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
An interaction analysis model to study knowledge construction in xMOOCs Saadatdoost, Robab; Hiang Sim, Alex Tze
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/um010v5i22022p76-85

Abstract

 One of the recent tools of online teaching and learning has been MOOC which utilizes the web and can be considered a critical factor in delivering future lessons. Coursera is an approved and famous online learning tool established by two professors from Stanford. According to previous studies, Coursera concentrates on duplicating knowledge instead of constructing it. The present work aims at observing Coursera community in its normal context and investigating how participants construct knowledge. The required data were gathered through archive data including the top and chosen posts of online discussion groups. The interaction analysis model (IAM) was used to qualitatively analyze the data. In the observed courses, it was found that Coursera is mostly at Phase I (sharing/comparing information) of the IAM. Using the IAM which was first proposed for investigations of online debates, the research found a new phase and operations for assessing the level of knowledge construction in online discussion forums. This research bridges the gaps in the related literature by providing a foundation for understanding knowledge construction in the xMOOC context. Besides, this research developed understanding for future work which is a Coursera community framework that generally makes a MOOC community more potential to construct knowledge.
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.
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.
Digital Flip Book Based E-Modules on Financial Literacy Materials Kusumadyahdewi, Kusumadyahdewi; Firdiansyah, Yhadi
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/um010v5i22022p55-61

Abstract

 Financial literacy is very much needed with the rise of financial products and financial service institutions that are currently available both online and offline. Consumers must have financial knowledge so that they can make good use of it, and not fall into financial problems easily. Financial literacy is focused on financial planning, banking, insurance and investment according to the circular of the Financial Services Authority (OJK) to the public. Students as human beings who are prepared to face a financially independent life, must also be equipped with financial literacy so that they can utilize financial products in their financial planning. Therefore, it is very important to compile modules for students who are currently inseparable from their smartphones and laptops. This e-module can be accessed anytime and anywhere with the gadget you have, both online and offline. The research method used is R & D from Sugiyono which consists of 10 stages. This study develops learning media in the form of e-modules for students and assesses the feasibility of media experts, material experts and students as users. The media expert's assessment resulted in 92.85, from material experts 95.31 and small group students 90.5 while the large group was 88.74 which all showed very valid categories. This shows that the e-module is acceptable and appropriate to be given to students for the Financial Management course on Financial Literacy. 
Empowering Vocational Informatics Students with Android-Based Problem-Based Learning Media Khakim, Muhamad Lutfi; Nidhom, Ahmad Mursyidun
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/um010v7i12024p26-33

Abstract

Technology is experiencing rapid development and is in line with the increasing need for adequate human resources (HR). There is a need for educators to prepare themselves to teach and produce high-quality individuals. However, many students are still not ready to enter the workforce. To prepare high-quality students, a good conceptual understanding is needed, and to achieve this, students must have strong learning motivation. One way to increase motivation is by using the Problem-Based Learning model and supported by Android-based learning media. The purpose of this research and development is to (1) Develop, (2) Test the feasibility, and (3) Determine the increase in student motivation in using Android-based learning media with a Problem-Based Learning model in Informatics subjects at vocational high schools that have been developed. The 4D model was chosen for this development, with stages including define, design, develop, and disseminate. The development result is an Android-based learning media called "Mepins" (Informatics Learning Media). The evaluation results obtained from material expert validation were 100 percent with very suitable criteria, the results from media expert validation were 81.09 percent with suitable criteria, the results from small-group development testing were 80.53 percent with suitable criteria, the results from large-group field testing were 86.32 percent with very suitable criteria, and the results from large-group motivation testing were 88.75 percent with very suitable criteria, with an N-Gain value of 0.54, which is interpreted as moderate. This indicates that implementing problem-based learning increases student motivation. Therefore, the media is considered suitable and can be used as a supporting learning media for Informatics subjects at vocational high schools
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.
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
Mobile Learning Media for Enhanced Motivation in Audio and Video Processing: A Vocational Multimedia Approach Fadilah, M. Nuran; Ahmad, Azhar; Yunus, Yunus
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/um010v7i12024p01-06

Abstract

activities to be replaced by technology. Based on the results of observations and initial observations made at SMKN 1 Pasuruan, at SMK PGRI 8 Malang, and at SMKN 3 Kota Bima, a problem was found, namely difficulties in understanding the material in the subject of Audio and Video Processing Engineering because the media was lacking. The objectives of the research activities were to develop mobile-based learning media, describe learning media, analyze the feasibility of learning media, and describe the level of student learning motivation. The developed learning media is stored in .apk format so that it can be operated on a smartphone. The learning media development model adapts the Plomp development model, consisting of an initial investigation or preliminary research phase, a development or prototyping phase, and an assessment phase. In the initial investigation phase or preliminary research, analyze the learning of audio and video processing techniques and find a problem. Then, in the development or prototype phase, there were validation results from media experts of 91.31 per cent and results from material experts of 93.3 per cent. Finally, in the testing phase of the field test on 26 students, the results were 86.71 per cent, and the measurement of learning motivation was 82.85 per cent. Referring to the results of the research, the implementation of the mobile-based learning media that was developed is very feasible to be applied in the learning process. It is quite efficient and effective in increasing student learning motivation
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.
The Effectiveness Of Google Classroom and Dojo Class Using the Discovery Learning Model on The Learning Outcomes of Vocational School Students Suswanto, Hary; Soraya, Dila Umnia; Ramadiani, Nanda Resta; Utomo, Wahyu Mulyo
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/um010v5i22022p62-66

Abstract

The aims of this study were to determine: (1) student learning outcomes through the use of Google Classroom and Class Dojo with the discovery learning model and (2) the effectiveness and efficiency of using Google Classroom and Class Dojo with the discovery learning model for class X. Multimedia students at SMKN 7 Poor. This research is a quasi-experimental research with quantitative and qualitative methods with the design of "Pre-test Post-test Nonequivalent Control Group". Data collection techniques by conducting interviews, giving treatment during learning, and student response questionnaires. The hypothesis is obtained from efficiency test data and effectiveness test. The results obtained from this study are: (1) the implementation of learning using Google Classroom and Class Dojo with the discovery learning model has increased learning outcomes and (2) the use of Google Classroom and Class Dojo with the discovery learning model provides efficient and effective results. In terms of efficiency and effectiveness, learning using Class Dojo with the discovery learning model is more efficient and effective compared to Google Classroom.