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 31 Documents
DEVELOPMENT OF E-BUSINESS TOWARDS LABOR MARKET FOR HIGHER EDUCATION Mubdik, M. Ahsanul; W, Delliana Eka; Kurniawan, Fachrul
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 (235.51 KB) | DOI: 10.17977/um010v1i22018p034

Abstract

The internet business is used for information exchange, product catalogs, promotional media, e-mails, bulletin boards, electronic questionnaires, and mailing lists. The internet can also be used to dialogue, discuss, and consult with consumers online, so that consumers can be involved proactively and interactively in the design, development, marketing, and sale of products. By using the internet, we can run an electronic business or commonly called e-business as a means of expanding employment opportunities. Given the smaller quota to find employment, that ebusiness is the right solution for college graduates.
The Effectiveness of Fuzzy-SAW Method for the Selection of New Student Admissions in Vocational High School Lestari, Pashatania Fitri Indah; Prabowo, Tito Tri; Utomo, Wahyu Mulyo
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 (528.167 KB) | DOI: 10.17977/um010v3i12020p018

Abstract

New student admission activities are routine activities carried out by vocational high schools every year to get the best students. A method is needed that can be used as a means of screening to select students based on their abilities and fields that are in accordance with the characteristics of students. This study uses the Fuzzy-SAW Method which is carried out through 3 stages, namely preparation of the components of the situation, the analysis and synthesis of information. The use of this method is expected to be able to help and provide the best decisions in the acceptance of new students.
Students’ Perspective about E-Learning Problems and its Benefits Nia, Nur Jazilah; Kurniawan, Fachrul
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 (455.126 KB) | DOI: 10.17977/um010v2i12019p016

Abstract

Current technological developments force prospective educators to follow and even exploit its development to support the instructor and students. Besides that, we cannot simply move on with its rapid development now. E-Learning is one of the breakthroughs in the field of education that is allegedly able to improve the quality and quality of students in learning. For that prospective educators must also understand what E-Learning is. The purpose of this research is to determine the level of understanding of students majoring in education at UIN MALIKI Malang about E-Learning and its utilization for students. In order to make adjustments to the education curriculum at the PTN level related to the issue of E-Learning itself. The author will conduct interviews indirectly with interviewees to ask about E-Learning problems and its benefits. After conducting research it shows that 54.1% of students have not fully understood about this issues.
THE EFFECT OF LABORATORY FACILITIES AND TEACHER COMPETENCE ON STUDENT LEARNING OUTCOMES IN VOCATIONAL HIGH SCHOOL (VHS) Elmunsyah, Hakkun; Rizza, Muhammad
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 (344.12 KB) | DOI: 10.17977/um010v1i12018p018

Abstract

Learning in VHS cannot be separated from teacher?s role as an educator. Besides that, the laboratory is necessary to support the life skill, critical and creative thinking, collaborating, communicating, and literacy. It can be concluded that there is a strong relationship between laboratory infrastructure (X1) and teacher competence (X2) on student learning outcomes (Y). The case study in this research known results as follows: (1) there are significantly impact between variable X1 and Y, (2) there are significantly impact between variable X2 and Y, (3) there are there are significantly impact between laboratory facilities and teacher competence with student?s learning outcomes.
OVERCOMING THE INFLUENCE OF SOCIAL MEDIA BASED ON STUDENTS’ GENDER DIFFERENCES Maranita, Rani; Avicienna, Razes Maskawaih; Muawanah, Risalatul; Mursydan, Zaka Kharis
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 (529.976 KB) | DOI: 10.17977/um010v2i22019p036

Abstract

This study investigates the causal relationships between social media (Instagram) use of college students based on gender differences. We conducted a panel survey targeting State University of Malang college students and analyzed 50 responses which proportion is 50% males and 50% females to get balanced and maximum results. The following results were produced: (a) The college students in the study reported that students use social media as entertainment, friendship, and as well as a place to find news they like and need. Instagram is also used as a media for exchanging information that is assured by them; (b) for male students, instagram is used as a media to find their favorite news such as sports news and games, and this has no effect on their social life.; and (c) for female students, instagram is a part of their lives.
DEVELOPMENT OF UNIVERSITY DIGITAL SKETCH-MAP BASED ON EXPERIENCES AND DIGITAL TRACES Muqorrobin, Kiroomin; Yudhistira, Moch Rajendra; Pratama, Muhammad Ardhika Mulya; Hidayat, Muhammad Fahmi; Widarto, Widarto
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 (583.74 KB) | DOI: 10.17977/um010v1i22018p036

Abstract

The main purpose of a university is education. However, in addition to the educational process, people who are active in the university environment will surely leave valuable moments or experiences, especially in places that are often visited or even places that leave unforgettable impressions. Even so, the lack of attention to the moments or experiences makes the moments easily forgotten, and not conveyed to future generations. Therefore, we developed a digital sketch-map using past photo data and the recollections of campus society, we also conduct investigations on the recollections we got using Falk's theory of ?making of meaning? in a museum. The purpose of this study is to develop a digital sketch-map to ease archiving and saves some memories of Universitas Negeri Malang?s societ
DEVELOPMENT OF MOBILE LEARNING BASED MEDIA FOR MICROPROCESSOR ENGINEERING SUBJECT IN SMK NEGERI 5 SURABAYA Raras, Gustav Mandigo Anggana; Munoto, Munoto; Ekohariadi, Ekohariadi
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 (246.202 KB) | DOI: 10.17977/um010v1i12018p001

Abstract

The purpose of this research is to produce a valid teaching media for microprocessor engineering subject named Mikro-X. Mikro-X can be accessed online either using computer or smartphone. The development of Mikro-X is based on ten step R&D by Borg and Gall. In the experiment step two class is used, X-EDK 1 as experiment class and X-EDK 2 as control class. Mikro-X is used in experiment class while conventional media is used in control class. Two class is compared by their learning outcomes (affective, cognitive, and psychomotor). Mikro-X has validity 4.539 (Likert scale) based on four validator responses. On the experiment stage, students who use Mikro-X have a higher learning outcome (affective, cognitive, and psychomotor) than students who use conventional media.
Developing Online Learning Application for Programming Language Ciptayani, Putu Indah; Saptarini, Ni Gusti Ayu Putu Harry; Hidayat, Reza Akbar; Dewi, Kadek Cahya
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 (590.292 KB) | DOI: 10.17977/um010v3i12020p023

Abstract

.Online learning is one of the most practical and promising learning alternatives nowadays. Flexible time and low cost of online learning are advantages that offline learning does not have. In addition, in online learning, each student can enrol the material according to their level, interest and abilities.  This study aims to build an online learning application for programming language. The method used in this study was Scrum software development. Scrum is one of the Agile method in software development. The system design using use case diagram resulted 3 actors and 8 use cases. The product backlog resulted in this study was five backlogs. The sprint composed based on product backlog result 4 sprints in total 120 days’ work. All five product backlogs were built successfully using Scrum. This system can be an alternative in learning programming language that offers the flexibility to the student, based on their ability and time.
DESIGN OF DIGITAL MAP BASED ON HAND GESTURE AS A PRESERVATION OF WEST JAVA HISTORY SITES FOR ELEMENTARY SCHOOL Padmasari, Ayung Candra; Wahyuningsih, Yona; Rostika, Deti
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 (666.31 KB) | DOI: 10.17977/um010v2i22019p023

Abstract

Social science study of historical content at present does not seem to be directly proportional to the development of the industrial revolution 4.0. it is because of rote learning styles, text-based, teacher-centered teaching methods without technologicalaided modifications. With these problems, it is necessary to have design innovations and media for learning models, one of them is to design a hand gesture-based map equipped with a leap motion controller. This study aims to design a digital hand gesture-based map design as the preservation of West Java historical sites for elementary school children. The method used in the study is Design and Development (D&D). The results of this study are the design of an interactive map as a teaching media innovation and the configuration response of the tool with the results of 13 ms / FPS 33 ms / 60 FPS tap gesture responses.
ANDROID-BASED FOR FIQH SCIENCE LEARNING Zakaria, Nizar
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 (290.438 KB) | DOI: 10.17977/um010v1i22018p022

Abstract

With development of internet technology, mobile-learning models began to be developed. M-learning is a conventional form of learning as outlined in digital format through internet technology. This system can be used in distance learning or conventional learning. Therefore developing this model does not merely present subject matter to the internet but needs to be considered logically and holds the principles of learning. Likewise, the development design that is simple, personal, and fast, and the element of entertainment will make students feel convenience studying in front of the internet as if they were learning in class. 

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