Letters in Information Technology Education (LITE)
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Published By State University Of Malang (Um)

2654-5667

2020 ◽  
Vol 3 (1) ◽  
pp. 1-8
Author(s):  
Juwita Fauzi ◽  
Nukleon Rahman ◽  
Anik Handayani ◽  
Abd Mahamad

2020 ◽  
Vol 3 (1) ◽  
pp. 36-40 ◽  
Author(s):  
Didik Prasetya ◽  
Yusuke Hayashi ◽  
Tsukasa Hirashima

2020 ◽  
Vol 3 (1) ◽  
pp. 23-29
Author(s):  
Putu Ciptayani ◽  
Ni Saptarini ◽  
Reza Hidayat ◽  
Kadek Dewi

2020 ◽  
Vol 3 (1) ◽  
pp. 30-35
Author(s):  
Mohammad Kurniawan ◽  
Ayuningtyas Kurniawati ◽  
Sharifah Saon

2019 ◽  
Vol 1 (2) ◽  
pp. 25
Author(s):  
Alam Asrorul Haq ◽  
Aris Maulana ◽  
Dimas Ramadhana ◽  
Dyanrosa Deboraa ◽  
Prananda Anugrah

 This study was conducted to examine how the use of social media to developing a new college student at State University of Malang. This study uses in-depth interviews method were conducted in a manner that has been structured. This method applied to eight new college students to get information from students about the new college student development through social media. All the students in this case, uses social media Whatsapp and Instagram in their development process, only a few students who use LINE and Facebook. This study focuses on three things that is how social media is used to perform a new student development, student response in development through social media and the tendency of students to choose development process through social media or directly development process. The results of this study can be obtained that social media help in the process but the given information must be complete and clear.


2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Robby Wijaya ◽  
Widiyanti Widiyanti ◽  
Syarif Suhartadi ◽  
Basyirun Basyirun

Education plays an important role in printing Human Resources (HR), includingvocational schools. Learning methods and the availability of learning resources becomes very important and needed. The existence of the internet needs to be utilized to create innovative and interesting learning. The research method used is Classroom Action Research (CAR) which aims to determine the effect of the implementation of the blended learning team games tournament (TGT) and the Web-Based Module as an Effort to Increase the Achievement of Student Competencies in the Light Vehicle Engineering Program. The study was onducted in class X TKR 1, SMKN 1 Singosari in the 2017-2018 school year as many as 32 students. The treatment is given consisted of Action 1and Action 2 by observing the activities of the teacher, students, and post-test scores. In the pre-action, the percentage of completeness obtained was 67.74% while the Minimum Completeness Standard was 75%. After action 1, the achievement of student competence reached 93.5% with an average value of 86.53. While in Action 2, student learning completeness was 87.09% with an average value of 81.3. From the two actions implemented, it is found that the average results are above the minimum standard of a predetermined value of 75. The application of blended learning can improve student learning outcomes because the learning process is more interesting, active and innovative. students are more enthusiastic and happy with the learning model. With the tournament, students are trained to be responsible, care for friends, study independently and compete healthily. The application of Blended Learning team games tournament (TGT) and Web-based modules are recommended to be applied to other subjects because it is proven to be able to increase the achievement of student competencies and to be creative, innovative and interesting method.


2019 ◽  
Vol 2 (1) ◽  
pp. 19
Author(s):  
Indy Fungsihan ◽  
Khalida Izdihar Rasyida ◽  
Kiki Rizki Amalinda ◽  
Ni’matu Rohmah ◽  
Kusumadyahdewi Kusumadyahdewi

The use of Instagram from only sharing photos or videos and interacting with users has become a place for personal branding such as business events, information sources, and publications to get appreciation. Among students, the purpose of using Instagram can also change from the purpose of initial account creation. Different goals can be influenced by the needs and suitability of media content. To examine the socio-culture of Instagram usage patterns among students, research was conducted using a data collection method using a questionnaire. The results show the suitability of content and objectives do not affect the intensity of use, but affect the intensity of data upload. Appropriateness of content affects the choice of Instagram users to take advantage of privacy features. Based on these two things, it can be concluded that the intensity and use of privacy features affect personal branding, because the intensity of the influence of the level of communication of users with the audience, while the use of privacy features will affect the level of audience curiosity towards user data.


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