cover
Contact Name
Heri hermawan
Contact Email
herihermawan@unismuh.ac.id
Phone
+6285274902693
Journal Mail Official
jcie@bg.unismuhmakassar.ac.id
Editorial Address
Sultan Alauddin 259, Makassar, Indonesia
Location
Kota makassar,
Sulawesi selatan
INDONESIA
Journal of Computer Interaction in Education (JCIE)
ISSN : 26565218     EISSN : 26222418     DOI : https://doi.org/10.56983/jcie.v5i1
Core Subject : Education, Social,
Focus and Scope Journal of Computer Interaction in Education (JCIE) publishes academic articles that recognize successful engaged learning depends on effective partnerships between students, faculty, community agencies, administrators, disciplines, and more. The journal invites submission of 1) Research that emanates from or informs campus-community partnerships; 2) Studies co-authored by faculty, students, and/or community partners; 3) Literature and Teaching English as Foreign Language; and 4) Commentary on emerging trends, developments, and/or challenges. The publication of this journal aims to spread conceptual thinking or ideas and the research findings obtained in the field of English Education and Literature.
Articles 89 Documents
Students' Perception of Using Google Classroom in The Paragraph Writing Class at English Education Department Ridwan, Nur Marwinda; Muhsin, Muh. Arief; Mahmudah, Dzur Rif’ah
Journal of Computer Interaction in Education Vol. 5 No. 2 (2022): JCIE:Journal of Computer Interaction in Education
Publisher : FKIP Unismuh Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56983/jcie.v5i2.500

Abstract

This study aims to determine the perception of each student in using Google Classroom in the second semester paragraph writing course at the Department of English Education, Unismuh Makassar. In this study used quantitative research method. The data was collected through distributing questionnaires to each student. The sampling technique used by the researchers in this study was purposive sampling. The sample in this study were 27 students consisting of 14 students from class BG2A and 13 students from class BG2B class 2021 majoring in English Education. The results of this study was showed the variable that achieves the highest index was the "Ease for Use" variable, which was 80,9%, means that students agree that Google Classroom very easy to use during the learning process of paragraph writing, while the variable with the lowest index was “active”, which was 74,8%, means that it was still a little students who are active in the learning process using Google Classroom. However, the results of the analysis show that the index for each variable was in the "Agree" category. So in this study it can be concluded that students have a positive perception on using Google Classroom in paragraph writing courses.  
Integrating Gamification Strategy to Stimulate Students' Interest and Motivation on English Lesson at SMP Negeri 26 Makassar Putri, Anindia; Nur Qalbi; Awalia Azis
Journal of Computer Interaction in Education Vol. 5 No. 2 (2022): JCIE:Journal of Computer Interaction in Education
Publisher : FKIP Unismuh Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56983/jcie.v5i2.518

Abstract

The goal of this research is to clearly identify more about the problem of the gamification learning approach by using teaching materials based on gamification achievement in face-to-face learning and how Android applications used as a way of mobile learning to overcome these problems. This study aims to examine the application of gamification to stimulate students' interest and motivation in the concept of mobile learning by using a learning resource named Lima Sahabat for learning among seventh graders of junior high school. A Quasi-experimental study design was used (non-equivalent control group Pre-Test and Post-Test designs). The population in this study were all the seventh grade students (224 students) and the samples were class VII.2 (31 students) and VII.3 (31 students). The result for interest there was an increase of 1,9 points for the control class (72,74 – 70,84), while in the experimental class there was an increase of 14,52 points (78,23 – 63,71) and the result of motivation there was an increase of 1,03 points for the control class, while in the experimental class there was an increase of 18,87 points. The significance value of 0.000 for the learning interest variable and 0.001 for the learning motivation variable is less than 0.05 (5%), the null hypothesis (Ho) was rejected and the alternative hypothesis (H1) was accepted. By accepting the alternative hypothesis (H1), it can be concluded that gamification effects the interest and learning motivation of class VII students at SMP Negeri 26 Makassar in English Lesson.  
Students' Comunication Perspective in Online Listening Subjects Puspitasari, Eri; Sangkala, Ismail; Ariana
Journal of Computer Interaction in Education Vol. 5 No. 2 (2022): JCIE:Journal of Computer Interaction in Education
Publisher : FKIP Unismuh Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56983/jcie.v5i2.525

Abstract

This study aimed to discover students' communication perspectives in online listening subjects. The method used in this research was qualitative method in the kind of phenomenological research. The research instrument to collect the data was a semi-structured interview. The subjects of this study were third-semester students of the English Education Department, Faculty of Teacher Training and Education, Universitas Muhammadiyah Makassar.Based on the results of this study, the perspective of student communication in online listening classes, students stated that the way the lecturer conveys material in the online listening class is direct via Zoom or Google meet. Meanwhile, in terms of interaction, some students answered that communication was done in writing on WhatsApp. Then, In terms of delivering feedback, almost all students mentioned that the lecturer delivered it in groups (one class). Whereas in terms of doing assignments students prefer to do them individually. Most students have a good opinion after studying these topics, and it helps them understand many situations in real life. Furthermore, most of the students mentioned that these themes influenced their understanding of culture because they heard how languages are in other countries. especially on differences in accent and pronunciation.
STUDENTS’ PERCEPTION ON THE USE OF HOT POTATOES IN ENGLISH SUBJECT: A Descriptive Qualitative Research Askin, Amelia; Akib, Erwin; Azis, Awalia
Journal of Computer Interaction in Education Vol. 1 No. 1 (2018): JCIE:Perception, Music Video, Mobile Learning and Social Media toward Language
Publisher : FKIP Unismuh Makassar

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Abstract

This research was aimed at revealing students’ perceptions on the use of hot potatoes in English subject at the 5th semester students of English Education department at Makassar Muhammadiyah University. This research applied descriptive method that spending one month period of time for the data collection by using questionnaire as well as focus group discussion consisting 8 statements to be analyzed. The data was taken from 15 students by using purposive sampling technique of the 5th semester students of English Education department in order to find out students’ perception on the use of hot potatoes in English subject. The result of data analysis revealed that all participants had positive perception toward hot potatoes. The first variable revealed students’ perception on the use of hot potatoes where the average participants clarified that the program was suitable for language testing. The second variable revealed students’ perception on the teacher strategy in teaching English by using hot potatoes. With the regard of this program, participants clarified that was an appropriate strategy for English evaluation. Based on the result above, it can be concluded that according to students’ perception, hot potatoes was user friendly program and appropriate strategy for English subject
THE USE OF MEDIA MUSIC VIDEO TO IMPROVE STUDENTS’ COMPETENCE IN WRITING SKILL: An Experimental Research Rahman, Armita Sari; Amin, Bahrun; Saiful
Journal of Computer Interaction in Education Vol. 1 No. 1 (2018): JCIE:Perception, Music Video, Mobile Learning and Social Media toward Language
Publisher : FKIP Unismuh Makassar

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Abstract

This Research Objectives was to find out whether media music video can improve students competence in writing skill. Utilizing of music video as media in learning can help students shape an active mind, curious, and independent by strengthening confidence, ability expression and creativity. To analyze the data, A Pre-Experimental design was employed. It involves at class X-2 of SMAN 7 Enrekang Kabupaten Enrekang. Data were obtained through pre-test and posttest. Data analyze by using t-test. The findings showed that there was significant difference on the students’ competence in writing skill through media music video. The students mean score of pre-test experiment class was 56.36. Then in the post-test, the mean score of experiment class was 70.24. In other words, media music video can improve students’ competence in writing skill.
INVESTIGATING THE STUDENTS’ PERCEPTIONS TOWARD THEIR MOBILE LEARNING EXPERIENCES AT THE FIFTH SEMESTER STUDENTS OF ENGLISH EDUCATION DEPARTMENT: A Descriptive Study Meydina, Erika; Dalle, M. Basri; Ma'ruf, Amar
Journal of Computer Interaction in Education Vol. 1 No. 1 (2018): JCIE:Perception, Music Video, Mobile Learning and Social Media toward Language
Publisher : FKIP Unismuh Makassar

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Abstract

This research aimed to find out the sorts of mobile learning experiences used by the fifth semester students and their perceptions toward mobile learning in learning English. This research was conducted through descriptive quantitative method. The population was the fifth semester students of Muhammadiyah University of Makassar and took 60 students as the sample. The researcher used instrument to find out the sorts of students’ mobile learning experiences and their perceptions.Findings in this research are almost all students’ mobile learning experiences are from smartphone. It showed 100% students chose smartphone, 18% chose laptop, 17% chose netbook, and 5% chose MP3 Player. Then, the result of students’ perceptions showed students are (85%) strongly agree that M-Learning is engaging, (82%) strongly agree M-Learning is convenient, (79%) agree M-Learning is flexible and (79%) agree M-Learning is interactive. Based on the research findings above, it could be concluded that students’ has experienced smartphone as their Mobile learning, and mobile learning is effective as a learning tool to learn English.
THE EFFECTIVENESS OF USING TELL ME MORE (TMM) IN TEACHING ENGLISH SPEAKING AT SECOND YEAR STUDENTS OF SMA NEGERI 5 BARRU: An Experimental Research Wardani, Irna; Ampa, Andi Tenri; Abdul, Nurdevi Bte
Journal of Computer Interaction in Education Vol. 1 No. 1 (2018): JCIE:Perception, Music Video, Mobile Learning and Social Media toward Language
Publisher : FKIP Unismuh Makassar

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Abstract

The research was aimed to improving the students’ Pronunciation ability, particularly vowel and consonant sounds in speaking by using Tell Me More (TMM) at Second Year Students of SMA Negeri 5 Barru. The method of this research was quasi experimental. It was consisted with two classes, namely experimental class and control class by used purposive sampling. The number of sample selected was 60 students. The data were obtained through pronunciation test. The result of this research, the researcher found: 1. the significant difference between the students who are taught consonant by using Tell Me More (TMM) and the students who are taught by using discussion method in teaching and learning pronunciation. Where 5.15 in pre-test to be 6.56 in post-test and control class was 4.83 in pre-test to be 5.53 in post-test. 2. The significant difference between the students who are taught vowel by using Tell Me More (TMM) and the students who are taught by using discussion method in teaching and learning pronunciation. Where 7.43 in pre-test to be 8.15 in post-test and in control class was 6.89 in pre-test to be 7.51 in post-test.
USING BLOG TO INCREASE STUDENTS’ READING COMPREHENSION AT THE ELEVENTH GRADE OF SMA BATARA GOWA: An Experimental Research Murniati; Nappu, Syamsiarna; Setiadi, Muhammad Astrianto
Journal of Computer Interaction in Education Vol. 1 No. 1 (2018): JCIE:Perception, Music Video, Mobile Learning and Social Media toward Language
Publisher : FKIP Unismuh Makassar

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Abstract

This research aimed to find out the improvement of the students’ reading comprehension by using Blog that focused on literal comprehension in term of main idea and interpretive comprehension in term of conclusion. The writer applied pre-experimental method with one group pretest-posttest design, and collected the data by giving pre-test and post-test. The sample of the research was class XI IPA of SMA Batara Gowa which consisted of 21 students. The sample was taken by using purposive sampling technique. The research findings showed that the eleventh grade students of SMA Batara Gowa had poor score in pre-test. After treatment, their reading comprehension was significantly increased. The result of the research were the mean score literal reading obtained by the students through pre-test was 69 and post-test was 77,2 with the t-test value main idea is greater than t-table (8,2> 2,08). Mean score interpretive reading pre-test 67, 3 and post-test 75 with the t-test value conclusion comprehension is greater than t-table (7, 6> 2, 08). The use of Blog increased literal comprehension in term of main idea and interpretive comprehension score in term of conclusion. Literal comprehension improved11, 8% and interpretive improved 11, 4%. The result of calculating t-test of the indicators in the students t-test reading comprehension (literal and interpretative comprehension) is greater than t-table 15, 8 > 2, 08. It means that there is significance difference between before and after giving the treatment).
THE RELATIONSHIP BETWEEN INTENSITY IN USING MOBILE LEARNING TOOL IN LEARNING ENGLISH AND THE STUDENTS’ GRADE POINT AVERAGE: A Correlation Research Nurhidaya; Natsir, Ratu Yulianti
Journal of Computer Interaction in Education Vol. 1 No. 1 (2018): JCIE:Perception, Music Video, Mobile Learning and Social Media toward Language
Publisher : FKIP Unismuh Makassar

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Abstract

The objective of the research was to find out the relationship between intensity in using mobile learning tool in learning English and the students’ grade point average at the third, fifth, and seventh semester students of English department in Muhammadiyah University of Makassar. The research design was correlational research. The total number of sample was 60 students. The researcher used questionnaire as instrument. The research findings shown that the classification of students’ intensity in using mobile learning tool at the third, fifth, and seventh semester students of English Department in Muhammadiyah University of Makassar was fair with mean score 63.25, and the classification of the students’ grade point average was Cumlaude with the mean score with mean score 3.54. The researcher conclude that there was no correlation between intensity in using mobile learning tool in learning English and the students’ grade point average at the third, fifth, and seventh semester students of English department in Muhammadiyah University of Makassar. The Pearson correlation values of students Intensity in using mobile learning tool in learning English and the students’ grade point average were 0.097, 0.132, 0.077, and 0.087
THE USE OF “BIG CITY ADVENTURE SYDNEY AUSTRALIA SOFTWARE GAME” IN ENHANCING THE STUDENTS’ VOCABULARY: A Classroom Action Research Herlina, Rika; Akib, Erwin; Ma'ruf, Amar
Journal of Computer Interaction in Education Vol. 1 No. 1 (2018): JCIE:Perception, Music Video, Mobile Learning and Social Media toward Language
Publisher : FKIP Unismuh Makassar

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Abstract

This research aimed to find out the improvement of students’ vocabulary by using Big City Adventure Sydney Australia Software Game as learning method and to know the students’ attitude towards using media game in learning vocabulary at SMAN 13 Luwu. The researcher used Classroom Action Research as the research method. The researcher conducted two cycles; each cycle consisted of three meetings. It was done at class XI IPA2 which consist 36 students. The research findings indicated that Big City Adventure Sydney Australia Software Game improved the students’ English vocabulary that focus on noun. It was proved by the improvement of the students’ achievement. Before treatment, the students’ vocabulary was very poor. Only 3 students (8.33%) got Good score. Most of the students are difficult in memorizing some vocabularies. At the end of the first cycle, any 9 students (25%) got Good score. In the second cycle, any 19 students (52.77%) got Good score. the mistake made by students in stressing syllables decreased, and the words that they memorize had increased. Finally, the students’ result of the cumulative vocabulary test there are 2 students (5.55%) got excellent score and 25 students (69.44%) got Good score. It could be concluded that use of Big City Adventure Sydney Australia Software Game was improve significantly of the students’ achievement. The students’ attitude in memorizing English words, It was proves that the presence of Game as a method and media improved the students’ enthusiasm in learning and also enhanced the students’ participant during learning process