cover
Contact Name
Muhammad Wali
Contact Email
muhammadwali@lembagakita.org
Phone
+6281377790601
Journal Mail Official
ijecs@lembagakita.org
Editorial Address
Jl. Teuku Nyak Arief No. 7b Lamnyong, Kota Banda Aceh, Banda Aceh, Provinsi Aceh
Location
,
INDONESIA
International Journal Education and Computer Studies
ISSN : 27764729     EISSN : 27763277     DOI : https://doi.org/10.35870/ijecs.
Core Subject : Science, Education,
IJECS is committed to bridging the theory and practice of modern education and computer science. From innovative ideas to specific algorithms and full system implementations, IJECS publishes original, peer-reviewed, and high-quality articles in the areas of modern education and computer science. IJECS is a well-indexed scholarly journal and is indispensable reading and reference for people working at the cutting edge of computer science, modern education, and applications.
Articles 87 Documents
Vocabulary-Based Computer Assisted Language Learning (CALL) Irani Z, Ulfah; Maulana, Riyan
International Journal Education and Computer Studies (IJECS) Vol. 4 No. 2 (2024): JULY 2024
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v4i2.2925

Abstract

This research aims to explore the implementation of Computer-Assisted Language Learning (CALL) in vocabulary instruction and its impact on students' vocabulary proficiency. The study employs a descriptive qualitative research design, utilizing purposive sampling to select participants. Data collection methods included questionnaires, observations, and documentary analysis to gather comprehensive insights into the effectiveness of CALL in the classroom. The findings reveal that CALL significantly enhances student achievement, with 86% of the students scoring within the excellent to good range in vocabulary assessments. The integration of computers in the learning process has been shown to positively influence vocabulary acquisition, making it a valuable tool in language education. Additionally, the use of CALL has been found to increase student motivation. The interactive elements provided by CALL, such as sounds, images, animations, and colors, contribute to making the learning experience more engaging and appealing for young learners. Consequently, CALL emerges as an effective method for both improving vocabulary skills and enhancing student engagement in language learning.
Teacher Strategies in Increasing Student Learning Interest with the Use of Science Lesson Image Media Pasrellia, Reza; Disniarti
International Journal Education and Computer Studies (IJECS) Vol. 4 No. 2 (2024): JULY 2024
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v4i2.3050

Abstract

This study aims to identify teachers' strategies in increasing students' interest in learning through the use of image media in science learning at SD Tahfidz Abbil, Kota Pagar Alam. The research method used is qualitative descriptive with data collection techniques in the form of interviews, observations, questionnaires, and documentation. The results of the study show that teachers use various strategies such as the integration of image media in the lesson plan, the use of various types of images, interactive and participatory approaches, and creative projects. However, some of the challenges faced include limited access to high-quality media, longer preparation times, and inadequate technological skills. The effectiveness of the use of image media can be seen from the average increase in students' interest in learning by 25% and active participation during learning. Image media has also been shown to help students in understanding complex scientific concepts. The implications of this study show the need for continuous training for teachers in the use of technology and image media as well as increased access to better educational resources. Thus, the use of image media can be an effective strategy in increasing students' interest and understanding of science subjects.
The Effect of Smart Fun Alphabet Media on the Ability to Recognize Letters for Early Childhood Ristianti, Villi Widia; Sari, Wulan
International Journal Education and Computer Studies (IJECS) Vol. 4 No. 2 (2024): JULY 2024
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v4i2.3051

Abstract

Children are distinctive individuals with unique characteristics encompassing cognitive, social, emotional, linguistic, physical, and artistic aspects that are undergoing a rapid developmental process. This phase signifies a crucial period laying the foundation for future life trajectories. Consequently, the age bracket of zero to six years is deemed as the optimum developmental stage. The primary objective of this investigation is to ascertain the impact of intelligent and enjoyable alphabet media on children's letter recognition abilities, particularly focusing on early childhood in Ar-rohman PAUD Bantunan Village, Pajar Bulan District, Lahat Regency. This study adopts a field research design, employing a quantitative approach, with a total sample size of 24 individuals and utilizing observation and documentation as data collection methods. The data analysis entails statistical analysis through the T-test. The findings reveal that the statistical analysis of paired t-tests yielded a t count of 92.916, surpassing the critical t table value of 2.096 (92.916 > 2.069) with a significance level of 0.000 < 0.005. Consequently, the null hypothesis (H0) is rejected in favor of the alternative hypothesis (Ha), with a correlation coefficient (R) value of 0.895. This indicates a highly robust relationship between the research variables. The R Square value, or coefficient of determination (KD), stands at 0.800, suggesting that the independent variable X exerts an influencing effect of 80% on variable Y. The remaining 20% signifies the contribution of unaccounted variables within the study.
Application of Image Media in Improving Children's Speaking Skills in PAUD Kontisa, Emilia; Palupi, Aisyah Putri Dea
International Journal Education and Computer Studies (IJECS) Vol. 4 No. 2 (2024): JULY 2024
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v4i2.3071

Abstract

Early Childhood Education (ECE) plays a crucial role in laying the foundation for children's development, particularly in language skills. Speaking skills are essential for fostering critical thinking and communication abilities from an early age. This study aims to explore the application of image media in storytelling methods as a tool to enhance children's speaking skills at PAUD Aisyah, Pajar Tinggi Village, Pajar Bulan District, Lahat Regency. The study employed a Classroom Action Research (CAR) approach, conducted in two cycles, each consisting of three meetings. The results demonstrated a significant improvement in children's speaking skills following the implementation of image media. The children were able to articulate sentences more effectively and showed an increase in vocabulary usage. Image media proved to be effective in creating an engaging learning environment, motivating children to actively participate in learning activities. This study confirms that using image media in language learning at ECE can have a positive impact on the development of children's speaking skills.
Application of Color Play with Yarn Media to Develop Children's Creativity in PAUD Nurul Iman Indriani, Soneta; Manto
International Journal Education and Computer Studies (IJECS) Vol. 4 No. 2 (2024): JULY 2024
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v4i2.3072

Abstract

Children's creativity can be developed through play because if balanced with play, children can learn to control themselves. Therefore, this study plans to find out whether colour plays with yarn media can develop early childhood creativity in PAUD Nurul Iman, Talang Baru Village, Pajar Bulan District, and find out the supporting and inhibiting factors in the development of early childhood creativity through colour play. The research method used in this study is Classroom Action Research, which is research conducted in a class to determine the consequences of actions applied to a research subject in that class. Based on the results of research conducted for two cycles and each cycle carried out for three meetings, it can be concluded that the increase in creativity in PAUD Nurul Iman children, Talang Baru Village, Pajar Bulan District, Lahat Regency occurred because of learning carried out through colouring activities with yarn media. This is shown by the increase in children's creativity in each cycle. Based on the data in this study, the creativity of PAUD Nurul Iman children, Talang Baru Village, Pajar Bulan District, Lahat Regency, in each cycle has increased to 80.6% of 21 children.
Integration of the Game "Cooking Crazy Restaurant" and Direct Practice in Cooking Learning for Latiffa Az-Zahra Kindergarten Children Nabila; Khaira, Alesha
International Journal Education and Computer Studies (IJECS) Vol. 4 No. 3 (2024): NOVEMBER 2024
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v4i3.2652

Abstract

This innovative study investigates the synergy between digital gamification and kinesthetic pedagogy through the hybrid implementation of the educational game "Cooking Crazy Restaurant" and physical cooking practice in Latiffa Az-Zahra Kindergarten. With a mixed-methods experimental design integrating quantitative (gameplay scores, time-on-task metrics) and qualitative (semi-structured interviews, participant observation) analyses, the study uncovers the bidirectional learning transfer mechanisms between virtual competencies and real-world skills. Empirical data show a 72% increase in procedural accuracy in measuring ingredients, a 41% decrease in error rate in hygiene techniques, and an 88% achievement in retention of nutritional concepts after 8 weeks of intervention. Thematic analysis identified three pillars of success: (1) a dynamic difficulty adjustment system that creates an optimal flow state for beginners, (2) a haptic-visual synchronization mechanism that strengthens sensorimotor connections, and (3) a social learning scaffolding architecture through the co-op challenges feature. The implementation of the Phygital Pedagogy Framework model not only increased cooking self-efficacy (+54 points on the Bandura scale) but also spurred the development of 21st century skills such as critical sequencing and resource management. This finding revolutionizes the early childhood education paradigm by proving that game-technology integration is not just an entertainment tool, but a cognitive amplifier that can transform passive learning into experiential mastery.
The Influence of Internet Access Availability on Student Participation in Online Learning in Aceh Province Raihani, Ayu; Mahliati
International Journal Education and Computer Studies (IJECS) Vol. 4 No. 3 (2024): NOVEMBER 2024
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v4i3.2655

Abstract

The purpose of the study: To analyze the effect of the availability of internet access on student participation in online learning in Aceh Province. The quantitative method was utilized, and data were collected using a survey method on 400 high school students in different provinces. Internet access availability, according to the findings of the analysis, has a significant positive effect on student participation in online learning (p <0.05). In this case a beta (β1) value of 0.65 implies that for every one unit increase in internet access availability, the model predicts a 0.65 unit increase in student participation. The R² = 0.42 means that the availability of internet access accounts for 42% of the variation in student participation. Moreover, students who are using internet greater than 10 Mbps participated more on comparison to students on internet between 1-10 Mbps or below 1 Mbps. This research further emphasizes the role of parental encouragement and schools' preparedness in determining student participation. The results point to the need for more initiatives to scale up internet access and speed in Aceh Province, particularly in rural and isolated regions, to support more equitable education outcomes. The results of this study are expected to be useful for policy makers in formulating policies and programs to improve internet access and quality of education in Aceh.Index Terms—Internet Access, Quality of Education, Aceh
Using GPS-Based Learning Media to Improve Understanding of Map Concepts in Geography Lessons in the Independent Curriculum in Middle Schools in Aceh Province Muliana; Aziz, Abdul; Fathimah
International Journal Education and Computer Studies (IJECS) Vol. 4 No. 3 (2024): NOVEMBER 2024
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v4i3.3594

Abstract

The concept of maps in geography reflects the desire of humanity to find out about the earth in space, orientation, physically and symbolically. As much as you try to innovate in teaching, the ability to connect theory with real world experiences students are often a struggle. Research and Development (R&D) In this study using Borg and Gall models to produce GPS -based learning media for students' understanding of the map concept. 35 students in the eighth grade, we have observed at SMP 2 Idi Timur, East Aceh facing clear challenges through map induction using traditional methods. The media produced include interactive maps, coordinate reading exercises, and activities to find real world places that make concrete geographical theory. Expert validation scores have above 90 (very valid categories), while student assessment increases (30-35%) from pretest results to post-test. GPS -based media does not only work cognitively; It works experimentally to provide significant learning, a good type of student finds their daily lives. This strategy harmonized theory with practice in the context of the independent curriculum framework, with students as active translators from geographical information instead of passive consumers. This study formulated a model where programming is not only a technical tool but also a link that connects the digital world with spatial structured reality, which ultimately contributes to sustainable development from the geographical literacy of high school students.
How Does the Influence of Moral Values Affect Children's Use of Roblox in Character Education? Damanhuri; Wali, Muhammad
International Journal Education and Computer Studies (IJECS) Vol. 4 No. 3 (2024): NOVEMBER 2024
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v4i3.3627

Abstract

This experimental study evaluated the effectiveness of Roblox game design based on local Indonesian values in strengthening character education for children aged 9-12 years through a mixed-methods approach. Involving 320 participants from 15 schools in Aceh Province, this study measured behavioral changes using the Moral Competence Game Scale (MCGS-α=0.87) and analyzed 1,250 transcripts of game interactions over a 12-week period. Quantitative results showed a significant increase in prosocial behavior (42%, p<0.01) and conflict resolution competence (d=0.63), while qualitative analysis revealed the dominance of collaborative communication patterns (78%) in the avatar rescue scenario. The integration of local wisdom such as mutual cooperation simulations in shared resource management mechanics, adaptation of local Acehnese games, and deliberation-based narratives were shown to increase the retention of justice values by 28% compared to generic content. The main challenges included exposure to 23% of morally ambiguous content and technostress in 65% of parents, which were addressed through the Onion-Layer Protection model combined with AI moderation and community reporting. The research implications resulted in Ethical Design Guidelines for local game developers that include technical parameters such as 30% memory usage optimization with 1:1 trim sheet technique and 15% FPS increase through adaptive LOD system.
Computer Simulation and Animation in Engineering Mechanics: A Critical Review and Analysis Masri; Suardi; Al-Bahri, Fauzan Putraga
International Journal Education and Computer Studies (IJECS) Vol. 4 No. 3 (2024): NOVEMBER 2024
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v4i3.3628

Abstract

Improving the quality of learning in mechanical engineering is a major challenge in the field of mechanical engineering, especially in understanding complex concepts such as statics and dynamics. This study aims to improve the effectiveness of the use of computer simulation and animation as an innovative learning tool in mechanical engineering. This study used a mixed approach (mixed methods) with a quasi-experimental design involving 94 mechanical engineering students from three universities in Indonesia who were divided into an experimental group using simulation and animation modules (n=50) and a control group using conventional methods (n=50). The results showed that the use of this technology increased students' understanding by 25% compared to 10% in the traditional method, with a significant difference in the post-test (t(92)=3.87, p=0.0002, Cohen's d=0.79). The experimental group also reported a higher level of engagement (85% vs 62%) and a significant reduction in cognitive load (NASA-TLX: 32.4 vs 45.7). Qualitative analysis revealed that visualization helped students connect theory with practical applications, in line with the principles of Cognitive Load Theory and Cognitive-Affective Learning Theory with Media. Although effective, the study identified implementation challenges such as software development costs, educator training needs, and disparities in technology access across institutions in Indonesia. The study concluded that computer simulation and animation have transformative potential to improve the quality of mechanical engineering education, with recommendations for future development through the integration of immersive technologies such as Virtual Reality and Augmented Reality that support the Conceive-Design-Implement-Operate (CDIO) approach in preparing the workforce to face the demands of the Industrial Revolution 4.0.