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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
Requirements for an Online Automated Project Allocation System in Higher Education Institutions – A Case Study Khurwolah, Mooneerah; Chuttur, Mohammad Yasser
Letters in Information Technology Education (LITE) Vol 3, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This paper presents the requirements gathered for an online automated project allocation system that can be used to assign final year projects to students registered in Higher Education Institutions (HEIs). The requirements are gathered for a well-known University in Mauritius. This research is motivated by several issues encountered with the current manual system in place at the studied institution and the need for adopting online systems following the COVID-19 outbreak. Following document analysis and a survey, important functional and non-functional requirements for an online automated project allocation system were uncovered. Gathered requirements also helped in determining a recommended workflow that can be adopted as best practice for final year project allocation. We posit that requirements presented in this paper can help develop a system that can be very useful and ultimately streamline the process for allocating projects typically important for Higher Education Institutions and other similar training institutions.
Mobile-Based Learning Media Using Open Ended Learning Approaches to Increasing Students' Interest in Basic Programming Subjects of Vocational Schools Taqiyuddin, Hanan; Al Idrus, Shofiyah; Wijarnaka, Sentot
Letters in Information Technology Education (LITE) Vol 5, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v5i22022p44-50

Abstract

The current developments have ease in accessing information which is a challenge for students. One form of development of the times is the use of smartphones, where these smartphones can be used by students in accessing learning resources to assist the learning process. This research utilizes the use of this smartphone to design a mobile-based learning media using the Design Thinking development method to determine the feasibility of learning media applications on basic programming materials using the Open-Ended Learning approach and to determine the level of interest in learning of senior high school student’s competency skills in Software Engineering with using a Likert scale of 4 and the User Experience Questionnaire (UEQ) method. The data collection process was carried out by distributing questionnaires to media experts, material experts, small group tests and field tests. It is hoped that this learning medium will provide a good experience for users. The conclusions obtained in the media expert validation test produce an average percentage value of 84.7 percent and in the material expert validation test produce an average percentage value of 85.00 percent. The small group produced the highest scale on stimulation with an average of 1.95 and the smallest scale on novelty with an average of 1.28. The field test produced the highest scale on stimulation with an average of 2.01 and the smallest scale on novelty with an average of 1.47. And the interest level test produces an average value of 80.68 percent which is a high interest category.
Development of Learning Media Based on Google Sites with a Problem-Based Learning Approach to Increase Interest in Learning Data Communication and Computer Networks Shava Aulia, Xaphyra Aura; Al Idrus, Shofiyah; Asfani, Khoirudin
Letters in Information Technology Education (LITE) Vol 7, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v7i12024p12-19

Abstract

This research and development aims to develop learning media that can provide new learning resources to students, support the learning process of theory and practicum, overcome material that students find difficult, create an independent atmosphere in learning, and increase student interest in learning. This research and development methodology uses the R&D (Research & Development) method with the 5D development model developed by Pranata in 2009, which has five complex stages, namely: (1) define, (2) data collection, (3) design, (4) develop, and (5) disseminate. This learning media was tested by media experts, material experts, and users who are undergraduate students of Informatics Engineering Education who have taken data communication and computer network courses at the State University of Malang. This research and development produce quantitative and qualitative data using data collection techniques such as observation, interviews, and distributing questionnaires. The results of this research and development can be concluded that: (1) the validity and reliability test of the instrument as many as 30 question items have a value of r count> from r table, which can be declared valid and obtain a reliability value of 0.948 with a reliable or powerful instrument category, (2) media experts obtained a total score of 86 per cent with very valid assessment criteria, (3) material experts obtained a total score of 96 per cent with very valid assessment criteria, (4) limited trials obtained a total score of 88 per cent with very valid assessment criteria, (5) field trials obtained a total score of 86 per cent with very feasible assessment criteria and (6) learning interest obtained a total score of 85 per cent with a very good assessment category
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.
Growing Teaching Motivation for Future Teachers Through Microteaching Soraya, Dila Umnia; Patmanthara, Syaad; Kusuma Ningrum, Gres Dyah
Letters in Information Technology Education (LITE) Vol 5, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v5i22022p71-75

Abstract

The teacher is the main foundation for implementing successful learning in delivering students to achieve their goals and aspirations. Teacher in learning does not only transfer knowledge but also transfers positive values that will equip students to live in society. The meaning of learning for teachers and students cannot be separated from the teacher's role as a motivator. Apart from having to have basic teaching skills, teachers are also required to have self-motivation in teaching. One of the efforts to train and improve basic teaching abilities and skills for student teacher candidates is through microteaching. This step is also an effort to increase the teaching motivation future teachers at educational universities, especially the State University of Malang. The purpose of this study is to determine the level of teaching motivation future teachers who have implemented microteaching, in terms of 2 indicators, namely intrinsic and extrinsic motivation. This research is a quantitative descriptive with 142 students from 8 faculties of education at Malang State University as subjects. The research instrument uses a closed questionnaire with a Likert scale that has been tested for validity, reliability, and normality. Data were analyzed descriptively to measure the level of teaching motivation future teachers at Malang State University. The results of the study show that the teaching motivation for future teacher students is mostly at a moderate level. While the percentage of intrinsic motivation is higher than the extrinsic motivation. So it can be concluded that microteaching activities have succeeded in growing future teachers' teaching motivation, especially on intrinsic motivation. The desire to succeed, the encouragement and need in teaching, as well as the hopes and aspirations for the future are the driving force behind teaching motivation for future teacher students at the State University of Malang. 
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.
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.
Reconstruction Old Students Image Using The Autoencoder Method Negara, Candra Putra; Zaman, Azmi Badhi’uz; Setiawan, Dimas Aji; Azhari, Ahmad
Letters in Information Technology Education (LITE) Vol 5, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v5i22022p51-54

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 are able to get the characteristics of an image. The algorithm used is Adam Optimization, which is an extension of the stochastic gradient reduction that has just seen wider adoption for deep learning applications in computer vision and natural language processing. In this study using the autoencoder technique, which is one variant of artificial neural networks that are generally used to "encode" data. Autoencoder is trained to be able to produce the same output as the input. This image reconstruction aims to process an image whose quality is not very clear to be clear. This if possible can be used to detect someone's face from a distance of 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 final result is the output of the reconstructed image and calculation graph.
Genially Interactive Media to Boost Interest in Learning Electrical Basics in Vocational Schools Aprillia, Irma Rizky; Kurniawan, Wendy Cahya
Letters in Information Technology Education (LITE) Vol 7, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v7i12024p20-25

Abstract

This development research aims to create interactive media based on Genially for the subject of “Fundamentals of Electrical Engineering.” The study aims to assess the product’s feasibility and analyze the learning interest of vocational high school (SMK) students after using this interactive learning tool. The research follows the Four-D model (Define, Design, Develop, Disseminate). The results indicate that the developed interactive learning media is highly suitable for use as a learning tool for 10th-grade vocational high school students. Based on the combined validity results of the product, a score of 92 per cent was obtained, categorizing it as highly feasible for use as a learning medium. Additionally, the implementation results showed a learning interest score of 89 per cent, categorized as very high, indicating that students have a high interest in Basic Electricity, specifically in the elements of electrical measuring instruments and testing tools, when using the Genially-based interactive learning media
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.