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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 31 Documents
E-LEARNING APPLICATION AS A ISLAMIC MENTORING ON LEARNING SYSTEM OF INFORMATICS ENGINEERING STUDENTS Setiawan, Wahyu; Qurrohman, Taufiq; Kurniawan, Fachrul
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 (346.103 KB) | DOI: 10.17977/um010v2i22019p032

Abstract

Information technology is developing very fast and is increasingly strengthened by the existence of the internet that has spread throughout the world. With the internet, the flow of information is increasingly spinning to the public and information technology applications have begun to emerge. These applications make it easy for people who use them, including e-mail, video conferences, mailing lists, chat, e-learning, and others. This paper implements an e-learning system as an Islamic mentoring in the Department of Information Engineering. The e-learning system has the potential to make the mentoring process more effective, because the interaction are wider open. Mentees can communicate with their mentors anytime via the internet. Through e-learning, mentees can continue learning even if they are not physically present at weekly mentoring meetings. Mentoring activities become very flexible because it can be adjusted to the availability of mentee time. Learning activities occur through mentee interaction with learning resources available in e-learning applications and can be accessed from the internet. This e-learning application can be used as a supporting facility of Islamic religious mentoring using conventional methods where mentoring participants meet weekly with their respective mentors. With e-learning applications on Islamic mentoring, mentees can interact with their mentors wherever and whenever they are. With the prerequisites, they are connected to the internet.
COMPARISON OF PROBLEM BASED LEARNING WITH PROJECT BASED LEARNING ASSISTED BY MOBILE BASED LEARNING MEDIA ON STUDENTS’ LEARNING OUTCOMES Nugroho, Andhik Catur; Irianto, Wahyu Sakti Gunawan; Herwanto, Heru Wahyu
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 (443.543 KB) | DOI: 10.17977/um010v1i22018p029

Abstract

This Study presents the utilization of mobile-based learning media in a computer and basic networks. The use of mobile-based interactive media aims to help vocational students majoring in Computer and Network Engineering in learning productive subjects in computers and basic networks. Therefore, this study has a three purposes there are: (1) to discover the influence of Problem Based Learning (PBL) model on students? learning outcomes, (2) to discover the influence of Project Based Learning (PjBL) model on students? learning outcomes, and (3) to compare the PBL and PjBL on students? learning outcomes. The quasi experiment method is used in this research including control and experiment group with different treatment. The subject consists of 108 10th grade students of SMKN 1 Bagor. Data analysis using quantitative technique in this study. Result shows that there is good impact from PBL and PjBL model implementation assisted with mobile-based learning media on the students? learning outcome. In addition, there is a difference between PBL and PjBL implementation that the PBL give a more significant effect on students? learning outcomes.  
Gamification of Assessment Test through Multiple Question Paths to Facilitate Participants’ Autonomy and Competence Atmaja, Pratama Wirya; Mandyartha, Eka Prakarsa
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 (743.184 KB) | DOI: 10.17977/um010v3i12020p009

Abstract

Gamifying activities to make them more game-like is one of the hottest trends in various fields, including education. Among the factors influencing the success of gamification for education are the participants’ sense of autonomy and competence, which can be facilitated with the incorporation of multiple learning paths. However, the use of multiple question paths in gamified assessment tests is still under-studied. This mixed-method study was aimed at exploring the matter through a paper-based and gamified assessment test in higher education. A controlled experiment was conducted in a calculus course in an informatics department. The experimental group (n = 38) undertook a gamified written test, and the control group (n = 37) undertook a regular one. The gamified test consisted of several Hard and Medium Questions, and each participant would choose a question path containing some of the questions. Nine question paths were available with varying ratios between Hard and Medium Questions, and the participants were allowed to ask for two hints on the Hard ones. A questionnaire, based on the EGameFlow model, was used to assess the gamified test. The results show that the gamified test was able to facilitate the participants’ sense of autonomy but not their sense of competence, which was due to flaws of the test. Two additional positive effects of the test on the participants’ knowledge improvement and Flow experience are identified. The path selection pattern among the participants and the flaws of the gamified test are also discussed.
Utilization of the Unversity’s Official Website for Environmental Education Saputri, Kirana Fimelya; Kartikasari, Mei Candra; Hasan, Muchammad Maulana; Hakim, Muhammad Nu'man; Yuliana, Yohanes Gatot Sutapa
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 (553.6 KB) | DOI: 10.17977/um010v2i12019p010

Abstract

Indonesian public awareness about the importance of the environment is still quite low. For example, concern about cleanliness which will have an impact on the environment and health, so it is important to encourage environmental care activities. The University Level Educational Institution was chosen because students have a very important role, namely as one of the Agent of Change that is expected to be able to bring better change to Indonesia's change. This study aims to determine how the role of the official website of the university in Indonesia on the educational environment. With this study will be known how much the level of awareness of the importance of environmental education in a university environment in Indonesia. Based on the results of the study.
ANDROID GAME FOR TYPING SKILL EVALUATION Imansyah, Pranadya Bagus; Wibawa, Aji Prasetya; Widiyaningtyas, Triyanna
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 (533.287 KB) | DOI: 10.17977/um010v1i12018p014

Abstract

As social beings, humans basically need does communication to express his wishes. As the technological progress, the developers are competing to create applications that facilitate communication relationships in both personal and group. In use, it is often found that a classic problem called ?typo? that has led to the misunderstanding in socializing. With the development of game applications based on Android, it will generate data in the form of feasibility and development typing ability of before, after, even when usage by counting the number of letters that can be solved also see the speed of words per minute users that aims to train the speed and accuracy of the type which may be impact on the ability to type in a user's social media.
Decision Support System Course in Developed and Developing Countries Akbar, Syaichul Fitrian; Awang, Halizah Binti
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 (280.924 KB) | DOI: 10.17977/um010v3i12020p041

Abstract

This paper reports have three goals to find out: the description of the higher education system in developed countries; the description of the higher education system in developing countries; and the decision support system syllabus in developed and developing countries that related to the higher education system.The development of technology and information has an influence on people's needs and the transformation of the labor market, so higher education is involved in intense competition. For this reason, the higher education system must be dynamic and sustainably able to enter the uncharted domain, so that in order to achieve it, developing countries need to learn about the higher education system in developed countries to improve the higher education system in their country.The method used is descriptive study and critical study taking into account the guidelines proposed by Kitchenham and adjusted to the literature review which consists of 2 main stages, namely planning and implementation. At the planning stage, broadly the selection of studies related to education, research, and information systems with criteria, namely studies published between 2012 and 2018, and studies that describe the higher education system, as well as decision support systems as topics. The study category consists of tertiary education in developed and developing countries, the higher education system when the study is conducted, and the efforts made regarding the higher education system in the country. Content analysis makes it possible to find research trends on a topic. In the event of a difference, resolved through discussion.By highlighting the positive aspects of the picture of the higher education system in developed and developing countries, and the decision support system course as a topic, it is hoped that it can assist in shaping education reform with the assumption that countries are willing to learn from each other about success from other countries.
APPLICATION OF PROFESSIONAL SUSTAINABLE DEVELOPMENT TO IMPROVE PEDAGOGIC COMPETENCE Syahruddin, Syahruddin; Ahdan, Ahdan; Ernawati, Ernawati
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 (380.72 KB) | DOI: 10.17977/um010v2i22019p027

Abstract

The purpose of this study is to explain the online mode of professional development application in improving teacher competency of learners. The competencies intended in this study are pedagogic competence and professional competence. The research design was carried out in quantitative and qualitative forms. The number of research samples is 30 people. Data collection method used is online media validation and performance tests. Data analysis used descriptive statistics. The results showed validation in the online mode of continuing professional development of the learning teacher had an average value of total validity = 3.5. Thus, this value is included in the category "Very Valid" (3.5 <V< 4.0). Thus, online learning media teachers are declared to meet the validity criteria. Then there are four online modal coaching categories, namely (a) Knowing online features, (b) Writing down learning features, (c) Writing out the names of activities, and (d) Describing the use of features in each learning activity.
Development of Interactive Learning Media for Software Engineering Subject Chapter Process Modeling in Higher Education Sari, Nadia Roosmalita
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

The software development process model or what is commonly called SDLC (Software Development Life Cycle) is one of the Software Engineering (RPL) course materials in the Information Engineering Education (PTI) undergraduate study program where one of the competencies is understanding and knowing the concepts of device engineering software that can be applied in the software development life cycle which is summarized in the material for the SDLC software development process model. This material is the initial material that must be mastered by students to develop quality software. The use of interactive and interesting computer assisted learning media is expected to help the stages of the student learning process properly. This requires an interactive learning multimedia application. The purpose of this research is to develop interactive learning media as an alternative to independent learning tools to assist students in mastering the Software Development Process Model (SDLC) material for students and to find out the feasibility of multimedia application products for learning the Software Development Process Model (SDLC). The research and development methodology used in this research is Research and Development (R&D) with Borg and Gall's development steps which include: (1) Research and data collection; (2) Planning; (3) Development of product drafts; (4) Initial field trials; (5) Revision of trial results (6) Field trials; (7) Product improvement; (8) Field implementation test; (9) Completion of the final product; and (10) Dissemination of implementation. This methodology covers all matters relating to development to produce quality interactive learning media software. Based on the trials, the results obtained were 90.63% from media experts, 98.08% from material experts, 85.46% from initial field trials, 84.56% from field trials, and 86.27% from field implementation trials. The average value obtained is 89% based on the results of the overall data analysis. The conclusion of this research is that the development of multimedia applications for learning the Software Development Process Model (SDLC) is feasible as an independent learning medium. The product produced in this development research is a multimedia application for learning flash-based software development process (SDLC) models.
Mobile Learning Development Based on Android Application for Islamic Education Sibilana, Annas Ribab; Hasanah, Uswatun; Laili, Anisatun Nur
Letters in Information Technology Education (LITE) Vol 3, No 2 (2020)
Publisher : Universitas Negeri Malang

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Abstract

The Development of Android-Based Learning Media in Subject of Islamic Education for Grade XI in SMA Negeri 2 Malang was based on rapid development of technology, especially in field of communication gadget. Various advanced communication gadget called smartphone has been widely introduced in order to support our needs. Android-based Smartphone was very well-known up to among students. Besides, the fact of learning media for Islamic education was very least. Hence, it needed the development of android-based learning media for answering the challenge of globalization era which put forward a practical and fun information technology. The result of the development were (1) has detail explained the procedure of the development of android-based learning media (2) the development product has proved attractive and effective in increasing the students learning outcomes based on the results obtained from the questionnaire responded by validators, subject matter expert for 73.5%, 86.6% media expert, learning expert of 84.6%, and 88.1% from students responses.
E-Learning and Its Role as a Learning Media in Education and Training Kholil, Muhammad; Sofyan, Herminarto; Surjono, Herman Dwi
Letters in Information Technology Education (LITE) Vol 3, No 2 (2020)
Publisher : Universitas Negeri Malang

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Abstract

This study examines the use of e-learning as a learning media in Education and Training. The role of e-learning in learning can bridge the gap between teachers and students in different spaces and times. The method used in this study is a literature review with a narrative review approach. The study result revealed that e-learning as a learning media is effective to improve student learning achievement. In the training of the company, the use of e-learning can also improve the performance of employees. E-Learning that uses MOOC (Massive Open Online Course) provides benefits for learners in formal education and companies who want to develop their abilities and careers. It is important to emphasize aspects of content, users, and the latest technology to optimize the effectiveness of implementing e-learning.

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