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Accommodating Analytic Hierarchy Process (AHP) for Elective Courses Selection 运用层次分析法(AHP)选择选修课程
Pub Date : 2018-12-07 DOI: 10.20961/ijie.v2i2.24436
K. Sangka, B. Muchsini
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.
学生选修课程的确定是需要一些复杂考虑的许多事情之一。这种复杂性是由人的心理和非心理因素驱动的,如:学习动机、讲师和以前的学习经验。许多学生发现,如果他们必须在一个复杂的选项中做出决定,其中有相同的选项。因此,他们只根据一个可感知的因素做出决定,而没有考虑到其他同样重要的因素。层次分析法(AHP)是一种可以作为适当的决策支持工具来降低决策过程复杂性的方法。AHP以选择课程建议的形式提供分析,这些课程建议对每个首选选项的重要性进行排名。本研究是一项初步研究,旨在从学生的角度构建真实的思考。在决策过程中建立一个层次结构是非常重要的,学生和教育提供者是在会计教育系,教师培训和教育学院,Sebelas Maret Surakarta大学。
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引用次数: 1
The Effects of Online Peer Tutoring on First-Year Undergraduate Students’ English Grammar Achievement 网络同伴辅导对本科一年级学生英语语法成绩的影响
Pub Date : 2018-12-01 DOI: 10.20961/IJIE.V2I2.24382
Somchai Watcharapunyawong
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.
摘要本研究旨在探讨网络同伴辅导对大一本科生英语语法成绩的影响,并考察其对网络同伴辅导过程的满意度。本研究使用的样本包括53名注册了2017年第2学期英语结构2课程的一年级英语专业学生。数据收集的研究工具为前测和后测,信度为0.84的调查问卷和半结构化访谈。对获得的定量数据采用均值、百分比、标准差和配对样本t检验进行分析,对学生的访谈回答采用定性分析方法进行分析。结果表明,通过对课程大纲中五个必修语法点(条件从句、间接引语、使役形式、过渡词和虚拟语气)的在线同侪辅导,学生的英语语法成绩显著提高,达到了0.01水平。此外,学生对在线同伴辅导过程的满意度总体上被评为非常高的水平,因为与课堂活动和传统教学方法相比,它不仅更明显地有助于学生的语法知识记忆,责任感和与同学的真诚合作,而且还有助于他们使用英语进行日常交流的动力和信心。
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引用次数: 3
Kahoot!: Bring the Fun Into the Classroom! Kahoot !把乐趣带进教室!
Pub Date : 2018-12-01 DOI: 10.20961/IJIE.V2I2.26244
Grace Nathania Clara Sabandar, Noldy Richard Supit, Effendy Suryana
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!.
在21世纪学习的高峰时期,要求全球的教育工作者找到方法、方法和技术,使现代学习者参与学习过程。如今,有了互联网提供的简单性,帮助完成这个过程就不那么困难和痛苦了。教育学习者的一种有趣的方式是游戏,数字游戏。游戏通常是为了提高学习者对竞争、目标实现和真实自我表达的渴望,同时游戏也可以促进互动性,有一套可量化结果的规则,可以是丰富多彩的,也可以是吸引人的,而且非常逼真。这篇论文是基于一个互动研讨会,该研讨会的重点是探索应用程序Kahoot!,它声称为教育工作者提供了一个以不同形式创建基于游戏的评估的机会,比如选择题、混乱的词汇、混乱的句子。健康的竞争和奖励好主意由Kahoot提供!App还被认为对教育工作者和现代学习者都有激励作用。希望通过这次研讨会,参与者能够舒适地融入Kahoot!进入各种学习环境,并将有机会设计基于游戏的学习事件,可以在课堂上使用。最后,研讨会为与会者提供了一个机会,讨论使用Kahoot!的优点、缺点、好处和挑战。
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引用次数: 27
The Development of SQL Language Skills in Data Definition and Data Manipulation Languages Using Exercises with Quizizz for Students' Learning Engagement 数据定义和数据操作语言中SQL语言技能的发展,使用测验练习促进学生的学习参与
Pub Date : 2018-11-01 DOI: 10.20961/IJIE.V2I2.24430
R. Amornchewin
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).
练习是帮助学生理解和实现学习目标的教育活动之一。Quizizz是一个很棒的在线工具,可以帮助学生检查他们的知识和学习进度。在本文中,研究者将SQL (Structured Query Language)技能应用于数据定义语言(DDL)和数据操作语言(DML)的练习中,并在学生的数据库导论课程中使用Quizizz来吸引学生的学习。实验组采用练习和Quizizz,对照组采用常规教学方法。学生群体属于异质性水平。使用DDL和DML练习,学生可以通过做练习来反复复习知识。此外,学生可以通过Quizizz从做测验中学到一些东西。为了提高学生在DDL和DML方面的成绩,进行了SQL练习的研究。本研究的目的是:(1)比较学生在测验前和测验后的成绩;(2)调查学生在使用SQL语言技能练习和测验时的满意度。样本包括34名在2017学年第一学期注册了数据库入门课程的学生。学生在学习SQL赋值语句语法时进行了SQL语言技能练习。对学生的前测和后测进行评估。采用百分数、均数、标准差、平均分(t检验)进行分析。结果表明,学生的后测成绩高于前测。差异有统计学意义,水平为0.05。结果表明,实施后学生的学习成绩有所提高。学生对SQL语言技能练习和Quizizz的满意度最高(X = 4.58, sd = 0.54)。
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引用次数: 17
The Flipped Classroom in 21st Century Learning for Development of learning skills Algorithm Analysis of Basic Programming C Language 21世纪学习中的翻转课堂——培养学生的学习技能C语言基础编程算法分析
Pub Date : 2018-11-01 DOI: 10.20961/IJIE.V2I2.24402
Piyamart Kunpitak
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).
翻转课堂学习管理是一种将技术引入翻转课堂的学习方式。以“在家学习-在学校做作业”为理念,发展21世纪教育,是一种被认为是基础技术教育的新范式学习方式。学习先进的技术将提高学习技能的发展,算法分析的基础,C语言编程贯穿整个课程。我们将鼓励学生创造一个有利于学习的环境。本研究的目的是评估翻转课堂概念学习的成效;评估学生对翻转课堂概念学习管理的满意度。样本为22名计算机科学专业的本科生。数据分析的统计方法包括平均值、标准差,用于教学成果比较。结果表明,学生通过翻转课堂概念学习的成绩较高,从测试前(= 4.41,标准差= 0.94)和测试后(=6.64,标准差= 1.16)可以解释。可以说,学生学习后的成绩明显高于前测。学生对基于翻转课堂理念的学与教活动的满意度评价总体处于较高水平(= 4.47,标准差= 0.39)。
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引用次数: 1
Gamers' Experience on Incidental Language Learning by Playing Defense of the Ancient 2 玩家在玩《古之防御2》时的附带语言学习体验
Pub Date : 2018-09-23 DOI: 10.20961/IJIE.V2I2.24156
Astri Hapsari, Rr Putri Intan Permata Sari, Burhanudin Rais
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.
近年来,随着信息通信技术(ICT)发挥越来越重要的作用,在语言学习中越来越多地使用ICT工具和媒体。网络游戏是一种对语言学习有希望的信息通信技术媒体,因为它们本身就是阅读、听力、口语和写作的一部分,因此有助于附带的语言学习。本案例研究旨在调查玩家对使用在线游戏《DoTA 2》学习语言的看法。通过实地观察、半结构化访谈和文献资料收集数据。两位参与者接受了采访。本研究发现,《DoTA 2》支持附带英语学习,因为它在游戏平台上易于使用和理解语言;游戏内容鼓励玩家使用英语,让玩家在游戏中学习新词汇,锻炼英语阅读能力;规划策略中通过聊天室和语音聊天的社交互动鼓励玩家使用英语进行交流;赢得游戏的动机所带来的乐趣使玩家在团队策略讨论中练习英语。然而,DoTA 2只注重策略的行动来赢得比赛,而不是有意的互动来学习语言。
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引用次数: 1
Technology Acceptance Model for Examining the Feasibility of a Computer-based Test System (an Indonesian Context) 研究以电脑为基础的考试系统可行性的技术接受模式(印尼背景)
Pub Date : 2018-09-23 DOI: 10.20961/ijie.v2i2.12598
S. Nugroho, C. Budiyanto, Aris Budianto
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.
印度尼西亚是一个在包括教育在内的所有领域都有快速技术发展的国家。这一点可以从政府在2014年初中成功应用计算机化考试中得到证明。使用计算机考试获得了自动评卷、快速反馈、题库题库等诸多便利。在本研究中,基于上述便利的基础上,采用瀑布式开发模式开发计算机化考试系统,并根据学校的实际情况增加一些特点。其他功能包括课堂专业,题库中的问题分组,用户管理以及在新的学年日历期间方便注册。在系统开发完成后,采用技术接受模型(TAM)改编的系统可行性工具对印度尼西亚一所职业高中的一个班级进行了CBT系统的测试,以了解CBT系统在感知有用性和感知易用性方面的可行性水平。测试结果表明,CBT系统非常适合在课堂上使用,可以在印尼所有学校推广。
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引用次数: 1
Office Administration Technology Skill of Vocational School on the 21st Century 21世纪职业学校办公室管理技术技能
Pub Date : 2018-07-01 DOI: 10.20961/IJIE.V2I1.21640
Hanisa Sismaya Lestari, M. Aulia
In the 21st century education becomes more important to ensure students have the life skills and careers, learning and skills Databank as well as expertise in information technology and the media. Information technology is developing rapidly in a wide range of areas, including administrative services office. Records management is one of the activities of the Office of administrative services in a wide range of new. Vocational schools are required to generate human resources have the skills to use information technology. Electronic archive of educational practice to become one of the basic competencies taught in vocational schools in Office administration skills. Competencies expected to produce human resource who are competent and ready to compete in a globalized world. This method is used in this research is descriptive in the tests. The quality of education of a country can be seen from the data of the human development index (HDI) liquid size comparison of life expectancy, literacy, education and reduce the standard of living for all countries around the world. HDI data results in the year 2015 shows that Indonesia is number 35 with 70.1 rating from 41 countries around the world. This shows that the quality of education in Indonesia is still low compared with other countries.
在21世纪,教育变得更加重要,以确保学生拥有生活技能和职业,学习和技能数据库以及信息技术和媒体方面的专业知识。信息技术正在广泛的领域迅速发展,包括行政服务办公室。档案管理是行政事务厅的一项范围广泛的新活动。职业学校需要培养具有使用信息技术技能的人力资源。电子档案教育实践能力成为高职院校办公管理技能教学的基本能力之一。能力,期望生产人力资源谁是主管和准备在一个全球化的世界竞争。本研究采用的方法是描述性试验。一个国家的教育质量可以从人类发展指数(HDI)液体大小的数据中比较世界各国的预期寿命、识字率、教育水平和生活水平。2015年的人类发展指数数据结果显示,印度尼西亚在全球41个国家中排名第35位,得分为70.1。这表明,与其他国家相比,印尼的教育质量仍然很低。
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引用次数: 1
Arabic Sign Language Adaptation In Teaching Fardhu Ain To The Disabled Hearing 阿拉伯语手语适应在残障听力教学中的应用
Pub Date : 2018-06-30 DOI: 10.20961/IJIE.V2I1.21650
Syar Meeze Mohd Rashid, M. Yasin, N. S. Ashaari
The purpose of this study is to review the consensus of experts in the adaptation of the use of sign language in teaching fardhu ain to the disabled hearing. This study has used the technique of fuzzy delphi to seek a consensus of experts skilled in sign language to answer the review questions. Distributed instruments includes 14 items in order to obtain a consensus of experts. The findings show that there are five items that need to be adopted in the Arabic sign language that is the sign language related to the pronouncement of the Shahadah, beliefs and tenets of islam, body cleanliness, the aurat  and prayer with the deffuzification value of 0.767.
本研究的目的是回顾专家在手语教学中对听力障碍人士使用手语教学的适应性的共识。本研究采用模糊德尔菲法,寻求手语专家对回顾问题的一致回答。分布式工具包括14个项目,以获得专家的共识。研究结果表明,阿拉伯手语需要采用的项目有五个,即与宣讲圣训、伊斯兰教的信仰和教义、身体清洁、aurat和祈祷有关的手语,其消烟值为0.767。
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引用次数: 0
Can the Use of Video Learning Increase Student’s Interest in Traditional Music? 使用视频学习能提高学生对传统音乐的兴趣吗?
Pub Date : 2018-06-30 DOI: 10.20961/IJIE.V2I1.12998
Septhea Pradina Mustofa, E. Wihidayat, Puspanda Hatta
Nowadays, video increasing its popularity and becomes alternatives media used for education. It's popularity in line with the extensive access to online video such as Youtube, Netflix, etc. This research aims to compare learning outcomes between textbook and video specifically at students interest to Indonesian traditional music, named Gamelan. Quasi-experimental Design method used to compare those two learning media. Three phases of activities are conducted in this study: 1) preparing the video learning media, 2) testing learning media on experimental class and control class 3) taking questionnaires and analyze the result. The number of samples was 182 students, chosen from local students at a vocational high school at Boyolali, a city in Central Java Province, Indonesia. The results showed both of learning media increase the student interest. But the video increase student interest more significant.  Using the textbook, we got 77,58% meaning "interested". And using the video, we got 83,76%, meaning "very interested".
如今,视频越来越受欢迎,成为教育的替代媒体。它的流行与广泛访问在线视频,如Youtube, Netflix等一致。本研究旨在比较教科书和视频的学习效果,特别是学生对印度尼西亚传统音乐甘美兰的兴趣。采用准实验设计方法对两种学习媒介进行比较。本研究的活动分为三个阶段:1)准备视频学习媒体;2)对实验班和对照班的学习媒体进行测试;3)进行问卷调查并分析结果。样本数量为182名学生,选自印度尼西亚中爪哇省Boyolali市一所职业高中的当地学生。结果表明,两种学习媒介均能提高学生的学习兴趣。但视频对学生兴趣的提高更为显著。使用教科书,我们得到了77,58%的意思是“感兴趣”。通过视频,我们得到了83,76%,意思是“非常感兴趣”。
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引用次数: 5
期刊
IJIE (Indonesian Journal of Informatics Education)
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