SpaCy is a tool that can efficiently handle Natural Language Processing (NLP) problems, one of which is Named Entity Recognition (NER). NER is used to extract and identify named entities in a text. However, so far SpaCy has not officially released the NER model pre-train for Indonesian. On the other hand, based on the 2019 PLN statistical report, the Province of D.I. Yogyakarta is a province that often experiences power failure and many complaints from the public are found on Twitter related to power failure that occur in the province. This is because there is no research on extracting information related to electrical disturbances and research on NER using SpaCy in Indonesian is still rare. So in this study, information extraction related to power failure in the Province of D.I. will be carried out. Yogyakarta via twitter using Indonesian SpaCy. This study produces good performance results with 95.52% precision calculation, 93.27% recall, and 94.38% f1-score. Then, mapping is carried out based on the location entities contained in tweets related to electrical disturbances. From this process, it was found that the highest number of locations mentioned in the tweet related to power failure came from Sleman Regency, while the lowest number came from Gunung Kidul Regency. Then, the month that experienced the most power failure was March 2020, while the month that experienced the least amount of electricity was July 2020.
SpaCy是一种能够有效处理自然语言处理(NLP)问题的工具,其中之一就是命名实体识别(NER)。NER用于提取和识别文本中的命名实体。然而,到目前为止,space还没有正式发布NER模型的印尼语预训练。另一方面,根据2019年PLN的统计报告,日惹省是一个经常发生停电的省份,在推特上发现了许多与该省发生的停电有关的公众投诉。这是因为目前还没有关于提取电干扰相关信息的研究,使用印度尼西亚语的SpaCy对NER的研究仍然很少。因此,在本研究中,将对直航省的停电相关信息进行提取。日惹通过twitter使用印度尼西亚空间。本研究取得了良好的性能结果,计算精度为95.52%,召回率为93.27%,f1得分为94.38%。然后,根据与电干扰相关的推文中包含的位置实体进行映射。从这个过程中发现,推文中提到的与停电有关的地点最多的是Sleman Regency,而最少的是Gunung Kidul Regency。然后,停电最多的月份是2020年3月,而停电最少的月份是2020年7月。
{"title":"Application of Named Entity Recognition via Twitter on SpaCy in Indonesian (Case Study : Power Failure in the Special Region of Yogyakarta)","authors":"Rizka Maulida Yanti, Ibnu Santoso, Lya Hulliyyatus Suadaa","doi":"10.24002/ijis.v4i1.4677","DOIUrl":"https://doi.org/10.24002/ijis.v4i1.4677","url":null,"abstract":"SpaCy is a tool that can efficiently handle Natural Language Processing (NLP) problems, one of which is Named Entity Recognition (NER). NER is used to extract and identify named entities in a text. However, so far SpaCy has not officially released the NER model pre-train for Indonesian. On the other hand, based on the 2019 PLN statistical report, the Province of D.I. Yogyakarta is a province that often experiences power failure and many complaints from the public are found on Twitter related to power failure that occur in the province. This is because there is no research on extracting information related to electrical disturbances and research on NER using SpaCy in Indonesian is still rare. So in this study, information extraction related to power failure in the Province of D.I. will be carried out. Yogyakarta via twitter using Indonesian SpaCy. This study produces good performance results with 95.52% precision calculation, 93.27% recall, and 94.38% f1-score. Then, mapping is carried out based on the location entities contained in tweets related to electrical disturbances. From this process, it was found that the highest number of locations mentioned in the tweet related to power failure came from Sleman Regency, while the lowest number came from Gunung Kidul Regency. Then, the month that experienced the most power failure was March 2020, while the month that experienced the least amount of electricity was July 2020.","PeriodicalId":34118,"journal":{"name":"Indonesian Journal of Information Systems","volume":"425 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-08-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77505076","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}
In the last two decades, many companies create online games. Online game is a game that is connected to the internet, where players can play and communicate with other players in different places at the same time. There are many types of game, such as adventure, strategy, cooking, make up, and so on. That is why a lot of people love to play online game. This study tries to identify the factors that support online game acceptance by students of Atma Jaya Yogyakarta University, because many students at this university play online games. The method used for this analysis is Technology Acceptance Model, which has main construct, namely Perceived ease-of-use (PEOU), Perceived usefulness (PU), Attitude toward use (ATU), Intention to use (ITU) and Actual Use (AU), and additional variables of Social Influence (SI), Personal (P) and Excitement (E) added by researcher. The data obtained to conduct this analysis using a questionnaire addressed to students. There are eleven hypotheses that serve as a reference in analyzing the relationship between variables. Each variable proves that each of these variables has a significant relationship in online game acceptance.
{"title":"Identifying the Factors of Online Game Acceptance Using Technology Acceptance Model","authors":"Findra Kartika Sari Dewi, Bunga Natalia","doi":"10.24002/ijis.v4i1.4727","DOIUrl":"https://doi.org/10.24002/ijis.v4i1.4727","url":null,"abstract":"In the last two decades, many companies create online games. Online game is a game that is connected to the internet, where players can play and communicate with other players in different places at the same time. There are many types of game, such as adventure, strategy, cooking, make up, and so on. That is why a lot of people love to play online game. This study tries to identify the factors that support online game acceptance by students of Atma Jaya Yogyakarta University, because many students at this university play online games. The method used for this analysis is Technology Acceptance Model, which has main construct, namely Perceived ease-of-use (PEOU), Perceived usefulness (PU), Attitude toward use (ATU), Intention to use (ITU) and Actual Use (AU), and additional variables of Social Influence (SI), Personal (P) and Excitement (E) added by researcher. The data obtained to conduct this analysis using a questionnaire addressed to students. There are eleven hypotheses that serve as a reference in analyzing the relationship between variables. Each variable proves that each of these variables has a significant relationship in online game acceptance.","PeriodicalId":34118,"journal":{"name":"Indonesian Journal of Information Systems","volume":"3 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-08-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87955304","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}
The covid-19 pandemic is currently occurring affects almost all aspects of life, including education. School From Home (SFH) is one of the ways to prevent the spread of Covid-19. The face-to-face learning method in class turns into online learning using information technology facilities. Even though there are many barriers to implementing classes online, online learning provides a new perspective for students' learning process. One of the factors for the online learning process's success is the interaction between the two main actors in the learning process, i.e., lecturers and students. The study's purpose was to analyze students' perceptions of the online learning process. The research data were obtained from a student questionnaire, which included five main criteria in the learning process: 1) self-management aspects, 2) personal efforts, 3) technology utilization, 4) perceptions of self-roles, and 5) perceptions of the role of the lecturer. Students provide an assessment through a questionnaire about the online learning methods they experience during the Covid-19 pandemic. The random forest algorithm was applied to examine data. The study results were focused on three main criteria (variable importance) that affect students' perceptions of the online learning process. The results described that the students' satisfaction in online learning is influenced by 1) The relationship between students and lecturers. 2) The learning materials need to be changed and adapted to the online learning method; 3) The use of technology to access online learning. The study contributes to improving the online learning method for the student.
{"title":"Student Perceptions Analysis of Online Learning: A Machine Learning Approach","authors":"Hari Suparwito, A. M. Polina, Markus Budiraharjo","doi":"10.24002/ijis.v4i1.4594","DOIUrl":"https://doi.org/10.24002/ijis.v4i1.4594","url":null,"abstract":"The covid-19 pandemic is currently occurring affects almost all aspects of life, including education. School From Home (SFH) is one of the ways to prevent the spread of Covid-19. The face-to-face learning method in class turns into online learning using information technology facilities. Even though there are many barriers to implementing classes online, online learning provides a new perspective for students' learning process. One of the factors for the online learning process's success is the interaction between the two main actors in the learning process, i.e., lecturers and students. The study's purpose was to analyze students' perceptions of the online learning process. The research data were obtained from a student questionnaire, which included five main criteria in the learning process: 1) self-management aspects, 2) personal efforts, 3) technology utilization, 4) perceptions of self-roles, and 5) perceptions of the role of the lecturer. Students provide an assessment through a questionnaire about the online learning methods they experience during the Covid-19 pandemic. The random forest algorithm was applied to examine data. The study results were focused on three main criteria (variable importance) that affect students' perceptions of the online learning process. The results described that the students' satisfaction in online learning is influenced by 1) The relationship between students and lecturers. 2) The learning materials need to be changed and adapted to the online learning method; 3) The use of technology to access online learning. The study contributes to improving the online learning method for the student.","PeriodicalId":34118,"journal":{"name":"Indonesian Journal of Information Systems","volume":"21 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-08-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75821424","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}
Competition in the motion picture industry continues to intensify at a very rapid pace. This phenomenon makes the production house continue to try to look for new ways to maximize revenue from the short life cycle of a film. One of the variables currently playing a larger role in decision-making to watch a film is a review. Two types of reviews are often used in the motion picture industry, namely the reviews from critics and fellow consumers. This study tries to see whose review will trigger a hype or buzz that much needed in the motion picture industry. Data from 219 respondents were collected to see their response regarding a review and whose review will encourage them to talk about a film to their peers and ultimately create the hype needed by a film. There are different perceptions for reviews given by critics, and fellow consumers with reviews from fellow consumers have greater potential to create and ignite hype in the motion picture industry.
{"title":"Online Review Analysis TriggeringHype in the Motion Picture Industry","authors":"T. R. Laheba, Paulus Wisnu Anggoro","doi":"10.24002/ijis.v4i1.4528","DOIUrl":"https://doi.org/10.24002/ijis.v4i1.4528","url":null,"abstract":"Competition in the motion picture industry continues to intensify at a very rapid pace. This phenomenon makes the production house continue to try to look for new ways to maximize revenue from the short life cycle of a film. One of the variables currently playing a larger role in decision-making to watch a film is a review. Two types of reviews are often used in the motion picture industry, namely the reviews from critics and fellow consumers. This study tries to see whose review will trigger a hype or buzz that much needed in the motion picture industry. Data from 219 respondents were collected to see their response regarding a review and whose review will encourage them to talk about a film to their peers and ultimately create the hype needed by a film. There are different perceptions for reviews given by critics, and fellow consumers with reviews from fellow consumers have greater potential to create and ignite hype in the motion picture industry.","PeriodicalId":34118,"journal":{"name":"Indonesian Journal of Information Systems","volume":"17 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81535849","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}
This article aims to describe the results of the lighting design for the prayer room using a simulation method to answer the needs of function and ambience. In general, the lighting design for prayer rooms does not use an integrated approach. A common problem faced by prayer rooms, especially churches and chapels, is too glaring or too dim in some cases. The results of the community service activities in the form of lighting planning for the Church of Santa Theresia Sedayu and Chapel of SMA de Britto with the digital simulation method expect to provide an overview of designing lighting with a more measured method that can meet the needs of the ambience. Lighting simulation in both cases uses DIALux Evo software. The simulation result shows that the lighting design meets lighting standards and is able to provide a sacred atmosphere. Concerning the study, solving lighting problems with the digital simulation as the method is more scalable and can meet the ambience needs. Field measurements of the lighting design results can be carried out in the future to measure the simulation's level of achievement and validation.
本文旨在用模拟的方法来描述祈祷室照明设计的结果,以满足功能和氛围的需求。一般来说,祈祷室的照明设计没有采用综合的方法。祈祷室,尤其是教堂和小礼拜堂面临的一个普遍问题是,在某些情况下,太刺眼或太昏暗。社区服务活动的结果是以Sedayu的Santa Theresia教堂和SMA de Britto教堂的照明规划的形式,通过数字模拟方法,期望提供一个更有效的方法来设计照明,以满足环境的需求。照明模拟在这两种情况下使用DIALux Evo软件。仿真结果表明,该照明设计符合照明标准,能够提供一种神圣的氛围。在本研究中,以数字模拟作为解决照明问题的方法更具可扩展性,更能满足环境需求。照明设计结果的现场测量可以在未来进行,以衡量模拟的成就水平和验证。
{"title":"Digital Simulation as a Design Method of Artificial Lighting for Prayer Rooms","authors":"F. B. Ola, Brigitta Michelle","doi":"10.24002/ijis.v4i1.4392","DOIUrl":"https://doi.org/10.24002/ijis.v4i1.4392","url":null,"abstract":"This article aims to describe the results of the lighting design for the prayer room using a simulation method to answer the needs of function and ambience. In general, the lighting design for prayer rooms does not use an integrated approach. A common problem faced by prayer rooms, especially churches and chapels, is too glaring or too dim in some cases. The results of the community service activities in the form of lighting planning for the Church of Santa Theresia Sedayu and Chapel of SMA de Britto with the digital simulation method expect to provide an overview of designing lighting with a more measured method that can meet the needs of the ambience. Lighting simulation in both cases uses DIALux Evo software. The simulation result shows that the lighting design meets lighting standards and is able to provide a sacred atmosphere. Concerning the study, solving lighting problems with the digital simulation as the method is more scalable and can meet the ambience needs. Field measurements of the lighting design results can be carried out in the future to measure the simulation's level of achievement and validation.","PeriodicalId":34118,"journal":{"name":"Indonesian Journal of Information Systems","volume":"38 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82664131","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}
This study aims to determine the influencing factors for understanding the intention of the learners in Non-Formal Education to use Blended Learning. In addition, it aims to investigate the relationships of the factors in a theoretical model. This study was conducted due to the lack of research in the world that discusses the adoption of Blended Learning in Non-Formal Education in Developing Countries such as Indonesia. Blended Learning at Non-Formal Education in the Covid-19 era is needed because the education institution has a limited place to accommodate more learners. A questionnaire based on google form was used to collect data. A sample of 566 users of Blended Learning from Non-Formal Education Institutions in Indonesia were used. All variables from the theoretical model are measured using existing scales. Structural Equation Model (SEM) was used to analyze the theoretical model. SPSS and Amos were used as the software tools. This research contributes to the theoretical understanding of Blended Learning adoption as well as practice and provide guidance for Non-Formal Education to successfully implementing Blended Learning in their institutions. From the thirteen initial hypotheses, there are nine significant hypotheses. Three hypotheses with the largest magnitude are SI -> PU, CE -> PEU, and PU -> BI. SI is the most influencing factor in the adoption of blended learning at non-formal education institutions.
{"title":"The Adoption of Blended Learning in Non-Formal Education Using Extended Technology Acceptance Model","authors":"Ridho Kurniawan, E. Pramana, H. Budianto","doi":"10.24002/ijis.v4i1.4415","DOIUrl":"https://doi.org/10.24002/ijis.v4i1.4415","url":null,"abstract":"This study aims to determine the influencing factors for understanding the intention of the learners in Non-Formal Education to use Blended Learning. In addition, it aims to investigate the relationships of the factors in a theoretical model. This study was conducted due to the lack of research in the world that discusses the adoption of Blended Learning in Non-Formal Education in Developing Countries such as Indonesia. Blended Learning at Non-Formal Education in the Covid-19 era is needed because the education institution has a limited place to accommodate more learners. A questionnaire based on google form was used to collect data. A sample of 566 users of Blended Learning from Non-Formal Education Institutions in Indonesia were used. All variables from the theoretical model are measured using existing scales. Structural Equation Model (SEM) was used to analyze the theoretical model. SPSS and Amos were used as the software tools. This research contributes to the theoretical understanding of Blended Learning adoption as well as practice and provide guidance for Non-Formal Education to successfully implementing Blended Learning in their institutions. From the thirteen initial hypotheses, there are nine significant hypotheses. Three hypotheses with the largest magnitude are SI -> PU, CE -> PEU, and PU -> BI. SI is the most influencing factor in the adoption of blended learning at non-formal education institutions.","PeriodicalId":34118,"journal":{"name":"Indonesian Journal of Information Systems","volume":"21 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85062361","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}
Nowadays, it is essential to use all concepts of Human-Computer interaction to understand mobile application design usability. This manuscript aimed to analyze a mobile application user experience (Grab online transportation), especially Grab foodservice users, using a user experience questionnaire since we noticed some Grab food users' complaints. Researchers collected data from 90 respondents within six were not used because the excel data analysis tool found that there were suspicious. We finally analyzed using an excel data analysis tool. The findings have shown that all six scales of the User Experience Questionnaire (UEQ) are good except the dependability scale. In addition, the mean scale value computed is favorable, and all values are more significant than 0.8 compared to the UEQ benchmark. The findings can be used for dependability improvement to reduce complaints from users.
{"title":"User Experience Analysis on Mobile Application Design Using User Experience Questionnaire","authors":"I. D. Sabukunze, A. Arakaza","doi":"10.24002/ijis.v4i1.4646","DOIUrl":"https://doi.org/10.24002/ijis.v4i1.4646","url":null,"abstract":"Nowadays, it is essential to use all concepts of Human-Computer interaction to understand mobile application design usability. This manuscript aimed to analyze a mobile application user experience (Grab online transportation), especially Grab foodservice users, using a user experience questionnaire since we noticed some Grab food users' complaints. Researchers collected data from 90 respondents within six were not used because the excel data analysis tool found that there were suspicious. We finally analyzed using an excel data analysis tool. The findings have shown that all six scales of the User Experience Questionnaire (UEQ) are good except the dependability scale. In addition, the mean scale value computed is favorable, and all values are more significant than 0.8 compared to the UEQ benchmark. The findings can be used for dependability improvement to reduce complaints from users.","PeriodicalId":34118,"journal":{"name":"Indonesian Journal of Information Systems","volume":"70 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73907796","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}
Since the end of 2019, the world faced a major health crisis in the form of the Coronavirus (COVID-19) pandemic. To mitigate the impact of the pandemic, governments across the globe instituted measures such as restricting local and international travel and in many cases, ordering citizens to stay indoors. Considering the social and economic impact of these restrictions it becomes crucial to investigate internet citizens’ (netizens) perception about the precautionary measures adopted. The study is anchored in the digital public sphere theory, which treats social media applications as virtual platforms where netizens commune to share ideas and debate about issues that affect them. Social media platforms already have critical public views on the current pandemic. However, the majority of this data is unstructured and difficult to interpret. Natural language processing (NLP), on the other hand, makes the task of gathering and analysing vast amounts of textual data feasible. Extracting structured knowledge from natural language, however, comes with unique challenges due to diverse linguistic properties including abbreviation, spelling mistakes, punctuations, stop words and non-standard text. In this work, The Latent Dirichlet Allocation (LDA) algorithm was applied to tweeter data to extract topics discussed by netzens from Zimbabwe and South Africa. The primary focus of this paper, is to comparatively explore the variety of topics that occupied twitter communities from the two countries. We examine whether or not the national identities that define and differentiate citizens of these countries also exist on Twitter as evident in the emerging topics. Furthermore, this work investigated public opinion by analysing how citizens discuss the issues around the COVID-19 pandemic on social media
{"title":"Social Media and the COVID-19: South African and Zimbabwean Netizens’ Response to a Pandemic","authors":"M. Mutanga, Oswelled Ureke, Tarirai Chani","doi":"10.24002/ijis.v4i1.4338","DOIUrl":"https://doi.org/10.24002/ijis.v4i1.4338","url":null,"abstract":"Since the end of 2019, the world faced a major health crisis in the form of the Coronavirus (COVID-19) pandemic. To mitigate the impact of the pandemic, governments across the globe instituted measures such as restricting local and international travel and in many cases, ordering citizens to stay indoors. Considering the social and economic impact of these restrictions it becomes crucial to investigate internet citizens’ (netizens) perception about the precautionary measures adopted. The study is anchored in the digital public sphere theory, which treats social media applications as virtual platforms where netizens commune to share ideas and debate about issues that affect them. Social media platforms already have critical public views on the current pandemic. However, the majority of this data is unstructured and difficult to interpret. Natural language processing (NLP), on the other hand, makes the task of gathering and analysing vast amounts of textual data feasible. Extracting structured knowledge from natural language, however, comes with unique challenges due to diverse linguistic properties including abbreviation, spelling mistakes, punctuations, stop words and non-standard text. In this work, The Latent Dirichlet Allocation (LDA) algorithm was applied to tweeter data to extract topics discussed by netzens from Zimbabwe and South Africa. The primary focus of this paper, is to comparatively explore the variety of topics that occupied twitter communities from the two countries. We examine whether or not the national identities that define and differentiate citizens of these countries also exist on Twitter as evident in the emerging topics. Furthermore, this work investigated public opinion by analysing how citizens discuss the issues around the COVID-19 pandemic on social media","PeriodicalId":34118,"journal":{"name":"Indonesian Journal of Information Systems","volume":"138 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90787416","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}
{"title":"Back Matter","authors":"Putri Nastiti","doi":"10.24002/ijis.v3i2.4309","DOIUrl":"https://doi.org/10.24002/ijis.v3i2.4309","url":null,"abstract":"","PeriodicalId":34118,"journal":{"name":"Indonesian Journal of Information Systems","volume":"15 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81565658","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}
Knowledge gap among students is one of the challenges in teaching-learning process. Active learning can be one way to the solution, as study shows that active learning increase students’ achievement. Knowledge transfer between peers can have its place in an active class, since group discussion is part of the class design. We have been applying active learning in our classes where students were invited to teach in small groups or in class. This study aims at collecting feedbacks from students whether the class designs give positive impacts to students’ understandings of the teaching material. Thirty-six students fill out the questionnaire in Google Form anonymously about the activities in our class settings in the past semester. The result shows that active learning increases students’ understanding of the teaching materials. Active learning motivates students to study and to share knowledge with peers in small groups as we have bonus points for individual and for group. We conclude that our class design that promotes active learning can bridge the knowledge gap between students.
{"title":"Promoting Active Learning for Increasing Students’ Understanding of the Teaching Materials: A Report on Teaching Experience in Computer Science","authors":"Margaretha Sulistyoningsih","doi":"10.24002/ijis.v3i1.3603","DOIUrl":"https://doi.org/10.24002/ijis.v3i1.3603","url":null,"abstract":"Knowledge gap among students is one of the challenges in teaching-learning process. Active learning can be one way to the solution, as study shows that active learning increase students’ achievement. Knowledge transfer between peers can have its place in an active class, since group discussion is part of the class design. We have been applying active learning in our classes where students were invited to teach in small groups or in class. This study aims at collecting feedbacks from students whether the class designs give positive impacts to students’ understandings of the teaching material. Thirty-six students fill out the questionnaire in Google Form anonymously about the activities in our class settings in the past semester. The result shows that active learning increases students’ understanding of the teaching materials. Active learning motivates students to study and to share knowledge with peers in small groups as we have bonus points for individual and for group. We conclude that our class design that promotes active learning can bridge the knowledge gap between students.","PeriodicalId":34118,"journal":{"name":"Indonesian Journal of Information Systems","volume":"17 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91048279","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}