT) is one of the evaluation models used in this study. This study aims to determine the user acceptance of the web-based online examination system at Public VHS 4 Malang using the UTAUT factors. The UTAUT factors used are performance expectancy, effort expectancy, social influence, and facilitating conditions as exogenous latent variables, and behavioral intention as an endogenous latent variable. The respondents in this study were students in the 12th grade of 2022/2023 school year. The total number of students was 274. The data obtained were analyzed using the Partial Least Square (PLS) method using SmartPLS 3 software. In this study, performance expectancy, effort expectancy, and facilitating conditions have a positive and significant effect on behavioral intention, while social influence has a positive but insignificant effect on behavioral intention.
Development of Basic Electricity and Electronics Practicum Jobsheet for Students of Electric Power Installation Engineering Expertise at SMK Negeri 3 Boyolangu Septyawan, Eggy Catur; Putranto, Hari; Wibawanto, Slamet
Letters in Information Technology Education (LITE) Vol 6, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i12023p11-15

Abstract

This development research aims to develop printed teaching materials in the form of practicum job sheets to assist the learning process of basic electricity and electronics by the 2013 curriculum. Research and Development is a research model used to develop existing products. The development model in this study is the Sugiyono model. This development stage begins with looking for potential problems, collecting data, designing products, validating designs, product trials, design revisions, product testing, product revisions, usage trials, and product revisions, and ends with mass production. The development of this teaching material has met the criteria for proper use with the results obtained from experts with a validation expert value of 93.8 percent; product trial results with an average value of 90.4%, and usage trial results with an average value of 93.6 percent.

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