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 72 Documents
PROCENTAGE OF E-COMMERCE UTILIZATION AMONG UIN MAULANA MALIK IBRAHIM MALANG STUDENTS Hidhayat, Ahmad Rizkyka Agung; Yudistira, Setya; Dwiyanto, Felix Andika
Letters in Information Technology Education (LITE) Vol 2, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (531.176 KB) | DOI: 10.17977/um010v2i22019p040

Abstract

 This study aims to discover the influence of e-commerce on student life, both in terms of understanding and its use. The variables analyzed include the level of understanding, the experience of a transaction through e-commerce, reasons for choosing e-commerce, e-commerce knowledge sources, and a list of e-commerce sites they have used. Respondents were students of the State Islamic University of Maulana Malik Ibrahim Malang. A simple random sampling technique used in this study. As for the data collection, using a questionnaire technique. The obtained data will be processed and analyzed. Generally, the results of the study explain that most students know ecommerce, but the use is still not optimal, even very less.
Blended Learning between Team Games Tournament and Web-Based Module to Improve Students’ Competency of Light Vehicle Programs Wijaya, Robby; Widiyanti, Widiyanti; Suhartadi, Syarif; Basyirun, Basyirun
Letters in Information Technology Education (LITE) Vol 2, No 1 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (666.032 KB) | DOI: 10.17977/um010v2i12019p001

Abstract

Education plays an important role in printing Human Resources (HR), includingvocational schools. Learning methods and the availability of learning resources becomes very important and needed. The existence of the internet needs to be utilized to create innovative and interesting learning. The research method used is Classroom Action Research (CAR) which aims to determine the effect of the implementation of the blended learning team games tournament (TGT) and the Web-Based Module as an Effort to Increase the Achievement of Student Competencies in the Light Vehicle Engineering Program. The study was onducted in class X TKR 1, SMKN 1 Singosari in the 2017-2018 school year as many as 32 students. The treatment is given consisted of Action 1and Action 2 by observing the activities of the teacher, students, and post-test scores. In the pre-action, the percentage of completeness obtained was 67.74% while the Minimum Completeness Standard was 75%. After action 1, the achievement of student competence reached 93.5% with an average value of 86.53. While in Action 2, student learning completeness was 87.09% with an average value of 81.3. From the two actions implemented, it is found that the average results are above the minimum standard of a predetermined value of 75. The application of blended learning can improve student learning outcomes because the learning process is more interesting, active and innovative. students are more enthusiastic and happy with the learning model. With the tournament, students are trained to be responsible, care for friends, study independently and compete healthily. The application of Blended Learning team games tournament (TGT) and Web-based modules are recommended to be applied to other subjects because it is proven to be able to increase the achievement of student competencies and to be creative, innovative and interesting method.
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
Determining Program Study Using AHP with Dynamic Criterias and Weights Based on GIS-Mobile Kurniawan, Mohammad Rizky; Kurniawati, Ayuningtyas; Saon, Sharifah
Letters in Information Technology Education (LITE) Vol 3, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (615.079 KB) | DOI: 10.17977/um010v3i12020p030

Abstract

This research aim to develop a decision support system based on GIS-Mobile Apps using Analytical Hierarchy Process (AHP) Algorithm and softmax function for dynamic weight. The stages of AHP dynamic criteria in this system is the preparation of a hierarchy, prioritization, consistency, and the weight of priority. ). The use of AHP in this system involves four criteria which keywords, department accreditation, accreditation of colleges and colleges location distance that can be set by the user dynamically. Experience Programming (XP) is model development that choosed by author for process development system. The step begin with planning, design, coding, and testing. The result of this research is a GIS-Mobile Apps to determine a list of recommended program study with the greatest weight from user input criteria.
Analysis of Socio-Culture for the Use of Instagram among Students Fungsihan, Indy; Rasyida, Khalida Izdihar; Amalinda, Kiki Rizki; Rohmah, Ni’matu; Kusumadyahdewi, Kusumadyahdewi
Letters in Information Technology Education (LITE) Vol 2, No 1 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (395.211 KB) | DOI: 10.17977/um010v2i12019p019

Abstract

The use of Instagram from only sharing photos or videos and interacting with users has become a place for personal branding such as business events, information sources, and publications to get appreciation. Among students, the purpose of using Instagram can also change from the purpose of initial account creation. Different goals can be influenced by the needs and suitability of media content. To examine the socio-culture of Instagram usage patterns among students, research was conducted using a data collection method using a questionnaire. The results show the suitability of content and objectives do not affect the intensity of use, but affect the intensity of data upload. Appropriateness of content affects the choice of Instagram users to take advantage of privacy features. Based on these two things, it can be concluded that the intensity and use of privacy features affect personal branding, because the intensity of the influence of the level of communication of users with the audience, while the use of privacy features will affect the level of audience curiosity towards user data.
THE USE OF SOCIAL MEDIA FOR NEW COLLEGE STUDENT DEVELOPMENT PROCESS Haq, Alam Asrorul; Maulana, Aris; Ramadhana, Dimas; Deboraa, Dyanrosa; Anugrah, Prananda
Letters in Information Technology Education (LITE) Vol 1, No 2 (2018)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (254.361 KB) | DOI: 10.17977/um010v1i22018p025

Abstract

 This study was conducted to examine how the use of social media to developing a new college student at State University of Malang. This study uses in-depth interviews method were conducted in a manner that has been structured. This method applied to eight new college students to get information from students about the new college student development through social media. All the students in this case, uses social media Whatsapp and Instagram in their development process, only a few students who use LINE and Facebook. This study focuses on three things that is how social media is used to perform a new student development, student response in development through social media and the tendency of students to choose development process through social media or directly development process. The results of this study can be obtained that social media help in the process but the given information must be complete and clear.
Determining the Articles Acceptance Using Logic of Fuzzy Inference System Tsukamoto Fauzi, Juwita Annisa; Rahman, Nukleon Jefri Nur; Handayani, Anik Nur; Mahamad, Abd Kadir
Letters in Information Technology Education (LITE) Vol 3, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (905.63 KB) | DOI: 10.17977/um010v3i12020p001

Abstract

Publication of scientific article is now getting bigger, but the process of the scientific article acceptance takes a long time. The longest stage in the process, especially, is in the review process. The process about article assessment consists of many criteria which cause a very high level of subjectivity. Computerized system on the assessment of the scientific article acceptance apply a reasoning scheme using Fuzzy Inference Tsukamoto Logic; therefore, by using the logic, the duration issue in the assessment process can be handled fast.
The Impact of Smartphone Dependence on Student Personality in Malang Saputra, Irzan Tri; Aziz, Jordan Abdul; Fathurrozi, M. Iqbal; Priambodo, Septian Putra; Nur, Hasanah
Letters in Information Technology Education (LITE) Vol 2, No 1 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (250.575 KB) | DOI: 10.17977/um010v2i12019p006

Abstract

Cellphones are the most popular communication devices perceived today. Students use smartphones as communication and entertainment to avoid stress. Excessive use of smartphones with high intensity can cause dependence. Smartphone dependence has a negative influence on quality of life and health such as anxiety. Indication of anxiety disorders can be physical, psychological, and behavioral.
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.
Improving Knowledge Structure through Extended Scratch-Build Concept Mapping Prasetya, Didik Dwi; Hayashi, Yusuke; Hirashima, Tsukasa
Letters in Information Technology Education (LITE) Vol 3, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (533.255 KB) | DOI: 10.17977/um010v3i12020p036

Abstract

Extended concept mapping is a potential technique to elicit missing ideas and relationships. This study explored an Extended Scratch-Build (ESB) concept mapping in improving learners' knowledge structure. ESB is an expansion of an open-ended approach that asks students to connect the prior-existing original concept map with the new additional map on related material topics. The practical use of ESB has been conducted and proves positive effects on learning achievements. However, no information has been provided regarding the performance of the concept map components that describe the broad overview of students' attainments. This observational study focused on improving learners' knowledge using quantity measurements based on concept map features, consists of a number of concepts, number of links, and a number of propositions. University students (N = 27) with a major in Informatics Engineering participated in the study. The results reported that students' knowledge structure on additional maps significantly increased compared to the prior original map.