Pub Date : 2022-12-25DOI: 10.20961/ijie.v6i2.71434
Julia Kurniasih, Dian Tiara Rezalti
The problem of data security is essential because data must be maintained securely and in its integrity, starting with the sending procedure and ending with the intended recipient. One way to maintain data security is to use cryptographic techniques, which use data encryption characteristics to transmit messages in secret (information encoding). Information can be encrypted using the Caesar Cipher and One Time Pad, symmetric key cryptographic algorithms. The key must be changed as a critical component of the cryptographic procedure to enhance the data or text's security. This study aims to analyse text encryption on the Caesar Cipher and One Time Pad (OTP) algorithms using a modified symmetric key by implementing a Genetic Algorithm, an optimisation algorithm. The research phase begins by adjusting the key using two types of Genetic Algorithm crossover operators, one-point crossover and two-point crossover, applied to the Caesar Cipher and OTP algorithms. Then testing and analysis of the ciphertext strength are carried out by comparing the frequency of character repetition with the results of implementing the two modification keys to determine which encoding model provides a better data security strength.
{"title":"Text Encryption Analysis of Modified Symmetric Keys using Genetic Algorithm on Caesar Cipher and One Time Pad","authors":"Julia Kurniasih, Dian Tiara Rezalti","doi":"10.20961/ijie.v6i2.71434","DOIUrl":"https://doi.org/10.20961/ijie.v6i2.71434","url":null,"abstract":"The problem of data security is essential because data must be maintained securely and in its integrity, starting with the sending procedure and ending with the intended recipient. One way to maintain data security is to use cryptographic techniques, which use data encryption characteristics to transmit messages in secret (information encoding). Information can be encrypted using the Caesar Cipher and One Time Pad, symmetric key cryptographic algorithms. The key must be changed as a critical component of the cryptographic procedure to enhance the data or text's security. This study aims to analyse text encryption on the Caesar Cipher and One Time Pad (OTP) algorithms using a modified symmetric key by implementing a Genetic Algorithm, an optimisation algorithm. The research phase begins by adjusting the key using two types of Genetic Algorithm crossover operators, one-point crossover and two-point crossover, applied to the Caesar Cipher and OTP algorithms. Then testing and analysis of the ciphertext strength are carried out by comparing the frequency of character repetition with the results of implementing the two modification keys to determine which encoding model provides a better data security strength.","PeriodicalId":273558,"journal":{"name":"IJIE (Indonesian Journal of Informatics Education)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132555614","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-12-25DOI: 10.20961/ijie.v6i2.47914
Rahma Septiana, A. Efendi, Yusfia Hafid Aristyagama
This study aims to find out the difference in students' critical thinking ability between the use of the Guided Inquiry learning model and with expository learning model and to know the effectiveness of the Guided Inquiry learning model on students' critical thinking ability in digital Simulation and Communication subjects. The subject used in this study was a Grade X student of Software Engineering SMK 2 Surakarta. The method used is a quantitative approach with a quasi-experiment that uses a nonequivalent control group design, pretest-posttest. This study used two groups: the control group with the expository learning model and the experimental group with the Guided Inquiry learning model. Sampling techniques in this study with simple random sampling. Data collection using observations and test instruments. Data analysis on hypothesis test using Independent sample T-test with an error level of 0.05. Hypothetical testing showed significant differences in post-tests between the two groups with sig values. (2-tailed) by 0.012 <0.05.
{"title":"The Effectiveness of Guided Inquiry Learning Model on Students' Critical Thinking Ability in Simulation and Digital Communication Subjects","authors":"Rahma Septiana, A. Efendi, Yusfia Hafid Aristyagama","doi":"10.20961/ijie.v6i2.47914","DOIUrl":"https://doi.org/10.20961/ijie.v6i2.47914","url":null,"abstract":"This study aims to find out the difference in students' critical thinking ability between the use of the Guided Inquiry learning model and with expository learning model and to know the effectiveness of the Guided Inquiry learning model on students' critical thinking ability in digital Simulation and Communication subjects. The subject used in this study was a Grade X student of Software Engineering SMK 2 Surakarta. The method used is a quantitative approach with a quasi-experiment that uses a nonequivalent control group design, pretest-posttest. This study used two groups: the control group with the expository learning model and the experimental group with the Guided Inquiry learning model. Sampling techniques in this study with simple random sampling. Data collection using observations and test instruments. Data analysis on hypothesis test using Independent sample T-test with an error level of 0.05. Hypothetical testing showed significant differences in post-tests between the two groups with sig values. (2-tailed) by 0.012 <0.05. ","PeriodicalId":273558,"journal":{"name":"IJIE (Indonesian Journal of Informatics Education)","volume":"246 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124631484","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-12-25DOI: 10.20961/ijie.v6i2.68151
Dwi Maryono, C. Budiyanto, Allan Auri Putra Pamungkas
This study aims to group students into study groups (classes) based on learning styles utilising K-Means Clustering technique and Sum of Squared Error for cluster assessment. This study used type of learning style developed by Felder and Silverman, which includes four dimensions: (1) the learning process; (2) perception of learning; (3) information input; and (4) understanding of information. This study subjects were Universitas Sebelas Maret's students majoring in informatics Education consisting of 58 respondents. The results showed that the K-Means clustering approach with cluster evaluation using Sum of Squared Error produced the best clustering when the number of clusters was k=2. The cluster analysis showed that each class has different learning styles and characteristics. The first cluster (group) consists of 26 respondents and has the features of an active learning style in the learning process dimension, sensing in the learning perception dimension, visual in the information input dimension, and a balance between global and sequential in the information understanding dimension. Meanwhile, the second cluster (group) consists of 32 respondents and has a reflective tendency in the learning process dimension, sensing in the learning perception dimension, visual in the information input dimension, and global in the information understanding dimension.
{"title":"Implementation of K-Means Clustering for Optimization of Student Grouping Based on Index of Learning Styles in Programming Classes","authors":"Dwi Maryono, C. Budiyanto, Allan Auri Putra Pamungkas","doi":"10.20961/ijie.v6i2.68151","DOIUrl":"https://doi.org/10.20961/ijie.v6i2.68151","url":null,"abstract":"This study aims to group students into study groups (classes) based on learning styles utilising K-Means Clustering technique and Sum of Squared Error for cluster assessment. This study used type of learning style developed by Felder and Silverman, which includes four dimensions: (1) the learning process; (2) perception of learning; (3) information input; and (4) understanding of information. This study subjects were Universitas Sebelas Maret's students majoring in informatics Education consisting of 58 respondents. The results showed that the K-Means clustering approach with cluster evaluation using Sum of Squared Error produced the best clustering when the number of clusters was k=2. The cluster analysis showed that each class has different learning styles and characteristics. The first cluster (group) consists of 26 respondents and has the features of an active learning style in the learning process dimension, sensing in the learning perception dimension, visual in the information input dimension, and a balance between global and sequential in the information understanding dimension. Meanwhile, the second cluster (group) consists of 32 respondents and has a reflective tendency in the learning process dimension, sensing in the learning perception dimension, visual in the information input dimension, and global in the information understanding dimension.","PeriodicalId":273558,"journal":{"name":"IJIE (Indonesian Journal of Informatics Education)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131579712","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-12-10DOI: 10.20961/ijie.v6i2.68326
N. Utami, A. Setiawan, I. Hamidah
This study aims to report on the overall research trend of research progress in the Augmented Reality (AR) field in engineering education. The research method used is bibliometric analysis (BA) using VoSviewer. The data is taken from the Scopus database. The findings show an increasing trend in citations and publications showing interest in using AR over the last decade. AR research in engineering education started in 2006 until now. Screening of selected articles from 2012 to 2022. The screening process based on inclusion and exclusion included the chosen language in English and based on the publication of final articles, resulting in a total of 858 articles. The results reveal that augmented reality, engineering education, and mobile learning are the most used keywords in the article. In contrast, the focus of the new article tends to be on augmented reality. In addition, the results show that the latest articles mostly focus on virtual and mobile learning. The most frequently used words in the abstract are engineering education, student, e-learning, education, and teaching. Recent articles have largely focused on students' and teachers' knowledge of technology-based learning. Billinghurst, Dede, and Martin are the most cited authors in this field, as they are the principal authors of AR. The journals cited are Computers & Education, Coeur Workshop Proceedings, Computers in Human Behavior, and the Journal of Science Education and Technology. The journal is the most prominent on the use of technology in education.
本研究旨在报告增强现实(AR)在工程教育领域的研究进展的总体研究趋势。研究方法为文献计量分析(BA),采用VoSviewer软件。数据取自Scopus数据库。研究结果显示,在过去十年中,对AR感兴趣的引用和出版物呈上升趋势。工程教育中的AR研究始于2006年至今。2012年至2022年精选文章的筛选。基于纳入和排除的筛选过程包括选择的语言为英语,并基于最终文章的发表,总共有858篇文章。结果显示,增强现实、工程教育和移动学习是文章中使用最多的关键词。相比之下,这篇新文章的重点往往是增强现实。此外,研究结果显示,最新的文章主要集中在虚拟和移动学习上。摘要中最常用的词是工程教育、学生、电子学习、教育和教学。最近的文章主要关注学生和教师对基于技术的学习的认识。Billinghurst, Dede和Martin是该领域被引用最多的作者,因为他们是AR的主要作者。被引用的期刊是Computers & Education, Coeur Workshop Proceedings, Computers in Human Behavior和Journal of Science Education and Technology。该杂志在科技在教育中的应用方面最为突出。
{"title":"Research Trends in the Use of Augmented Reality in Engineering Education: A Bibliometric Analysis","authors":"N. Utami, A. Setiawan, I. Hamidah","doi":"10.20961/ijie.v6i2.68326","DOIUrl":"https://doi.org/10.20961/ijie.v6i2.68326","url":null,"abstract":"This study aims to report on the overall research trend of research progress in the Augmented Reality (AR) field in engineering education. The research method used is bibliometric analysis (BA) using VoSviewer. The data is taken from the Scopus database. The findings show an increasing trend in citations and publications showing interest in using AR over the last decade. AR research in engineering education started in 2006 until now. Screening of selected articles from 2012 to 2022. The screening process based on inclusion and exclusion included the chosen language in English and based on the publication of final articles, resulting in a total of 858 articles. The results reveal that augmented reality, engineering education, and mobile learning are the most used keywords in the article. In contrast, the focus of the new article tends to be on augmented reality. In addition, the results show that the latest articles mostly focus on virtual and mobile learning. The most frequently used words in the abstract are engineering education, student, e-learning, education, and teaching. Recent articles have largely focused on students' and teachers' knowledge of technology-based learning. Billinghurst, Dede, and Martin are the most cited authors in this field, as they are the principal authors of AR. The journals cited are Computers & Education, Coeur Workshop Proceedings, Computers in Human Behavior, and the Journal of Science Education and Technology. The journal is the most prominent on the use of technology in education.","PeriodicalId":273558,"journal":{"name":"IJIE (Indonesian Journal of Informatics Education)","volume":"5 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125662147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-09-26DOI: 10.20961/ijie.v6i1.58168
E. Wihidayat, A. Efendi, C. Budiyanto, Puspanda Hatta
Infection symptoms are physical or mental characteristics that indicate a disease condition, especially those visible to the patient. The World Health Organization (WHO) issued a document containing symptoms of infection by the Covid-19 virus, including fever, dry cough, fatigue, and shortness of breath. These symptoms have similarities with illnesses caused by Influenza and Cold viruses, and it is difficult for most people to distinguish the differences between them. We proposed a Research and Development (RnD) study, developing an android app that embeds a Simple Additive Weighting (SAW) algorithm. However, this article will not cover the development process of the android app, but mostly on how the algorithm works. This study aims to help people differentiate Influenza, Cold, and Covid-19 virus infections based on their symptoms through an Android-based application. We used weights, provided by WHO and several related studies, to be processed by the SAW decision-making algorithm, one of the Multi-Criteria Decision Making (MCDM) algorithms, a method that makes decisions based on multiple conflicting criteria. By entering the symptoms, the user can get the most similar type of infection. The app showed its potential in achieving research objectives and the feasibility of being applied in the community.
{"title":"Android Application Development with Multi Criteria Decision Making (MCDM) to distinguish Covid-19, Influenza and Cold infections","authors":"E. Wihidayat, A. Efendi, C. Budiyanto, Puspanda Hatta","doi":"10.20961/ijie.v6i1.58168","DOIUrl":"https://doi.org/10.20961/ijie.v6i1.58168","url":null,"abstract":"Infection symptoms are physical or mental characteristics that indicate a disease condition, especially those visible to the patient. The World Health Organization (WHO) issued a document containing symptoms of infection by the Covid-19 virus, including fever, dry cough, fatigue, and shortness of breath. These symptoms have similarities with illnesses caused by Influenza and Cold viruses, and it is difficult for most people to distinguish the differences between them. We proposed a Research and Development (RnD) study, developing an android app that embeds a Simple Additive Weighting (SAW) algorithm. However, this article will not cover the development process of the android app, but mostly on how the algorithm works. This study aims to help people differentiate Influenza, Cold, and Covid-19 virus infections based on their symptoms through an Android-based application. We used weights, provided by WHO and several related studies, to be processed by the SAW decision-making algorithm, one of the Multi-Criteria Decision Making (MCDM) algorithms, a method that makes decisions based on multiple conflicting criteria. By entering the symptoms, the user can get the most similar type of infection. The app showed its potential in achieving research objectives and the feasibility of being applied in the community.","PeriodicalId":273558,"journal":{"name":"IJIE (Indonesian Journal of Informatics Education)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129365316","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-29DOI: 10.20961/ijie.v6i1.59461
Isaac Atta Junior Ampofo, Isaac Atta Junior Ampofo
Failure rates have become a global problem as university students studying computer programming grow worldwide. Students' interest has been linked to learning skills that require metacognition and critical thinking, which are essential for studying computer programming efficiently. As a result, the project work approach in studying computer programming combines knowledge of technology with soft skills. Project work is best suited for complicated problem-solving tactics and teamwork creatively. The study used quantitative methodology and a descriptive design survey to evaluate the project work approach's influence on college students’ interest in programming. The study's participants were Christian Service University computer science students. A total of 420 students were enrolled in the study, with a sample size of 368. Inferential and descriptive statistics were applied to analyze the data received from the respondents. The study found that standalone systems were the highest factor in the project work given to students. The study revealed that project work could make students interested in programming. The study concluded that project work has a favorable and considerable impact on college students' programming interests.
{"title":"The Influence of Project Work Approach on College Students’ Interest in Programming at the Private Universities in Ghana","authors":"Isaac Atta Junior Ampofo, Isaac Atta Junior Ampofo","doi":"10.20961/ijie.v6i1.59461","DOIUrl":"https://doi.org/10.20961/ijie.v6i1.59461","url":null,"abstract":"Failure rates have become a global problem as university students studying computer programming grow worldwide. Students' interest has been linked to learning skills that require metacognition and critical thinking, which are essential for studying computer programming efficiently. As a result, the project work approach in studying computer programming combines knowledge of technology with soft skills. Project work is best suited for complicated problem-solving tactics and teamwork creatively. The study used quantitative methodology and a descriptive design survey to evaluate the project work approach's influence on college students’ interest in programming. The study's participants were Christian Service University computer science students. A total of 420 students were enrolled in the study, with a sample size of 368. Inferential and descriptive statistics were applied to analyze the data received from the respondents. The study found that standalone systems were the highest factor in the project work given to students. The study revealed that project work could make students interested in programming. The study concluded that project work has a favorable and considerable impact on college students' programming interests.","PeriodicalId":273558,"journal":{"name":"IJIE (Indonesian Journal of Informatics Education)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115813196","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-29DOI: 10.20961/ijie.v6i1.61553
Retno Ariyanti Nurningtias, Hudzaifi Syah Tsalits Taufiqi, Muhammad Raihan Zaki, R. Hikmawan
Gamification is a game element but is included in non-game contexts because it is used as an effective motivational tool. The performance performed by using gamification becomes more attractive to users. The focus of the problem is determined by the researcher based on the field of education with the object of research being a homeroom teacher. Education standards at the level required by all stakeholders, especially learning assessment. The urgency of students who are entitled to an assessment from the teacher and easily known by the school and forwarded to parents. The approach taken with a qualitative study provides a more detailed explanation to homeroom teachers about problem solutions to place gamification in student learning assessments. Data were collected based on experiments with several homeroom teachers feeling and exploring media. The finding of homeroom responses who are very satisfied with gamification provides encouragement in entering students' grades in a fun way. From the results of the study, it can be concluded that the application of gamification strategies in which homeroom teachers conduct learning assessments triggers interest in fun characters, overcomes boredom with challenges and competition, gains new knowledge, and improves thinking skills to strengthen social interaction.
{"title":"Use of Gamification Model for Homeroom Teacher in Conducting Learning Assessment (Qualitative Study)","authors":"Retno Ariyanti Nurningtias, Hudzaifi Syah Tsalits Taufiqi, Muhammad Raihan Zaki, R. Hikmawan","doi":"10.20961/ijie.v6i1.61553","DOIUrl":"https://doi.org/10.20961/ijie.v6i1.61553","url":null,"abstract":"Gamification is a game element but is included in non-game contexts because it is used as an effective motivational tool. The performance performed by using gamification becomes more attractive to users. The focus of the problem is determined by the researcher based on the field of education with the object of research being a homeroom teacher. Education standards at the level required by all stakeholders, especially learning assessment. The urgency of students who are entitled to an assessment from the teacher and easily known by the school and forwarded to parents. The approach taken with a qualitative study provides a more detailed explanation to homeroom teachers about problem solutions to place gamification in student learning assessments. Data were collected based on experiments with several homeroom teachers feeling and exploring media. The finding of homeroom responses who are very satisfied with gamification provides encouragement in entering students' grades in a fun way. From the results of the study, it can be concluded that the application of gamification strategies in which homeroom teachers conduct learning assessments triggers interest in fun characters, overcomes boredom with challenges and competition, gains new knowledge, and improves thinking skills to strengthen social interaction.","PeriodicalId":273558,"journal":{"name":"IJIE (Indonesian Journal of Informatics Education)","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127166518","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-16DOI: 10.20961/ijie.v6i1.53901
Faizal Arifuddin, Puspanda Hatta, E. Wihidayat
The use of computer network trainers has become a major preference in vocational education because it is proven to be better than computer network simulation software. However, the use of existing computer network trainers (Desknet Trainer and Netcube Trainer) becomes overlapping in the domain of basic computer network courses. A comparison study was conducted in the aspect of usability, ergonomics, and extensibility to find out which trainer was the most suitable for handling basic computer networking courses. A quasi-experimental method with a counterbalanced design was chosen to compare computer network trainers. The T-test was conducted with the results stating that the data significance value was greater than the significance level (0.241 > 0.05). Then H0 is accepted with results stating that the two computer network trainers proved equal in handling basic computer networking learning. With such results, no recommendation can be drawn as to which trainer is superior. Both computer network trainers are allowed to be used together in basic computer network courses.
{"title":"Usability, Ergonomics, and Extensibility Comparison of Computer Network Trainers for Basic Computer Network Learning Media","authors":"Faizal Arifuddin, Puspanda Hatta, E. Wihidayat","doi":"10.20961/ijie.v6i1.53901","DOIUrl":"https://doi.org/10.20961/ijie.v6i1.53901","url":null,"abstract":"The use of computer network trainers has become a major preference in vocational education because it is proven to be better than computer network simulation software. However, the use of existing computer network trainers (Desknet Trainer and Netcube Trainer) becomes overlapping in the domain of basic computer network courses. A comparison study was conducted in the aspect of usability, ergonomics, and extensibility to find out which trainer was the most suitable for handling basic computer networking courses. A quasi-experimental method with a counterbalanced design was chosen to compare computer network trainers. The T-test was conducted with the results stating that the data significance value was greater than the significance level (0.241 > 0.05). Then H0 is accepted with results stating that the two computer network trainers proved equal in handling basic computer networking learning. With such results, no recommendation can be drawn as to which trainer is superior. Both computer network trainers are allowed to be used together in basic computer network courses.","PeriodicalId":273558,"journal":{"name":"IJIE (Indonesian Journal of Informatics Education)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131831734","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-16DOI: 10.20961/ijie.v6i1.58409
Arvega Rachmad, S. Adi, D. P. Ratri
Vocabulary is the key of language where people need to process words to understand their meaning of words. Learning vocabulary is not merely can be obtained from classroom interaction. It can be done outside classroom with the aid of various media, one of which is video games developed in English. Learning English from activities outside the classroom like playing video games can gain incidental vocabulary which has relation with repetition of the interaction from the learner with target language which is English. DoTA 2 is a popular video game among students since it not only provides a pleasurable experience for players but also allows them to engage with one another via the use of English. This survey study aimed at figure out the relation between player intensity of playing DoTA 2 and their vocabulary size. The data was gained from 100 students of a state university in Indonesia who played Dota 2 by distributing a questionnaire adopted from Cabraja (2016) to get the players’ view and Schmitt’s Vocabulary Levels Test (VLT) to know players’ vocabulary level. The findings showed that participants who plays DoTA 2 more regularly got a higher score on the Vocabulary Level Test score than participants who played Dota 2 less regularly. According to their experience, participants with higher score feel more confident when communicate with other player using English. It shows that playing the video game, DoTA 2 in this case, contributes a significant impact on players'/students' accidental vocabulary acquisition as well as giving a less daunting experience when learning English.
词汇是语言的关键,人们需要对词汇进行加工,以理解词汇的含义。词汇的学习不仅仅可以从课堂互动中获得。它可以在课堂外通过各种媒体来完成,其中一种是用英语开发的电子游戏。在课堂外的活动中学习英语,如玩电子游戏,可以获得附带词汇,这与学习者与目标语言(英语)的重复互动有关。DoTA 2是一款很受学生欢迎的电子游戏,因为它不仅为玩家提供了愉快的体验,而且还允许他们通过使用英语相互交流。本调查研究旨在找出玩家玩DoTA 2的强度与词汇量之间的关系。数据来自印度尼西亚一所州立大学的100名玩Dota 2的学生,通过分发Cabraja(2016)的问卷来获得玩家的观点,并通过Schmitt ' s Vocabulary Levels Test (VLT)来了解玩家的词汇水平。研究结果显示,经常玩《DoTA 2》的参与者在词汇水平测试中的得分高于不经常玩《DoTA 2》的参与者。根据他们的经验,得分较高的参与者在使用英语与其他玩家交流时更有信心。研究表明,玩电子游戏《DoTA 2》对玩家/学生的意外词汇习得有显著影响,并且在学习英语时减少了令人生畏的体验。
{"title":"“SECURE LANE”: EXPLORING DOTA 2 PLAYERS’ EXPERIENCE ON THEIR INCIDENTAL VOCABULARY LEARNING","authors":"Arvega Rachmad, S. Adi, D. P. Ratri","doi":"10.20961/ijie.v6i1.58409","DOIUrl":"https://doi.org/10.20961/ijie.v6i1.58409","url":null,"abstract":"Vocabulary is the key of language where people need to process words to understand their meaning of words. Learning vocabulary is not merely can be obtained from classroom interaction. It can be done outside classroom with the aid of various media, one of which is video games developed in English. Learning English from activities outside the classroom like playing video games can gain incidental vocabulary which has relation with repetition of the interaction from the learner with target language which is English. DoTA 2 is a popular video game among students since it not only provides a pleasurable experience for players but also allows them to engage with one another via the use of English. This survey study aimed at figure out the relation between player intensity of playing DoTA 2 and their vocabulary size. The data was gained from 100 students of a state university in Indonesia who played Dota 2 by distributing a questionnaire adopted from Cabraja (2016) to get the players’ view and Schmitt’s Vocabulary Levels Test (VLT) to know players’ vocabulary level. The findings showed that participants who plays DoTA 2 more regularly got a higher score on the Vocabulary Level Test score than participants who played Dota 2 less regularly. According to their experience, participants with higher score feel more confident when communicate with other player using English. It shows that playing the video game, DoTA 2 in this case, contributes a significant impact on players'/students' accidental vocabulary acquisition as well as giving a less daunting experience when learning English.","PeriodicalId":273558,"journal":{"name":"IJIE (Indonesian Journal of Informatics Education)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115295432","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-07-02DOI: 10.20961/IJIE.V5I1.44029
Winda Annisa Salma, B. Basori, Puspanda Hatta
Educational technology has a role in the education era 4.0, one of which is utilizing technology-based learning in learning activities in the form of learning applications based on project tasks, namely the Project-Based Blended Learning method. This article aims to get the influence of Project-Based Blended Learning to use on the achievement of students. This study was quantitative research using a pretest-posttest control design. The sample of the study were 72 students. The data were collected by random cluster sampling divided into groups or classes. The hypothesis tests were the independent sample t-test and the gain normalization test based on significant grade 0,05. The result showed significant differences and improvement in student achievement when using the Project-Based Blended Learning from conventional methods in pandemic Covid-19. The result was proven by the hypothesis tests using the T-test that the post-test was 0,000 (0,000<0,05), so the differences in student outcomes between experimental class from control class were found. The gain normalization showed that the experimental class got 0,49 and the control class got 0,16. It can be concluded that there is an improvement in student achievement in the experimental and control classes. Therefore the use of Project-Based Blended Learning contributes more influence to the achievement of students
{"title":"The Effectiveness and effect of Project-Based Blended Learning on Student Achievement in Online Learning at Surakarta, Indonesia","authors":"Winda Annisa Salma, B. Basori, Puspanda Hatta","doi":"10.20961/IJIE.V5I1.44029","DOIUrl":"https://doi.org/10.20961/IJIE.V5I1.44029","url":null,"abstract":"Educational technology has a role in the education era 4.0, one of which is utilizing technology-based learning in learning activities in the form of learning applications based on project tasks, namely the Project-Based Blended Learning method. This article aims to get the influence of Project-Based Blended Learning to use on the achievement of students. This study was quantitative research using a pretest-posttest control design. The sample of the study were 72 students. The data were collected by random cluster sampling divided into groups or classes. The hypothesis tests were the independent sample t-test and the gain normalization test based on significant grade 0,05. The result showed significant differences and improvement in student achievement when using the Project-Based Blended Learning from conventional methods in pandemic Covid-19. The result was proven by the hypothesis tests using the T-test that the post-test was 0,000 (0,000<0,05), so the differences in student outcomes between experimental class from control class were found. The gain normalization showed that the experimental class got 0,49 and the control class got 0,16. It can be concluded that there is an improvement in student achievement in the experimental and control classes. Therefore the use of Project-Based Blended Learning contributes more influence to the achievement of students","PeriodicalId":273558,"journal":{"name":"IJIE (Indonesian Journal of Informatics Education)","volume":"58 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121528503","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}