N. Nuraini, P. S. Cholifah, Wuli Oktiningrum, Sri Qayyuumu Gusti Mahartania
{"title":"Developing Digital Game Based Learning to Support Numeracy of Elementary School Teacher Education Students","authors":"N. Nuraini, P. S. Cholifah, Wuli Oktiningrum, Sri Qayyuumu Gusti Mahartania","doi":"10.1109/ICITE54466.2022.9759856","DOIUrl":"https://doi.org/10.1109/ICITE54466.2022.9759856","url":null,"abstract":"Digital Game-Based Learning (DGBL) is a form of learning innovation that facilitates students to learn game-based. This study aims to produce digital game-based learning products that can improve the numeracy skills of elementary school teacher education students. The game will be tested for validity and practicality before being applied in learning. This study indicates that the resulting product, “CAKAP NUMERASI” game, is suitable for use in learning and is practically used in learning. The validation test results from learning experts in the field of elementary school teacher education showed a percentage of 95.9%, which was in the very valid criteria. The results of the practicality test are in the practical criteria with a percentage of 80.4%. Based on the notes on the validity and practicality of the media, several ways can be done to improve the quality of the media before being tested on a wider range of students.","PeriodicalId":123775,"journal":{"name":"2022 2nd International Conference on Information Technology and Education (ICIT&E)","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128580605","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}
I. Gunawan, Sultoni, Wildan Zulkarnain, Rizka Apriani, Agus Baharudin, Andhika Gilang Prayoga, Rissa Prima Kurniawati, Adetya Dewi Wardani
{"title":"Evaluation of Online Teaching with the SIPEJAR Platform during the COVID-19 Pandemic","authors":"I. Gunawan, Sultoni, Wildan Zulkarnain, Rizka Apriani, Agus Baharudin, Andhika Gilang Prayoga, Rissa Prima Kurniawati, Adetya Dewi Wardani","doi":"10.1109/ICITE54466.2022.9759547","DOIUrl":"https://doi.org/10.1109/ICITE54466.2022.9759547","url":null,"abstract":"The purpose of this study was to determine the effectiveness of online teaching with the SIPEJAR platform during the COVID-19 pandemic. This study uses a teaching program evaluation research approach. To measure the effectiveness of online teaching with the SIPEJAR Platform, we used a questionnaire containing 15 questions. Research respondents were 214 students of the Universitas Negeri Malang. Data obtained from student responses to online teaching extracted from SIAKAD. We used descriptive statistical data analysis and the one-sample t-test formula to test the hypothesis. The results show that online teaching with the SIPEJAR platform is effectively implemented to support instructional activities during the COVID-19 pandemic.","PeriodicalId":123775,"journal":{"name":"2022 2nd International Conference on Information Technology and Education (ICIT&E)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133347492","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":"AKSENS Application as Virtual Counseling Encouraging Ideal Educational Characters to Reduce Student Mental Health Decline","authors":"Aulia Widya Kirana, Yolanda Kurniasari, Intan Gerhana Putri Hasibuan, Inefitria Amalia Asyrakal, Theresa Dewi Setiowati, Rizka Apriani","doi":"10.1109/ICITE54466.2022.9759839","DOIUrl":"https://doi.org/10.1109/ICITE54466.2022.9759839","url":null,"abstract":"The mental health condition of students during the COVID-19 pandemic has decreased a lot. Various efforts have been made by counselors to help students reduce academic stress and anxiety, one of which is providing online counseling services. However, online counseling that has been used is still not application-based, especially to prevent and cure mental health setbacks in students. Therefore, this study aims to develop the AKSENS application as a medium for handling student mental health setbacks. The design of this research is the development of the ADDIE model. The research subjects are guidance and counseling experts, IT experts, counselors and students of SMA N egeri 9 Malang. The data collection stage uses questionnaires and interviews with counselors and students. Data analysis used quantitative and qualitative data analysis. The results of the material test are 86.5%, IT experts are 85%, counselor and student user tests are 84.1 %, meaning that it can be concluded that the AKSENS application is very suitable to be used as an online counseling service for counselors and students in schools","PeriodicalId":123775,"journal":{"name":"2022 2nd International Conference on Information Technology and Education (ICIT&E)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116135207","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}
Nur Hidayah, M. Ramli, K. Kirana, Husni Hanafi, Rofiqoh, Mila Yunita
{"title":"School Anxiety Identification after Online Learning Post COVID-19","authors":"Nur Hidayah, M. Ramli, K. Kirana, Husni Hanafi, Rofiqoh, Mila Yunita","doi":"10.1109/ICITE54466.2022.9759869","DOIUrl":"https://doi.org/10.1109/ICITE54466.2022.9759869","url":null,"abstract":"The current COVID-19 pandemic has entered a new phase ahead of the post-pandemic after various handling efforts. Face-to-face learning is limited to a condition that requires readjustment after students have adapted to online learning. Post-pandemic school anxiety is a predictive condition that some students may experience. Therefore, this study aims to identify the school anxiety levels of the students in Malang City. The research method used is the quantitative research method at survey design. The respondents are random from the population of 211 students. Research data collecting used Post Pandemic School Anxiety Questionnaires and analyzed by the descriptive statistic. The results show the: (1) Health Anxiety is experienced by 38% of students at average on moderate level; (2) Achievement Anxiety is experienced by 33% of students at average on moderate level; and (3) Financial Anxiety is experienced by 29% of students at average on a moderate level. This study shows the data as predictive conditions of post-pandemic anxiety at school. Suggestions based on this research results are the development guidance and counseling program as the preventive and treatment for students' school anxiety.","PeriodicalId":123775,"journal":{"name":"2022 2nd International Conference on Information Technology and Education (ICIT&E)","volume":"719 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122996555","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}
Hana Andriningrum, Rikza Akmal Faruai, I. Gunawan, Herman Suriono, Nafi'atul Latifah
{"title":"Prototype of Interactive Multimedia Learning About Natural Resources and Energy to Elementary School Students","authors":"Hana Andriningrum, Rikza Akmal Faruai, I. Gunawan, Herman Suriono, Nafi'atul Latifah","doi":"10.1109/ICITE54466.2022.9759901","DOIUrl":"https://doi.org/10.1109/ICITE54466.2022.9759901","url":null,"abstract":"This prototype is a part of development interactive multimedia learning which is aimed toward optimizing the implementation of both distance and face to face learning about natural resources and energy subjects in elementary school. The product of the development is interactive multimedia which may be used for science learning, especially for online and independent learning. This development is produced for 2 months in October-November 2021. The product is advanced on students' needs for a meaningful learning experience. This study uses APPED R&D model which still needs to be practically tested by users. The device used to create and compute this multimedia is Adobe Flash CS6.","PeriodicalId":123775,"journal":{"name":"2022 2nd International Conference on Information Technology and Education (ICIT&E)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128939900","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":"The Effect of Player Type in Learning Programming with Online Gamification Activities on Student Learning Outcomes","authors":"Yerry Soepriyanto, Putri Fadilla Azzahra Fazarini, Sulthoni, Tasya Rizki Maulida, Aan Nurfahrudianto, Zainal Afandi","doi":"10.1109/ICITE54466.2022.9759850","DOIUrl":"https://doi.org/10.1109/ICITE54466.2022.9759850","url":null,"abstract":"A programming learning design with online gamification activities has been proposed. The purpose of this study is to identify the effect of the type of player on the learning outcomes of online gamification activity programming. The participants are first-year students majoring in educational technology as many as 101 students. Determination of the type of player for each student using the Bartle test. There are four types of players, namely killer, achiever, explorer, and socializer as independent variables. Learning outcomes are obtained from the student's final grade document in the visual programming course as the dependent variable. The Kruskal- Wallis test showed that there was no significant difference between the types of players on student learning outcomes. This shows that the programming learning design has gamification activities proposed for all types of players. The game elements that are designed do not allow certain types of players to excel, even though the socializer means the highest shelf. These results prove empirically that the type of player does not significantly affect the learning outcomes of online gamification activity programming.","PeriodicalId":123775,"journal":{"name":"2022 2nd International Conference on Information Technology and Education (ICIT&E)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125458300","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}
S.I.P. M.Si. Synthia Atas Sari, A. Gui, Idris Gautama So, Hasnah Haron, Angela Natania, Ni Putu Christovera Jayanti
{"title":"The Importance of Information Technology Usage and Human Governance on Shariah Manufacturing Companies","authors":"S.I.P. M.Si. Synthia Atas Sari, A. Gui, Idris Gautama So, Hasnah Haron, Angela Natania, Ni Putu Christovera Jayanti","doi":"10.1109/ICITE54466.2022.9759895","DOIUrl":"https://doi.org/10.1109/ICITE54466.2022.9759895","url":null,"abstract":"This study aims to examine the extent of human governance and information technology usage able to act as a driving force for sustainability reporting to increase company performance by investigating shariah-compliant companies in Indonesia. A quantitative methodology from 70 Indonesian Islamic manufacturing companies registered in Indonesia's Islamic capital market has been chosen to achieve the study's objective. A descriptive and multiple regression analysis was used to analyze the data using companies' annual reports for 2019. The study found that Human Governance (HG) Index was positive and significantly related to sustainability reporting and sustainability reporting to business performance. However, IT usage was found not significantly related to sustainability reporting for shariah companies in Indonesia. Further sustainability reporting is also a significant mediating “variable for HG to business performance, but not for IT usage. This study contributes to the discussion of Islamic governance, human resource, and usage of IT. The findings can be used to identify the necessary mechanisms that should be enhanced to strengthen the practice of business performance.","PeriodicalId":123775,"journal":{"name":"2022 2nd International Conference on Information Technology and Education (ICIT&E)","volume":"123 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128356051","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}
Puri Selfi Cholifah, Ni Luh Sakinah Nuraini, Aldy Ferdiansyah
{"title":"Designing Augmented Reality Book for Improving Practical Skill in Scout Education Course","authors":"Puri Selfi Cholifah, Ni Luh Sakinah Nuraini, Aldy Ferdiansyah","doi":"10.1109/ICITE54466.2022.9759857","DOIUrl":"https://doi.org/10.1109/ICITE54466.2022.9759857","url":null,"abstract":"It is important to look at the element of skill in scout learning. This research aims to produce scout teaching books with the help of augmented reality that can improve students' practical skills in scouting education subjects. This research used ADDIE model development research. This research is aimed at elementary school teacher education students in general who take scouting education courses. Based on the results of the analysis obtained the results of expert validation tests of 90.31 % which belong to the category is very valid. Therefore, related to these results, this book can be used for scouting education learning by improving the practical skills of elementary school teacher education students","PeriodicalId":123775,"journal":{"name":"2022 2nd International Conference on Information Technology and Education (ICIT&E)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116860101","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}