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 7 Documents
Search results for , issue "Vol 6, No 2 (2023)" : 7 Documents clear
Boosting Motivation with 3D E-Modules: Discovery Learning for Vocational IT Students Hermansyah, Winda Adelia; Patmanthara, Syaad; Soraya, Dila Umnia; Sutapa, Yohanes Gatot
Letters in Information Technology Education (LITE) Vol 6, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i22023p%p

Abstract

PISA (Program for International Student Assessment) scores over the past 20 years show that many Indonesian students are still unable to understand simple reading or basic concepts in certain subjects. Integrating technology with education is the main focus to eliminate the existing gap both in terms of recognition and utilization of the abilities of learners. Electronic modules (e-modules) are one of the alternatives that can be used to deepen understanding of the material and increase student motivation in learning. This research aims to develop a flipbook-based e-module equipped with 3D models containing discovery learning stages as an effort to increase the learning motivation of grade X students, especially in the subject of basics of computer network engineering and telecommunications elements of technological developments in the field of computer network engineering and telecommunications. Research and development conducted using the Hannafin and Peck model with stages including (1) needs analysis, (2) design, and (3) development and implementation where each stage is accompanied by evaluation and revision. This research resulted in a media validation test value of 95.50% or very feasible and the material expert validation test resulted in a value of 97.20% or very feasible. The product trial stage was carried out at SMK Negeri 8 Malang with the results of a small group trial of 89.93% or very feasible and a large group trial of 91.72% or very feasible. Measurement of student learning motivation obtained a gain score of 0.63 or a moderate increase category, from 72.99% in the high category to 90.10% in the very high category.
Interactive E-Modules with Discovery Learning: Increase Informatics Motivation for Vocational Students Safrida, Neno Fani; Ramadhani, Farah; Agusty, Alifia Ilwi
Letters in Information Technology Education (LITE) Vol 6, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i22023p%p

Abstract

This research aims to develop and determine the feasibility of flipbook-based interactive e-modules in informatics subjects and determine student motivation after using the product. The development model applied is Hannafin and Peck with three stages, including (1) needs analysis, (2) design, and (3) development and implementation. Experts in learning media and material validated the product. Data was collected using a validation questionnaire sheet and distributing questionnaires with product feasibility instruments and learning motivation. The media expert validation assessment results get a 91 percent or very feasible percentage, while the material expert's percentage is 98.4 percent or very feasible. The small group testing was 93.44 percent or very feasible, and the extensive group testing was 88.58 percent or very feasible. Student learning motivation after using the product obtained a percentage of 87.21 percent, or very high. Thus, the interactive e-module product is considered capable of increasing student learning motivation and is very feasible to be used in the learning process at school.
Gamification-based Mobile Learning Development for Vocational High School Student Software Modeling Learning Rifansah, Muhammad Ridho; Hidayat, Wahyu Nur Nur; Komariah, Kokom
Letters in Information Technology Education (LITE) Vol 6, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i22023p%p

Abstract

Generation Z tends to use mobile devices in their daily lives which can have a positive impact on the affective, cognitive, metacognitive, and socio-cultural development of students. In addition, most students direct their frustrations into playing games to make it more relaxed and fun. Currently, VHS in Indonesia, especially in the city of Malang, are intensively looking for alternative learning methods where students are active and enthusiastic in participating in the learning process due to the COVID-19 pandemic, so innovation is needed in learning. Based on observations and informal interviews and distributing questionnaires conducted at PVHS 12 Malang, VHS Nasional Malang, and PVHS 1 Kepanjen, motivation to learn software modeling subjects is still lacking. Currently, books and ppt are the main learning media used in the classroom. As a result, students lack the motivation to study the material independently. To overcome these problems, this research designs and develops mobile learning gamified and PBL. By applying the Systematic Education Design Cycle Iteration (ISDES) development model, the gamified & pbl mobile learning application is categorized as valid in terms of material suitability (95% validity score from material experts) and 94% of valid media suitability is reviewed by media experts. Meanwhile, the media reviewed in the small group were all valid: 84% in the small group test and 86% in the field test. The results showed that the results of the motivation test increased by 0.63% in the small-scale test & 0.56% in the large-scale test, both of which included a high increase in learning motivation. These results conclude that the media is valid and appropriate for student learning and increases learning motivation.
Enhancing Interest in Network Installation with Android-Based Learning for Vocational IT Students Amrullah, Muhammad Shalahuddin; Gunawan Irianto, Wahyu Sakti
Letters in Information Technology Education (LITE) Vol 6, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i22023p%p

Abstract

This research aims to develop an Android-based learning media called JaringanPedia to increase students' interest in learning about Network Device Installation and Configuration at the Vocational High School level. This media was developed using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The results of the media feasibility analysis show a positive outcome, with a validation value of 92.11 percent from media experts and 86.46 percent from material experts. The media was also tested on students, with a validity score of 85.94 percent for small-scale testing and 86.15 percent for large-scale testing, both categorized as "very valid." Furthermore, this research found an increase in students' interest in learning after using the media, with an increase of 4.69 percent for small-scale testing and 6.46 percent for large-scale testing. The JaringanPedia media is expected to become a learning media that can stimulate students' interest in learning about computer network installation and configuration.
Engaging Vocational Students with Construct-Based Games: A Study on Software and Game Development Interest Mureno, Althaf Dhava; Musta'amal, Aede Hatib
Letters in Information Technology Education (LITE) Vol 6, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i22023p%p

Abstract

The transformation of learning in the era of technological disruption and pandemic has caused face-to-face classroom learning to transform into online learning or blended learning. Basic Software and Game Programming lessons have skills in identifying and applying how to develop software and games properly. In the school environment there are still many students experiencing difficulties in fostering interest in learning, this is because the process of honing their skills in the form of media that is less interesting. The focus of this research is to develop a website-based educational game learning media for Basic Software and Game subjects with the scope of Structured Programming elements that can increase students' interest in learning. The development methodology applied in this research is the MDLC model. The MDLC development model has 6 research components, including: (1) Concept (2) Design (3) Material Collecting, (4) Assembly, (5) Testing and (6) Distribution (Riyanto & Singgih, 2015). This research will use a questionnaire as a research instrument, and the selection of analysis techniques in this development uses quantitative analysis.
Evaluating Attendance Methods on IPB-Mobile for Student Application: A Case Study in IPB University Putri, Najla Amelia; Rasendriya, Achmad Syahmi; Putri, Anatasya Wenita; Anggraeni, Aulia; Rabika, Jonathan Cristiano; Amin, Muhammad Al; Barus, Irma Rasita Gloria; Fami, Amata
Letters in Information Technology Education (LITE) Vol 6, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i22023p%p

Abstract

Currently, education is a crucial aspect of life. Technology has led to adaptations across various sectors, including higher education. One of these adaptations is the emergence of online attendance recording systems. IPB University has responded seriously to this by launching the IPB-Mobile for Student for Student app, which is equipped with a mobile-based self-attendance feature. Students can easily mark their attendance with just one click. However, this convenience is sometimes misused; one of the problems is students marking their attendance without attending classes. This issue has prompted a study into the effectiveness of the online attendance system in IPB-Mobile for Student for Student. Through the use of Short Versions of User Experience Questionnaires (UEQ-S) and interviews, it was found that the online attendance system is quite effective. Still, there is one aspect that makes this application quite complicated, thus requiring further updates
Responsive Web Design Learning Media: Enhancing Student Independence in Vocational Web Programming Yoga, Wira Tri; Kusumadyahdewi, Kusumadyahdewi; Utomo, Wahyu Mulyo
Letters in Information Technology Education (LITE) Vol 6, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v6i22023p%p

Abstract

The main objective of this learning media development is to develop Responsive Web Design (RWD) based learning media with Pomodoro learning technique on web programming. The learning media is used to create learning media that is not monotonous, and students can learn independently with features such as Pomodoro time management, monitoring material that has been learned, live coding to learn coding practices, and quizzes to monitor student understanding. This research and development uses the Plomp development model reference which consists of 5 stages, namely (1) preliminary investigation, (2) design phase, (3) realization/construction phase, (4) test, evaluation, and revision phase, and (5) implementation phase. Products that have been produced in the form of Responsive Web Design (RWD) learning media with the name WCode. The results of the material expert validation assessment were 78.87 percent, media validation was 92.71 percent, development trials (small groups) were 87.36 percent, field trials (large groups) were 90.02 percent, the level of student learning independence after using the media was 79.38 percent with an increase of 12.99 percent from the level of student learning independence before using the learning media made. Overall, the learning media made can be considered feasible and used as a means of student learning materials in class and supporting independent student learning on web programming elements for vocational students majoring in Software Engineering.

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