Articles
39
Articles
Promoting Assisted-Online Platform in Evaluating Reading Exercise in English for Academic Purpose Program

Mahmudah, Khotimah, Drajati, Nur Arifah, Ngadiso, Ngadiso

IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

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Abstract

Along with the development of the digital era, how to pass learning evaluation can be done by using one of platforms in technology. This is no exception in the case of evaluation for academic reading at the university level. This study used Google Form as a platform for conducting an evaluation process of reading exercise. The purposes were to create a chance for university students that join in English for academic purpose program in order to evaluate a specific material outside of class, to determine the levels of difficulty from reading exercises assisted-online platform, and to determine the discrimination indexes of reading exercises assisted-online platform. This paper was qualitative-content analysis research involved fifteen university students who came from different programs. The data collection was gathered from observation and document analysis. The finding reveals that the evaluation of reading exercise can be done effectively using online platform outside of class. This result is a novelty in doing evaluation for English Teacher. In conducting a test, by using an online platform, it also indicates that the test is valid and reliable. The implication is that the online platform has several benefits in helping teachers carrying out an evaluation or developing a test of a lesson and implementing the test outside of the class as effective as in the class.

Kahoot!: Bring the Fun Into the Classroom!

Sabandar, Grace Nathania Clara, Supit, Noldy Richard, Suryana, Effendy

IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

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Abstract

During the height of 21st Century Learning, educators across the globe are demanded to find ways, methods and techniques to engage modern learners in the learning process. Nowadays, with the simplicity provided by the Internet, it is not as difficult and painful to help with the process. One of the fun ways to educate learners is with games, digital games. Games are usually intended to increase learners’ desire for competition, goal achievement and genuine self-expression, all in the while games are also great to promote interactivity, have a set of rules with a quantifiable result, can be colorful, as well as appealing and extremely realistic. This paper is based on an interactive workshop which was focused in exploring the app, Kahoot!, that claims to provide educators with a chance to create a game-based assessment in different forms, such as multiple-choice questions, jumbled vocabulary, jumbled sentences. Healthy competition and rewarding good ideas provided by Kahoot! app also said to be motivational both to educators and for modern learners. It is expected that through this workshop participants are comfortable and able to incorporate Kahoot! into a variety of learning environments and will have the opportunity to design game-based learning events that can be used in the classroom. Finally, the workshop provided an opportunity for participants to discuss strengths, weaknesses, benefits and challenges in using Kahoot!.

The Potential Effect of Developed Reader Response Strategy-Based Mobile Reading for Students’ Establishing Character and Comprehension Achievement

Inderawati, Rita, Agusta, Okky Leo, Sitinjak, Mgrt. Dinar

IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

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Abstract

Mobile learning is nowadays utilized by educators to meet the students’ mode of learning in this digital era. This current study’s objective is to develop the mobile learning of reading based reader response strategy for comprehension achievement and character establishment of the eleventh grade students of SMAN 4 Lubuklinggau with 29 student. By employing development research with Analysis, Design, Development, Implementation, and Evaluation (ADDIE) research design , reading test material was delivered to determine the potential effect of  students. The result of the study were: the developed product for reading material was effective by showing 26 students (89.65%) out of 29 students achieved the minimum mastery criterion (70) and the students’ answers showed students’ moral knowing and moral feeling in relation to the character building. In term of moral knowing, it showed that students comprehension about moral value inside texts. Students were able to put themselves in moral knowing stage of character building. Besides, the students expressed what they felt and what should they do if they should face the condition.

Accommodating Analytic Hierarchy Process (AHP) for Elective Courses Selection

Sangka, Khresna Bayu, Muchsini, Binti

IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

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Abstract

The determination of elective courses for students is one of many things that require some complex considerations. This complexity is motivated by psychological and non-psychological factors of human beings such as: learning motivation, lecturer and previous learning experience. Many students found difficulties if they have to decide in a complex options in which has the identical option. Thus, they made their decisions based on just one perceived factors alone without taking into account other factors which have great importance as well. Analytic Hierarchy Process (AHP) is one method that can be used as an appropriate decision supporting tool to reduce the complexity of decision making process. AHP provides analysis in the form of selected course recommendations that have a weight of rankings to the level of importance of each preferred alternative. This study was a preliminary study subjected to construct the real consideration from students’ point of view. In which very important to create a hierarchical perspective order for decision making process in both sides, student and education provider which was on Accounting Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret Surakarta.

The Effects of Online Peer Tutoring on First-Year Undergraduate Students’ English Grammar Achievement

Watcharapunyawong, Somchai

IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

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Abstract

The purposes of this research were to study the effects of online peer tutoring on the first-year undergraduate students’ English grammar achievement and to examine their satisfaction towards an online peer tutoring process. The sample used in this study consisted of 53 first-year English major students, registered for the course of English Structure 2 in Semester 2/2017. The research instruments used for data collection were pre-and post-tests, a questionnaire with a reliability of 0.84, and a semi-structured interview. The obtained quantitative data were analyzed by mean, percentage, standard deviation, and paired sample t-test, while the students’ answers from the interview were analyzed based on the qualitative analytical methods. The results  showed that the students’ English grammar achievement was significantly improved at the .01 level after the process of online peer tutoring covering five compulsory grammar points in the course syllabus, comprising conditional clause, indirect speech, causative form, transitional words, and subjunctive mood. Besides, the students’ satisfaction towards the online peer tutoring process was overall rated at a very high level as it, compared to in-class activities and a traditional teaching method, more apparently helped promote not only students’ grammatical knowledge retention, sense of responsibility, and genuine collaboration with classmates but also their motivation and confidence in using English for daily communication.

The Flipped Classroom in 21st Century Learning for Development of learning skills Algorithm Analysis of Basic Programming C Language

Kunpitak, Piyamart

IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

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Abstract

Learning management of flipped classroom is a learning style that brings technology to the flipped classroom. The concept is "Study at home - homework at school" to develop the 21st century education which is a new paradigm learning style considered as a basic technology education. Learning with advanced technology will improve the development of learning skills Algorithm analysis of basic programming C language Throughout the course. The students will be encouraged to create a learning conducive environment. The objectives of this study were 1) to evaluate the achievement of flipped classroom concept learning, 2) to evaluate students' satisfaction with the management of flipped classroom concept learning. The sample was 22 undergraduate students majoring in Computer Science. The statistics used for data analysis included mean, standard deviation for the comparison of teaching achievement. The results showed that the students' achievement through flipped classroom concept learning was higher, interpreted from the pre-test ( = 4.41, S.D. = 0.94) and the post-test ( =6.64, S.D. = 1.16). It can be said that the students' achievement grades after learning were obviously more higher than the pre-test. The evaluation of students' satisfaction on learning and teaching activities based on the concepts of flipped classroom was overall at a high level  ( = 4.47, S.D. = 0.39).

The Development of SQL Language Skills in Data Definition and Data Manipulation Languages Using Exercises with Quizizz for Students' Learning Engagement

Amornchewin, Ratchadaporn

IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

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Abstract

The exercise is one of the educational activities that help students to understand and achieve their learning goals. Quizizz is a great online tool which helps students to check their knowledge and learning progress. In this paper, the researcher applied the SQL (Structured Query Language) skill in data definition language (DDL) and data manipulation language (DML) exercises and engaged the student’s learning by using Quizizz on students’ Introduction to Database course. The exercises and Quizizz were employed to an experimental group and a conventional teaching method was used for the control groups. The groups of students were of the heterogeneous level. Using the DDL and DML exercises, the students can review the knowledge repeatedly by doing exercises. In addition, the student can learn something from doing quizzes via Quizizz. The study on SQL exercises were conducted in order to improve students' achievement in DDL and DML. The purposes of this research were to 1) compare the students’ pre-test and post-test achievement using Quizizz and 2) investigate the students’ satisfaction while using SQL language skill exercises and Quizizz. The sample consisted of 34 students who enrolled in an Introduction to Database course in semester 1 of the academic year 2017. The students applied SQL language skill exercises when working on SQL assignment statement syntax. The students' pre-tests and post-tests were assessed. Percentage, mean and standard deviation, and average score (t-test) were used to analyze the data. The result showed that the students’ scores from the post-test was higher than the pre-test. There was a statistical significance at the level of 0.05. According to the result, it indicated that the students’ achievement was improved by the implementation. The students' satisfaction with the SQL language skill exercises and Quizizz was at a highest level (X = 4.58, S.D. = 0.54).

Implementation of Scratch Application to Improve Learning Outcomes and Student Motivation on Basic Programming Subjects

Permatasari, Lutfi, Yuana, Rosihan Ari, Maryono, Dwi

IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

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Abstract

This study aims to improve learning outcomes and student motivation on Basic Programming Learning by utilizing the Scratch application.Research begins with identifying problems that occur in the classroom. Then designed an action to overcome it in an action cycle. In this study giving of the action takes place in two cycles. Each cycle consists of planning, implementation, observation, and reflection. In cycle 1, learning is implemented using problem-based learning model, while in cycle 2 using project-based learning. The technique of data collection is done through comprehension test, observation of learning activity, assignment of a portfolio, and interview to students and related teacher. Data analysis was done using quantitative and qualitative interactive analysis techniques.The results showed that the use of Scratch application can improve learning outcomes and student motivation. This is indicated by the percentage of the student’s learning outcomes completeness by 25.7% in pre-cycle, 71.4% in cycle 1, and 94.3% in cycle 2. While the percentage of student motivation is 40.3% in pre-cycle, 75.1% in cycle 1, and 83.9% on cycle 2.

Technology Acceptance Model for Examining the Feasibility of a Computer-based Test System (an Indonesian Context)

Nugroho, Septian, Budiyanto, Cucuk, Budianto, Aris

IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

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Abstract

Indonesia is a country with rapid technological developments in all sectors including education. This can be proved by the government's success in applying computer-based test in 2014 junior high school. Many conveniences obtained when the exam using computer such as the assessment automatically, get feedback quickly and the question can be stored in the bank question. In this research, computer-based test system will be developed based on the convenience as above and will be added some other features to suit of the school using waterfall development model. Additional features include classroom major, question grouping in the question bank, user management and ease of registration during new year academic calendar. After developing system has been done, the CBT system is tested to one class at a vocational high school in Indonesia using an system feasibility instrument adapted from technology acceptance model (TAM) to know the level of feasibility the CBT system in perceived usefulness and perceived easy of use. The test results show that CBT system is very suitable for use in the class and can be applied to all schools in Indonesia.

Gamers' Experience on Incidental Language Learning by Playing Defense of the Ancient 2

Hapsari, Astri, Sari, Rr Putri Intan Permata, Rais, Burhanudin

IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

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Abstract

As information and communication technology (ICT) plays more important role in recent years, the use of ICT tools and media is more common in learning language. One of ICT media  that is promising for language learning is online games because they facilitate incidental language learning as they inherently form part of reading, listening, speaking, and writing. This case study aims to investigate the opinion of gamers about the use of online game Defense of the Ancient 2 (DoTA 2) to learn language. Data were collected through field observation, semi-structured interview, and documentation. Two participants were interviewed.  The findings of this research is that DoTA 2 supports incidental English language learning because it is easy to use and understand the langauge in the game platform;  the content encourages gamers to use English so that gamers learn new vocabularies and practice their English reading skill while playing; the social interaction through chat room and voice chat in planning strategies encorage gamers to communicate in English; the enjoyment from the motivation to win the game makes gamers practice English in team strategy discussion. However, DoTA 2 only focuses on the action of strategies to win the game rather than intended interaction to learn language.